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February 22nd, 2001, 11:21 PM
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Sergeant
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Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
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Re: Realistic unit building
I agree that the overall caost of non-ships cost way to much, but considering that 30 fighters can destroy easily a cruiser, but in real life that is true as well any way.
It should be cheaper to produce the units, I wrote to Aaron about that problem and ask him if there was a way to put in a building that that speed up prduction, such as a fighter base etc, he said that it was a good idea. So hopefully it might get in the game some day.
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February 22nd, 2001, 11:32 PM
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Corporal
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Join Date: Jan 2001
Location: Dayton
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Re: Realistic unit building
what is up with this realistic thing, there is no such thing as a real "space fighter" so we really don't know what it would look like or how big it is.
The size in kt's of a fighter is 15 to start. So the fighter is 1/10 of a small ship, hence you get to build 1 ship a year or 10 fighters,...
to hell with realism, how about keeping game balance,...
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Je maintendrai
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February 22nd, 2001, 11:40 PM
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Corporal
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Join Date: Jan 2001
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Re: Realistic unit building
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.
Jim Cibb
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Jim Cobb
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February 22nd, 2001, 11:40 PM
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Corporal
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Join Date: Jan 2001
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Re: Realistic unit building
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.
Jim Cibb
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Jim Cobb
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February 22nd, 2001, 11:59 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Realistic unit building
If you save your empire, it will record whatever designs you have that are not obsolete, IIRC.
I found it handy to start a game at high level, then design some ships I tend to use (like colony ships) and save the empire. Then when I start a game with that empire it will be in there, just unbuildable until I get the right tech for it.
Pre 1.27, though, it had a nasty habit of making your ship designs vanish if you added other players into the game. Hopefully, something mentioned in the history files has fixed that problem.
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...can you and your associates arrange that for me, Mr. Morden?
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February 23rd, 2001, 02:35 AM
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Major
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Join Date: Aug 2000
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Re: Realistic unit building
JDC: Save your empire file. Its in the menu.
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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February 23rd, 2001, 02:59 AM
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Captain
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Join Date: Jan 2001
Location: Texas
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Re: Realistic unit building
quote: Originally posted by JDC:
One idea that would speed up early games would be a library of early ship designs that a player could import to new games. I growed tired of building the same designs in the early game.
Me too! !! !!!
On the issue of fighters, I tend to build them at all my colonies instead of building as many mineral storage facilities. In my current game, I think I'm building 70 or 80 per turn right now. Every once in a while, I'll look up and notice I've accumulated a couple of hundred fighters in orbit around a planet and remember to pop a light carrier into queue somewhere.
If they introduce a fighter base which produces fighters more quickly, I sincerely hope they remove the ability to produce fighters at planets without such a base. Oh... and auto-launch would be nice too...
I think 1 battleship in 3 turns or 100 fighters in a year is reasonable. Unless the battleship is decked out with PD V cannons, it might take just three turns production of fighters to destroy the battleship.
Keep in mind that these opinions are coming from someone who is going to be hurting when I hit the 2000 unit limit well before turn 100.
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