Sjaak | |||||||
The current system is a bit illogical TYPE Def Inegrit Car Met Bas Hdy Tho XLIGHT 5 4.00 90 40 10 40 10 LIGHT 25 2.00 70 40 10 30 20 NORMAL 50 1.00 50 40 10 20 30 HEAVY 400 0.50 30 40 10 10 40 PLATFOM 400 50 40 10 10 40 (HALF PROD) The heavy is 8 times as hard to destroy, carries 60% but cost the same amount. New: Def Integri car met bas hyd tho prod Xlight 005 3.00 090 020 005 020 005 050 Light 025 2.00 070 040 010 030 020 100 Normal 50 1.00 050 060 015 030 045 150 Heavy 200 0.75 030 180 045 045 180 450 Xheavy 400 0.50 030 270 030 030 270 600 Platfo 600 050 080 020 020 080 200 If you compare the new prices, the heavy is still 3 times as expensive as the Normal hull, but can still take 4 times as much hits. The Xheavy is 8 times as effective but only costs 4 times that amount in ores. For the rest they are basically the same. And as nobody got them yet, there won't be any complaints that they are too expensive. What do you think?? | |||||||
David Bethel | |||||||
normal is 100 and it is logical as it a 1 2 4 8 and 1 4 16 64 pattern.
I find that kind of difficult to believe as it renders whole fleets obsolete | |||||||
Sjaak | |||||||
Okay, made an slight error, so the figures should be adjusted somewhat. It wasn't mentioned on the info from the website anyway.. It was missing. Anyway the basic idea still stands. Its not really logical than an 4 times as good item will cost less then 4 times as much... Its now clear that people are looking at the number of hits a ship will sustain not the cargo space.. And yes, it would be nice that whole fleets are now obselete, but they would be anyway if the mark2 or higher gets into action as an default starter hull. Also you can make the Xheavy something you need to research. Making it as special item like the Mk2.. | |||||||
HPSimms | |||||||
I think we have enough complications for a while, without introducing more. Let's see how the current ones work out. Geoff | |||||||
David Bethel | |||||||
I don't see how XHeavy hull is any different to the mark II/II/IV heavy hulls, cos they are more difficult to produce (bps), same cargo and increased defence/integrity. Hull type is defined by size to cargo ratio and nothing else. The actual effect of 400 defence is not a linearly connected to the actual effect in a ship due to how damage is taken/distrubuted. oh yeah and what geoff said ![]() | |||||||
DMJ | |||||||
Regarding mail sent to the KJC-Phoenix list. I agree with both David, Geoff, and probably everyone else who actually uses heavy hull ships. NO MORE COMPLICATIONS!!!!!!!!!!!!!! | |||||||
Sjaak | |||||||
At the moment you change building recruirements for already wholescale produced stuff you complicated things. Ofcourse you don't need to make the XHeavy an special item... :-) In my view the reduced damage taken will be an essential part of the increase of the production price. Its nicely make the old warships a bit obselete (if you add the new XHeavy) and it also reduce the speed in which ships ar being destroyed... While players have got the option of getting those new XHeavys. Especially as the change will benefit those who actually have those items. Lets take an example. An player with 50 HH (100), 10 XL (100) . He has consumed 60*100*100= 600.000 Production. His assets will be worth 50*100*100*8=4.000.000 + 10*100*100*0.5= 50.000 an total value of 4.050.000 production. If the same player decided to built 10 HH (100) and 50 XL (100). He has consumed the same 600.000 Production. But his assets will be worth 10 * 100 * 100 * 8 = 800.000 + 50 * 100 * 100 * 0.5 = 250.000 production. An total value of 1.050.000 production. The warlike will get an free production of 3mln. With an new production of only 200.000 the warlike can get the same number of tradeships as the trader got, while the trader will need to invest an another 3.200.000 production to get even. | |||||||
Clay | |||||||
**Gets the Naplian Duct Tape*** You guys hold him, I'll gag him! ![]() In jest ![]() | |||||||
Anon | |||||||
Could we just have it made totally explicit, in case of musunderstandings: From Tuesday, one heavy hulls blueprint will still produce ten heavy hulls? This will require 4,000 MU's of raw materials? It will require 4,000 mu's of production to use to full effectivemess? i.e. a mass production line of 79 factories, for one blueprint? I just want to be totally clear what to expect. | |||||||
Gandolph | |||||||
this will be clarified when you get your next starbase turn, although if you only had 1 Heavy Hull MK II BP before it would produce 20% of your ship, if the BP now is still 1000mu's of production it only produces <2% per bp which is a bit of a blow ![]() | |||||||
MasterTrader | |||||||
David has said that the output from blueprints will be adjusted to compensate, and indications are that heavy hulls are actually likely to need 400 MU's of production each, rather than 800. So apart from changing the 8's to 4's, I believe that Anon's assessment is correct, although obviously it would need Mica or David to confirm this. Richard AFT | |||||||
Anon | |||||||
Yes, done. 79 factories = 4,000 MU's | |||||||
Gandolph | |||||||
to update your worries about building large fleets, and how worried some of you are about how fast you can do it, i thought id tell you to worry about the patch first ![]() were just getting our first turns through relating to how mych weekly patch for maintence we are going to need, and ive just filled my pants. ![]() ![]() | |||||||
Dan Reed | |||||||
It's like most areas in the game... some people are prudent, and expand at a sustainable rate, while others choose to expand and hang the long-term implications.... Dan | |||||||
David Bethel | |||||||
Hehe, nicely put ![]() On another note i understand that we will be making repair cost for a ship exactly 1/2 that required to build it. I think that got overlooked when we took 800->400 production. |