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View Poll Results: Do you like the current ship research method?
It's fine. Leave it alone. 3 42.86%
I liked SEIV better. 2 28.57%
I like your idea. 2 28.57%
I love all three!!!! 0 0%
I hate all of these!! Leave me alone! 0 0%
Voters: 7. You may not vote on this poll

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  #1  
Old January 8th, 2007, 05:30 AM
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Default Re: Ship research

Well, I liked some things about SEIV better, but I like SEV for its moddability. Instead of just going the bigger = better route, I've been thinking that specializing ship hulls would be a better idea.

What I've been tinkering with is going down that thought path. The specifics need to be worked out, but the coolest thing about SEV is the real-time combat. It can make things more true to how they would really be, if you really think about it. Frigates would be these fast little things that zip around everwhere, while dreadnoughts would be these massive gun-choked behemoths that lumber around and chuck heavy munitions every which way.
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Old January 8th, 2007, 05:34 AM
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Default Re: Ship research

You can do that just as well in SE4... See mods with QuasiNewtonian Propulsion for reference.

Combine that with GritEcon style of making ship build cost be size squared while maintenance is the square root of size, and you'll have a big variety of designs.

Throw in CBmod style weapons balance, and the sky is the limit.
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Old January 8th, 2007, 11:49 AM
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Default Re: Ship research

Quote:
Suicide Junkie said:
You can do that just as well in SE4... See mods with QuasiNewtonian Propulsion for reference.

Combine that with GritEcon style of making ship build cost be size squared while maintenance is the square root of size, and you'll have a big variety of designs.

Throw in CBmod style weapons balance, and the sky is the limit.
Did that cover all of your work or did you miss one?
Ok all joking aside; MrT we have had a discussion or two about that very thing. One thread which At started was on the topic of modern warships. He proposed giving the hulls abilities which would in turn affect game play. For example a sub would have stealth hulls, like mines do in stock. Destroyers would have a movement bonus, battleships damage changing bonuses. Well maybe all of that didn't come from that thread alone, some of it may be my work based on that thread. Sorry things are always fuzzy before that eighth cup you know? Why don't you start a thread on it here? I noticed your discussion in the KB but haven't read the whole thing yet, maybe I will today.
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Old January 8th, 2007, 12:02 PM
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Default Re: Ship research

Along the same line as the idea in the original post, for the SE:V version of my Space Food Empires mod I've made a single Spaceship Construction tech area of 15 levels. Various hulls are available concurrently, but they'll upgrades at different levels. For example, Frigate hulls might be available at levels 1, 3, and 5, while Destroyer hulls would be at levels 2, 4, and 6.
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