Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Ooops, I did it again..

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Ooops, I did it again.. Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Ooops, I did it again.. - 4/11/2010 10:34:43 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline

quote:

ORIGINAL: Wade1000

http://www.merzo.net/index.html (Starship Dimensions) Note: You can click and drag the starship images.

Some examples to show to people that might have misperceived some popular starship sizes:

The Battlestar Galactica is only 610m. That's not very big compared to other science fiction starships. I imagine even my smaller ships larger than Battlestar Galactica. I imagine my CAPITAL ships at around 1000km... kilometers!
http://www.matrixgames.com/forums/tm.asp?m=2434936 ('Starship Dimensions' thread)

1 meter = 1.0936133 yards
1 kilometer equals about .62 mile
1 kilometer = 1000 meters

Moya of Farscape is 650m.
Galaxy class of Star Trek is 643m.
Sovereign class of Star Trek is 685m.
Andromeda of Andromeda is 1301m.
Romulan D'deridex of Star Trek dwarfs Battlestar Galactica.
Imperial Star Destoyer of Star Wars dwarfs Battlestar Galactica.
Super Star Destoyer of Star Wars is 19km... kilometers. Battlestar Galactica fits in its thrusters with room to spare.

LOL, I knew the Super Star Destroyer was long, but I didn't know it was that long. Imagine a tiny A-Wing fighter brings the mighty Super Star Destroyer to it's death.

But I would love to make ships this big. I love roll playing in my games, and if I can make a SSD, why not? I would have to make shure I have a big economy to be able to do this. If not, I would be tanking big time.

Btw, what happens when you run down in the red and your money is ZERO? What happens then?

(in reply to Wade1000)
Post #: 31
RE: Ooops, I did it again.. - 4/11/2010 10:37:56 PM   
2guncohen


Posts: 401
Joined: 4/9/2010
From: Belguim
Status: offline
[/quote]
Btw, what happens when you run down in the red and your money is ZERO? What happens then?
[/quote]

Then you go under zero.

I had once like -10000 credits ...
But i didnt saw negative effects ???

(in reply to HsojVvad)
Post #: 32
RE: Ooops, I did it again.. - 4/11/2010 10:42:38 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline

quote:

ORIGINAL: 2guncohen


Btw, what happens when you run down in the red and your money is ZERO? What happens then?


Then you go under zero.

I had once like -10000 credits ...
But i didnt saw negative effects ???

Do you loose ships then? Since you are in the negative, how can you pay for maintenance costs then?

(in reply to 2guncohen)
Post #: 33
RE: Ooops, I did it again.. - 4/11/2010 10:58:39 PM   
Wade1000


Posts: 771
Joined: 10/27/2009
From: California, USA
Status: offline
It'd be good to have a penalty to assets due to no money for maintenance. I think losing ships is too extreme. Maybe have ships stay in a state of dammage/disrepair that not even constuction ships or bases can fix. Maybe ships, starting from the oldest, begin to move at twenty-five percent speed and twenty-five percent of other abilities until your economy is in the positive.

Maybe the unmaintained ships will appear as dull colored.

< Message edited by Wade1000 -- 4/11/2010 10:59:37 PM >


_____________________________

Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.

(in reply to HsojVvad)
Post #: 34
RE: Ooops, I did it again.. - 4/12/2010 3:51:58 AM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline

quote:

ORIGINAL: Cindar

quote:

ORIGINAL: Flaviusx

Keep it in. It's not a cost effective design anyways; a player would be much better off building larger numbers of smaller ships. It's self limiting for economy of force reasons.


Not really, if anything its more cost effective in most cases. In terms of pure combat capability, the single ship will win since the small ships will lose by attrition while the larger ship stays at full strength until destroyed. In terms of efficiency, the larger ship wins because there is less duplicated and wasted tech (IE, a large ship with 10 reactors that uses 9.5 of them is better then 10 ships with 1 reactor each that use .5 of them). Not to mention that single ships become drastically better as soon as you start including the area effect weapons, and are much easier to micromanage.

The only time large numbers of smaller ships are better is if you aren't using fleets and are relying on the AI to auto defend for you. Which you are always doing to some extent of course, but enemies are generally passive enough that the majority of money should be spent on the largest, strongest vessels you can make.


Here's the thing: it can only be in one place at one time.

A player who used the same resources to build cruisers/capital ships can simply go anywhere this baby isn't and take out the enemy colonies; a player focusing on these monsters won't have the fleet to cover his empire.

That's why it is self limiting. Especially in larger games.



(in reply to Cindar)
Post #: 35
RE: Ooops, I did it again.. - 4/12/2010 6:07:05 AM   
Cindar

 

Posts: 101
Joined: 4/5/2010
Status: offline
quote:

ORIGINAL: Flaviusx

Here's the thing: it can only be in one place at one time.

A player who used the same resources to build cruisers/capital ships can simply go anywhere this baby isn't and take out the enemy colonies; a player focusing on these monsters won't have the fleet to cover his empire.

That's why it is self limiting. Especially in larger games.



Except, as I mentioned, the AI never takes advantage of that. If we were playing a player vs player game that would be true. What actually happens is that the computer will send a medium size force to attack, your super ship takes a few days to respond, then they all die, having at most taken out a few civilian ships in the meantime. The computer doesn't understand withdrawing and attacking somewhere else as soon as they get outnumbered. It doesn't understand going straight for the jugular and taking over your capital within a matter of days.

And you obviously aren't ONLY focusing on super ships. The way the economy is now, you have more then enough money to make a large standard fleet as well.

< Message edited by Cindar -- 4/12/2010 6:11:44 AM >

(in reply to Flaviusx)
Post #: 36
RE: Ooops, I did it again.. - 4/12/2010 8:14:18 AM   
Fishman

 

Posts: 795
Joined: 4/1/2010
Status: offline
In all practicality, there is absolutely zero functional difference between this 8000-point juggernaut and my more reasonable 1500-point "legal" Leviathans. Hell, there is practically no difference between those and their 900-point battlecruiser cousins. Let us examine their attributes:
1. Can singlehandedly conquer a planet in the face of overwhelming AI opposition without any risk of death.
2. Can instantly destroy any AI-built target in the game in a single volley.

In short, you have a big, expensive, thoroughly ludicrous barge. Incidentally, you have less than 3x the firepower and only a bit more than 4x the shielding of my battleships. You paid about 5x as much for it. Your ship is also slower. I reckon that with 5 battleships, I can turn your expensive monster into expensive scrap without losing a single one, given that I can outshoot you with 4 of them and that leaves me one to rotate out as it takes hits, as I can outrun you and therefore decide the engagement. 5 battleships can take an entire system in the time it takes you to take a single world with that.

Despite its ludicrous cost and strategic inflexibility, however, I concede that it succeeds on one point: It is incredibly awesome. And that's the entire point of making it, right? So...not really gamebreaking, but very cool.


(in reply to Cindar)
Post #: 37
RE: Ooops, I did it again.. - 4/12/2010 8:16:50 AM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
Status: offline
Well if you are going to dissable it in a future patch, maybe at least let the editor to turn the limits on or off on certian class ships then?

(in reply to Fishman)
Post #: 38
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Ooops, I did it again.. Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.422