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
QUOTE
NORMAL 50

normal is 100
and it is logical as it a 1 2 4 8 and 1 4 16 64 pattern.

QUOTE
And as nobody got them yet, there won't be any complaints that they are too expensive.

I find that kind of difficult to believe as it renders whole fleets obsolete
Sjaak
QUOTE (David Bethel @ May 27 2004, 09:35 AM)
QUOTE
NORMAL 50

normal is 100
and it is logical as it a 1 2 4 8 and 1 4 16 64 pattern.

QUOTE
And as nobody got them yet, there won't be any complaints that they are too expensive.

I find that kind of difficult to believe as it renders whole fleets obsolete

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
QUOTE
Also you can make the Xheavy something you need to research. Making it as special item like the Mk2..


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 smile.gif
DMJ
QUOTE
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 


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
QUOTE (David Bethel @ May 27 2004, 01:21 PM)
QUOTE
Also you can make the Xheavy something you need to research. Making it as special item like the Mk2..


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 smile.gif

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! wink.gif

In jest tongue.gif
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 dry.gif

MasterTrader
QUOTE (Gandolph @ May 30 2004, 10:32 AM)
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

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
QUOTE (MasterTrader @ May 30 2004, 09:41 AM)
So apart from changing the 8's to 4's, I believe...




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 rolleyes.gif

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. blink.gif and theyve just breached, so im going to have to patch them up as well huh.gif

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
QUOTE
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.


Hehe, nicely put smile.gif To be fair it the amount of patches it would take to maintain was matched against affiliation total production and should not have been more than 10% (after the compensation). So you expect to have to built more patches.

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.