.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old July 25th, 2002, 05:17 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: ship limits and surrender

Quote:
I was actually contemplating starting a game with P&N mod, or something similar, and setting a very low ship limit. that way the few ships that are built would be upgraded over time with premium components, nanotubes, and other such stuff. the game would be forced to focus more on ship design and tactics rather than industrial might.
I'm afraid that your players would just build Battlemoons, and industrial power would remain a key element.

OTOH, you could easily outlaw them, or just disable Battlemoons with a mod tweak.

Without Battlemoons, I can see the endgame being jammed full of 1000-component ships
Even Fleet-on-Fleet slugging matches that drag out for months or years at a time.
Reply With Quote
  #2  
Old July 25th, 2002, 06:05 AM
Jmenschenfresser's Avatar

Jmenschenfresser Jmenschenfresser is offline
Sergeant
 
Join Date: Jan 2002
Location: New York
Posts: 345
Thanks: 0
Thanked 0 Times in 0 Posts
Jmenschenfresser is on a distinguished road
Default Re: ship limits and surrender

First off, 100 ships isn't actually a "low" limit. 100 dreadnoughts even in the unmodded game take a good number of planets to support them. I'm not even sure why we have a limit that goes up to something like 20000. I have to wonder that if you had 255 systems each with every sector containing a huge mineral rich planet could you build that many. (I'm not going to do the math on that one.) I would say in a decent sized galaxy with 10 players, only the top half could reach that number and most likely only the top couple. Given that they are building top o the line ships.

That being said, I contemplated this sort of game a while back. My reason was a little different. Played in a large galaxy, a limited number of ships couldn't be everywhere at all times...forcing a bit of strategy on the player were his empire to grow beyond the limit. I had the feeling though that it would phase out any smaller designs, as you wouldn't want to waste that slot for something other than the best...as SJ stated.
__________________
My granddaddy was a toaster.
Reply With Quote
  #3  
Old July 25th, 2002, 06:56 AM
Pax's Avatar

Pax Pax is offline
Second Lieutenant
 
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
Pax is on a distinguished road
Default Re: ship limits and surrender

Um.

Crystalline Technology and 120% Maintenance Aptitude. With the Crystalline Restructuring Facility III ... you're paying about 3.5% net maintenance in your home systems. 5% elsewhere.

I'd expect you could support a quite fair-sized fleet, if you weren't also building LOTS of other stuff, at those rates.

__________________
-- Sean
-- GMPax

Download the Small Ships mod, v0.1b Beta 2.
Reply With Quote
  #4  
Old July 27th, 2002, 05:50 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: ship limits and surrender

I have never hit a ship or unit limit in all the games of SE IV I've ever played.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #5  
Old July 27th, 2002, 07:04 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: ship limits and surrender

Don't forget, you can mothball the ships you build, and save them for wartime.
Zero maintenance during peacetime, so all you need is time to build up 20,000 ships.
Reply With Quote
  #6  
Old July 27th, 2002, 07:39 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: ship limits and surrender

And, you can retrofit and repair mothballed ships, so they are never out of date.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #7  
Old July 29th, 2002, 05:43 PM

rdouglass rdouglass is offline
Major
 
Join Date: Nov 2000
Location: Biddeford, ME, USA
Posts: 1,007
Thanks: 0
Thanked 0 Times in 0 Posts
rdouglass is on a distinguished road
Default Re: ship limits and surrender

As a side note I've always questioned the 'ship limit' about numbers of ships. IMO, the limit should be based on tonnage and not sheer numbers of ships. That way, if you set the limits low, a player that focuses on small, fast ships is not penalized in late games.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:47 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.