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July 25th, 2002, 06:56 AM
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Second Lieutenant
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Join Date: Jul 2002
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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.

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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 27th, 2002, 05:50 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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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.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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July 27th, 2002, 07:04 PM
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Shrapnel Fanatic
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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.
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July 27th, 2002, 07:39 PM
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Shrapnel Fanatic
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Re: ship limits and surrender
And, you can retrofit and repair mothballed ships, so they are never out of date.
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July 29th, 2002, 05:43 PM
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Major
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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.
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July 30th, 2002, 12:33 AM
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General
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Join Date: Feb 2001
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Re: ship limits and surrender
Quote:
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IMO, the limit should be based on tonnage and not sheer numbers of ships.
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I think you're misinterpreting the purpose of the limit. It's not an issue of game balance, it's processing time. The higher the limit is set, the longer it will take for the game to run the turns.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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July 30th, 2002, 05:34 PM
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Major
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Re: ship limits and surrender
Quote:
Originally posted by capnq:
I think you're misinterpreting the purpose of the limit. It's not an issue of game balance, it's processing time. The higher the limit is set, the longer it will take for the game to run the turns.
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Nope, not misinterpreting the purpose; that I understand completely. I'm just stating (maybe not very clearly) that setting limits based on ship count (especially when low), penalizes the player that builds small, fast ships.
If I configure my attack fleets with 30 cruisers (and below), and you configure your fleets with 10 dreadnaughts, who's going to hit the ship limit first? Even though our actual 'tonnage' may be equal, I am at a disadvantage if the ship limits are low.
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