Garg
the civilian officer cost 1000 that seems fine.

But i would like to see different cost naval officers.

size 1-25 hulls, cost 2500
26-50 hulls, cost 5000
51-75 hulls cost 7500
76+ hulls cost 10000

Reason, bonus in bigger size ships are equipment you can stick onto it, but also its a bargain with an officer, like 100 hull vs 5 20 hulls, 10k for 1 officer vs 50k for 5, its too big a difference, but using this suggestion it would be 10k vs 12.5k, this for equal hulls or 10k vs 10k if you got 4 * 25 hulls.
ptb
You can move officers though, you'd have to either have 4 types of naval officer or some kind of stat on their 'naval ship size training' level

Besides which you should get an advantage having larger ships because it take a lot more tech to first research them.
Jumping_Jack
Perhaps having one officer required, per 25 hulls, would be the answer....

QUOTE (ptb @ Feb 13 2006, 01:17 PM)
Besides which you should get an advantage having larger ships because it take a lot more tech to first research them.


Off topic, how does the situation now compare with what used to be in effect? Have any affiliations successfully researched large ship classes from scratch as opposed to simply maybe just going up a ship class size?

I'm interested, because the impression I get now is that it would be virtually impossible to acquire large-size shipbuilding, from scratch, now, and I dont know how it was acquired originally - the impression I get is that it was simply built in to an affiliation profile and the research was a pretty noddy effort.

OK, so it's not IMPOSSIBLE now, but starting out by researching three or four individual principles required, from scratch, would be a real-life multi-generational effort, and I'm willing to bet ($10K) it never took place in BSE.

TonyH
Garg
ptb, we used to have individual offciers, there was suddenly too many, i dont see a problem in having 4 kinds of officers and for ships larger then 75 hulls, it would just cost 10.000.

It only seems right, that the cost varies with the size of ship he is to command and it should be max size, so a 2500 stellar officer can max run a 25 hulls, so if he wants a 50, then you need to upgrade him ofc.

But rigth now, it generally is a waste to make the small ship principle, except its required to do the next ship size principle. So in that regard does the small ship principle look useless.
Garg
in BSE you could make any EEM ships to class 6, 7 and higher was special.

While i could ofc go for the EEM versions, then do they also suffer from the same problem now, a 50 heavy, still require a 10k officer, its a big cost for smaller affs, to go that way, especially if you are under attack by people with 100 HH or bigger ships.
Avatar
By that reasoning either the officers bellow 75hulls are stupid, or the guys above 76 hulls are great, because it's the same to run a 76 huller and a 200 huller.

Besides a captain does not run a ship, he commands the ship. The rest of the activities are left to those annoying stellar grabbers, commonly known as crew.
Garg
well i think the middle ground is really 100 hulls, higher could have a higher cost, but is not that important, because ship research cost is also way higher i bet.

But for the smaller ships, it just means many are useless, if i research small ship principle and can now make a 25 HH krell ship, then would i most likely prefer to do the EEM 75 HH, because 3 of mine afterall which cost the same really to make, would require also 30k for officers, while a single 75 HH is 10k, this i think is really unfair.

ohh lastly if you on a small ship do use a AI, then could you run the ship with just 1 crew or officer, so 10k to command who around? smile.gif
Jumping_Jack
OK - Original topic: I'd say there was very much a case for the re-introduction of 'Officer ranks', corresponding to the ship rank names set-able by the aff PD, which now dont do anything.

After all - a junior lieutenant, fresh out of cadet school, would not be given command of the USS Nimitz immediately, but maybe might get an MTB or minesweeper.

I propose a new officer skill: 'Command rank' Level 1: 1-50 hulls, level 2 51-100, Level 3: 101-150 and level 4: 151+ hulls. Naturally, this would be a 'Civilian' skill, applicable to both civilian and navel officers.

The required level of officer would be required before officer skills (Including 'Navel officer' status itself) could be applied to the ship 'he' was resident on. To avoid too much disruption, I would simply allocate each ship officer to the appropriate skill level, at implementation, and only thereafter require it for new officers.

I like this idea - it would make it a good idea to carry 'spare' officers of the appropriate rank (but maybe not navel) for combat promotion readyness.

And in counter to the expected response that it 'undermines all our hard-won research effort into large sized ships' - As with so many factors in the game now, I dispute it was hard won at all, compared to now, and keenly await being shown otherwise.

TonyH
Avatar
That makes sense to you, because for you a 20 huller is small and a 100 huller is big ship. Well for some affs a 100 huller is a medium scale ship.

There is no differentiation now. If I were to run a 100 huller warship it would still classify her as a capital ship, since I run 200 hullers, I would hardly call the 100hh capital ship would I? Same can be said of affs who have only developed up to 50 hullers and still classify their main ships as destroyers.

Garq, you can put a few AIs on a baseship too and run it with just one crew member
Jumping_Jack
Yes, I agree. And it should make sense to everyone. The current officer setup piles further reward on the benefits of large ships: One bridge, one set of targetting computers/sensors, one jump engine... If we both take 170 hulls of damage, you probably have a crippled, but reparable baseship, wheres I would have a cripples but reparable 50-huller and three sets of total wreckage.

Given all that, If I manage to scrape together four fifty-hull ships to take on your 200-hull baseship on even approaching even terms, I need $44000 dollars worth of officers to command. You need... $11K.

Wheras, with the proposed changes, You'd need $14,500 worth of officer and I'd STILL need $44K (I was forgetting a rank 'zero').

And there's nothing to stop you running small ships is there - there's a helava lot stopping me running large ones.

And dont tell me it's because the Flagritz put in player effort to get baseships - I was attacked by one before they were player-controlled.

TonyH
Garg
actually avatar, to have it fair, then should officer cost for bigger ships exist i said that, but for me, its more the matter of being able to use small warships, without going broke.

1 * 100 HH, naval officer cost 11.000, forgot the civilian cost.
now i have to use 4 ships to be equal (i dont have tech yet)
4* 25 HH, naval cost 3500, need civilian, that means total cost is 14.000.

So i will still pay more from using the smaller ships, but i can accept this way better then i could 44.000 vs your 11.000.
Dont you see this as fair for the game to bring in smaller warships as well?
Avatar
<And there's nothing to stop you running small ships is there - there's a helava lot stopping me running large ones.>

Yes there is!

200 hulls take 8 weeks just to assemble. 50 takes 4 weeks.

Maintenance of HH is a killer, in both time and patches

50 takes little crew, 200 takes alot.

1 Baseship is 1 target, 4 50 hullers are 4 targets
Garg
well that a 200 hull takes longer then a 50 i dont see as a real problem, now if you are puny, then if you need to make 4 of them, then in a row they would take 16 weeks, so you got advantage there, but nothing stops you also from making the smaller ships, except you need 11k per naval officer, which is also why you dont do them is that not so?

also a HH nomatter version cost alot to maintain, 4 * 50 HH cost the same as 1 100 HH and crew wise it should be the same, but equipment wise, larger ships can fit more weapons, because each 50 HH needs a bridge, engines etc.

So both version have problems, but advantage still lies in bigger ships, compared to smaller which is both weaker even on equal hulls and cost a bundle to have officers on, so we all go for biggest ships, which i personally feel is wrong for the game.
Jumping_Jack
QUOTE (Avatar @ Feb 13 2006, 04:43 PM)
<And there's nothing to stop you running small ships is there - there's a helava lot stopping me running large ones.>

Yes there is!


- You are escalating your simple strong preference for extra-large ships to 'something stopping you'. Not suprising, given their overwhelming advantages - I'd use big ship too, if it wern't about 15 years solid research effort away. You mean the Flagritz CANT build 50-hullers? Or just choose not to?

QUOTE
200 hulls take 8 weeks just to assemble. 50 takes 4 weeks


So? It would take me 16 weeks to assemble 200 hulls. Takes you 8, as you say.

QUOTE
Maintenance of HH is a killer, in both time and patches


- Yes. Irrespective of ship size. My 10 HH yachts are a killer to maintain.

QUOTE
50 takes little crew, 200 takes alot.

4 x 50 takes roughly the same amount to crew as 1 x 200, but needs only one officer. And there's less risk using AI navigators on a large ship. Piling on half-a-dozen would still a big enough crew complement to resist boarding attempts by the standard 200-400 strong boarding party. One AI navigator on a 50-huller either leaves you open to boarding or is a waste of space because you'd have the crew factors anyway

QUOTE
1 Baseship is 1 target, 4 50 hullers are 4 targets


50 hullers are more easily destroyed. And baseships can divide their weapons into batteries to attack multiple targets. They dont, because it's far more effective to concentrate fire against one, isn't it?

This is another NEUTRAL proposal which will get shouted down because it mildly disadvantages the massive innate advantages of the megablocks. And before somebody comes back with 'Well join an aff with big ships then' - It doesn't appeal being a small cog in somebody elses war machine. I'm looking for something else in the game, and am beginning to think it's not there to be found - Phoeonix balance-of-power was pretty much set at the moment of conversion, and there are now far too many advantages to the big blocs: territory, technology, fleets, to even compete. It's just a case of seeing which one swallows all the others.

TonyH


FLZPD
QUOTE (Jumping_Jack @ Feb 13 2006, 03:01 PM)
And there's nothing to stop you running small ships is there - there's a helava lot stopping me running large ones.


The Flagritz started with baseships, true. But there are a lot of affiliations who have (or are) researching their way towards 200 hullers (and beyond).

So what in-game reasons are there for making this change? Im very much of the philosphy that "if it aint broke dont fix it" for this kind of thing. Ive yet to see swarms of 200hullers running amok...

Mark

Garg
but the affs that are doing that now, began phoenix with 100 hulls.

And the view, if it is not broken, dont fix it, is poor view on it i think, because this game is not suppose to just be for the big nasty affs out there, but to ensure the game survives and KJC make money.

I dont see a problem with changes and this is a thing i think should be changed, because just how many do add naval officers to ships below broadsword? and then why dont they, because 11k is way too much to add to such small ships.

So this part of the game is broken, so need to be fixed. smile.gif
Jumping_Jack
QUOTE
The Flagritz started with baseships, true. But there are a lot of affiliations who have (or are) researching their way towards 200 hullers (and beyond)


- Anybody starting from scratch? Lets say I want my own 200-huller: What do I need?

Start with Small ship size principle: 5000 MU's research. Requirement for:
Medium ship size priciple: 5000 MU's research. Requirement for:
Large Ship size priciple: 5000 MU's research. Requirement for:
Huge ship size principle: 5000 Mu's research. Requirement for:
Ship building tech: 1000 MU's research. Requirement for:
Ship Blueprint: 100 MU's.

So, even if I could acquire a site to build a starbase large enough to support a MINIMUM four years solid research, I'd get a ship hull with no special tech whatsover.

Hmmm. Maybe some affs are using their gifted 'Huge ship size' Principle to research the next one along, but I'm sure nobody is doing it from scratch - OR EVER DID.

No matter - I'll live without. I just would like a little tweak in the game back in favour of the affs who have nothing. As I say: requiring you to spend $14,500 to officer your 200 huller, as opposed to $11K redresses the balance just a little way back - I'll still need $44k: Still a MAJOR advantage to you - just a very slightly less big one, and one which wasn't a factor eighteen months ago.

What it adds is a little 'Character'. Ship officers have to be worked up a little. there's an incentive to carry more than one on board. Maybe there'll be a market for experienced officers to be sold from the little guys to the big. And we get 'officer ranks' back with some impact in-game.

Against that theres the usual counter argument 'We deserve all our advantages because it's always been that way".

B****x.

TonyH
ptb
I personally think changing this would be bad for the game simply because it practically no benfit and adds yet another complication.

If it added to the game then complications are fine but otherwise it's pointless. 10K is the same as starting a research, a political position gets that each week.

And my view is from a small affiliation which can't build 200+ hull ships so yes cheap naval officers would benifit me directly, I just don't see the point. Just because you claim your view is neutral does not mean it is, and I don't see how it is in this case.
Jumping_Jack
It's neutral in the sense everyone can take advantage of it.

It's not neutral, in the sense that it mildly disadvantages 'the big ship' fleets - but only, very slightly, in opposition to what was awarded to them on conversion, as a result of the shipbuilding changes and most lately as a result of the navel officer changes.

Adding complication = adding depth to the game. Plenty of other tweaks have been added which add nothing to the game for anyone who isn't a power-block player.

As an example: I, as a Krell racial affiliation, would very much like to kick the RIP out of the Storm system, just as I was kicked out of the Enigma system by the RIP.

This is made far more difficult as a result of the shipbuilding changes. The RIP have the advantage of having had their shipbuilding effort multiplied during the first 18 months of phoenix buy the 'shipbuilding changes'. And still got to keep there 'secret pirate cove' despite going legit.

This was an 'added complication' I could have done without, consider grossly unfair, and still resent. But I've lost that one. Old news.

This however is a NEW, unrelated, proposal: How about a tiny adjustment back towards the little guy? No, sorry... "too complicated".

TonyH
Garg
>Ptb wrote
>personally think changing this would be bad for the game simply because it >practically no benfit and adds yet another complication.

well then lets tell mica and david to scrap the infrastruture, i dont see any real benefit too it and it looks too complicated.

>If it added to the game then complications are fine but otherwise it's pointless. >10K is the same as starting a research, a political position gets that each week.

What does research have to do with ships?

>And my view is from a small affiliation which can't build 200+ hull ships so yes >cheap naval officers would benifit me directly, I just don't see the point. Just >because you claim your view is neutral does not mean it is, and I don't see how >it is in this case.

I bet you dont make naval officers to small ships below 75 still, if you dont then is this bit pointless, you are doing the same as everyone else, adding naval officers to big ships.

I want to add a thing, to me it sounds like there is absolutely no problems in this game, so i asking now Mica and David to stop work on the infrastructure, because the game is not broken, so no need to fix anything, let the game run its course with the stuff and problems thats in it already.
ptb
QUOTE (Garg @ Feb 13 2006, 07:16 PM)
I bet you dont make naval officers to small ships below 75 still, if you dont then is this bit pointless, you are doing the same as everyone else, adding naval officers to big ships.

Actually I naval officiers on a number of small ships, admitially not all of them, but all that I would use for combat missions.

As to your 'isn't broken don't fix it' comment I thought you were against that mentality, which if you've read anyhing i've written i'm dead against too. It's not that this is a situation that is or isn't broken it's just one where the change you've suggested has minimal, if any, benfit for anyone other than yourself.

As to the comment on research I was mearly comparing the cost, a naval officer costs less to get than a blueprint.

Maybe there should be more officers on larger ship, but I havn't seen any sensible arguement to support it yet. Big ships don't have *that* many advantages over small ones in the first place.

QUOTE
This however is a NEW, unrelated, proposal: How about a tiny adjustment back towards the little guy? No, sorry... "too complicated".


Is cash flow really that big a problem?, 10k a week from the political would cover anything but large forces and research? I mean I know I have cash flow problems but I figured that was due to the starbases in sargasso running negative.
ptb
Just out of intresst, what benifits do you see in having larger ships?

Every ship needs a bridge and jump drive (total 100mus) but other than that everything scales, most things scale directly (other than scints and sheilds for example) so your major costs are pretty much static. On top of this larger ships are eaiser to hit as well.

So two 50HH ships will probably deal/take about even fire against a single 100HH ship. As patches costs pretty much the same as building a new ship (assuming you buy all the resource, yes i know metal is easier to mine than some of the ship hull elements), then your not gaining much with the large ship, if at all.

On top of this the two 50HH ships could have quantum jump drives and interial stablisers work better on ships this size, so you've made then again harder to hit and they can cover twice as much ground.

What else is there?
Nik
QUOTE (ptb @ Feb 13 2006, 08:57 PM)
Just out of intresst, what benifits do you see in having larger ships?

Every ship needs a bridge and jump drive (total 100mus) but other than that everything scales, most things scale directly (other than scints and sheilds for example) so your major costs are pretty much static. On top of this larger ships are eaiser to hit as well.

So two 50HH ships will probably deal/take about even fire against a single 100HH ship. As patches costs pretty much the same as building a new ship (assuming you buy all the resource, yes i know metal is easier to mine than some of the ship hull elements), then your not gaining much with the large ship, if at all.

On top of this the two 50HH ships could have quantum jump drives and interial stablisers work better on ships this size, so you've made then again harder to hit and they can cover twice as much ground.

What else is there?

Inertial dampers which make a vastly bigger difference on small ships than large ships. With QJE and ID, 2 50HH ships can have a significant advantage over 1 100HH. And before you ask, we have quite a lot of 50HH.

Nik
Jumping_Jack
QUOTE (ptb @ Feb 13 2006, 07:57 PM)
Just out of intresst, what benifits do you see in having larger ships?

Every ship needs a bridge and jump drive (total 100mus) but other than that everything scales, most things scale directly (other than scints and sheilds for example) so your major costs are pretty much static. On top of this larger ships are eaiser to hit as well.

So two 50HH ships will probably deal/take about even fire against a single 100HH ship. As patches costs pretty much the same as building a new ship (assuming you buy all the resource, yes i know metal is easier to mine than some of the ship hull elements), then your not gaining much with the large ship, if at all.

On top of this the two 50HH ships could have quantum jump drives and interial stablisers work better on ships this size, so you've made then again harder to hit and they can cover twice as much ground.

What else is there?


Well, as put in an earlier post, large ships have the advantage of one Bridge, one Jump drive, one set of targetting sensors, one set of targetting computers... all adding together to make a far higher proportion of the ship filled with offensive weaponry at the same or higher targetting bonus as a small ship.

And having a single officer is an advantage in another way: Your best officer only has to command that one ship to impart his high-level bonus, in whatever category to all 200+ hulls, maybe more. Wheras my 4 x 50-hulls need four individual officers, each with their own +2 accuracy bonus, say. And, even if I were lucky enough to have four officers all with +2 accuracy skill, the financial cost of being trained up to that level further increases the 'cheapness' of ship officers for big ships. The officer needs an $18,500 investment to command a single large ship with a +2 bonus. I'd need $74,000 to have the same officer bonus on four 50-hullers.

I dont dispute that small ships maybe have some advantages of their own: Increased manouvrability, maybe. But these are equally accessable to all - Everyone who can build ships can build small ships. A priviliged few can build large ships, and CHOOSE not to, I assume because they consider them ineffective compared to where they can invest their effort - big ships.

Now, this change wont have mutch effect on the game. It goes a fairly insignificant way towards redressing the innate bias in the game towards power players, playing for total dominance and security. I want it because more it restores a level of 'character' in the game, which has been lost - 'ship' ranks.

It probably wouldn't happen, becuse even if all the megablocks wern't totally against it, there probably isn't the programming resource. But I am getting rather sick of particular powerful players saying "such-and-such a change is totally unfair because it diminishes us" - Good, about time. Or: "We desrve what we've gained by our own efforts" - b****x.

TonyH

PS Yes - small ships can have Quantum drives. But large ships can have hyperdrives. And I'm aware of one affiliation which claims to have a stock of several hundred of the latter, more than they know what to do with. Another advantage which can never now be redressed due to an in-game change (removing new Zionite deposits), even if I could 'Repeat' the several years research effort required to make the things. Several years effort which NEVER TOOK PLACE.
FLZPD
Some started with the 100 hull tech, but without the pre-reqs - if they want to go bigger, then they have to do the whole research string from the beginning, just like you. Some of them have done it (some havent bothered). I can see why you would be angry with those who started with the big ship techniques, when you didnt.

The game-inbalance from what I can see you are saying is not actually with ships themselves, but the fact that some affiliations got techs to make them and some didnt - please correct me if Im wrong? So your real issue is with tech. If that is the case, then there was a proposal Mica suggested (whether seriously or not!) that there could be a maintenance cost in having tech.

Changing the Naval officer costs will do nothing. Either it will not cause any financial problems (and one of the suggestions was that the actual cost wouldnt increase that much), or it would. If there is no financial issue, then whats the point? If there is a benefit, then it would mean the big affiliations would build thousands of small ships instead. Any advantage the small affiliations gain would be swamped by the big affiliations simply copying it en masse.

Mark



FLZPD
QUOTE (Jumping_Jack @ Feb 14 2006, 08:08 AM)
Well, as put in an earlier post, large ships have the advantage of one Bridge, one Jump drive, one set of targetting sensors, one set of targetting computers... all adding together to make a far higher proportion of the ship filled with offensive weaponry at the same or higher targetting bonus as a small ship.

And having a single officer is an advantage in another way: Your best officer only has to command that one ship to impart his high-level bonus, in whatever category to all 200+ hulls, maybe more. Wheras my 4 x 50-hulls need four individual officers, each with their own +2 accuracy bonus, say. And, even if I were lucky enough to have four officers all with +2 accuracy skill, the financial cost of being trained up to that level further increases the 'cheapness' of ship officers for big ships. The officer needs an $18,500 investment to command a single large ship with a +2 bonus. I'd need $74,000 to have the same officer bonus on four 50-hullers.

I dont dispute that small ships maybe have some advantages of their own: Increased manouvrability, maybe. But these are equally accessable to all - Everyone who can build ships can build small ships. A priviliged few can build large ships, and CHOOSE not to, I assume because they consider them ineffective compared to where they can invest their effort - big ships.

Now, this change wont have mutch effect on the game. It goes a fairly insignificant way towards redressing the innate bias in the game towards power players, playing for total dominance and security. I want it because more it restores a level of 'character' in the game, which has been lost - 'ship' ranks.

It probably wouldn't happen, becuse even if all the megablocks wern't totally against it, there probably isn't the programming resource. But I am getting rather sick of particular powerful players saying "such-and-such a change is totally unfair because it diminishes us" - Good, about time. Or: "We desrve what we've gained by our own efforts" - b****x.

TonyH

PS Yes - small ships can have Quantum drives. But large ships can have hyperdrives. And I'm aware of one affiliation which claims to have a stock of several hundred of the latter, more than they know what to do with. Another advantage which can never now be redressed due to an in-game change (removing new Zionite deposits), even if I could 'Repeat' the several years research effort required to make the things. Several years effort which NEVER TOOK PLACE.

Big ships dont have that great an advantage over smaller ships - since the one-off items are fixed size, the benefit is not proportional to size; its roughly an extra 300mus "freed" by having a 200HH instead of 2 100HHs. 5%. Thats also ignoring the increased profile that make it very hard to actually miss. A single big ship can be in one place at one time. 4 ships can be in 4 places. Thats a big tactical advantage.

There is also the downside to only having one officer, bridge, jump engine, etc. If they get killed/destroyed in combat, your 200HH is stranded and easy meat. And youd be surprised how often those bleeping jump engines get hit.

Mark

PS Since its mainly Pedro and myself being outspoken about this, Im assuming you classing us (and our affiliation) as Power Players? Cool - just tell the Consortium that biggrin.gif
Jumping_Jack
QUOTE (FLZPD @ Feb 14 2006, 09:06 AM)
Big ships dont have that great an advantage over smaller ships - since the one-off items are fixed size, the benefit is not proportional to size; its roughly an extra 300mus "freed"  by having a 200HH instead of 2 100HHs.  5%.  Thats also ignoring the increased profile that make it very hard to actually miss.  A single big ship can be in one place at one time.  4 ships can be in 4 places.  Thats a big tactical advantage.


And one which is equally accessable to YOU.

QUOTE
There is also the downside to only having one officer, bridge, jump engine, etc.  If they get killed/destroyed in combat, your 200HH is stranded and easy meat.  And youd be surprised how often those bleeping jump engines get hit.


An auxiliary jump drive and a spare civillian officer or two would get you back to base for replacements surely? I'd be too busy trying to pick up survivors from the wreckage, or more probably fleeing in my sole remaining ship, while you did.

QUOTE
PS Since its mainly Pedro and myself being outspoken about this, Im assuming you classing us (and our affiliation) as Power Players?  Cool - just tell the Consortium that  biggrin.gif
..and one which is equally accessable to you.


Yeah, pretty much. The DEN are another faction who like to crow about all their 'hard-earned' privilidges while dominating whith mega ships and secret systems. Been quiet recently though. I always think it a pity that the incredibly long odds of them actually finding away out of their home system came off, and they arn't just stuck in the DHP unable to interact with the rest of the game. WHAT are the odds on that, eh? One failed 'Stellar cartography' and they'd have been stuffed.

Frankly, I may just declare war on everyone by the end of the week. It worked for the Flagritz, as a new starter aff.

TonyH
FLZPD
QUOTE

And one which is equally accessable to YOU.


There is a misconception here that if you have the technique to make a 200HH ship it means you have the techniques for every other ship size there is. This isnt the case.


QUOTE

An auxiliary jump drive and a spare civillian officer or two would get you back to base for replacements surely?  I'd be too busy trying to pick up survivors from the wreckage, or more probably fleeing in my sole remaining ship, while you did.


So you wouldnt consider boarding it? if youve got 4 ships to one (no matter the size) you need to use tactics more - makes it more interesting dont you think? Once that 200HH is in a known position, you could move your ships off elsewhere to raid with impugnity.

QUOTE

Yeah, pretty much.  The DEN are another faction who like to crow about all their 'hard-earned' privilidges while dominating whith mega ships and secret systems.


You think Ive been crowing? Ok, Id better stop replying then!

Mark
ptb
QUOTE (Jumping_Jack @ Feb 14 2006, 09:08 AM)
And having a single officer is an advantage in another way: Your best officer only has to command that one ship to impart his high-level bonus, in whatever category to all 200+ hulls, maybe more. Wheras my 4 x 50-hulls need four individual officers, each with their own +2 accuracy bonus, say. And, even if I were lucky enough to have four officers all with +2 accuracy skill, the financial cost of being trained up to that level further increases the 'cheapness' of ship officers for big ships. The officer needs an $18,500 investment to command a single large ship with a +2 bonus. I'd need $74,000 to have the same officer bonus on four 50-hullers.

The training of the officer is a fair point, maybe skill bounses should scale with the size of the ship, training costs are prohibitly high to be used on all small ship officers.

Alternativly going back to the suggestion of the maximum size of ship an officer could run, you could fix the stellar training costs based on which ship size they can do, and increase the training costs if they choose to run larger ships.

In my opionon scaling the bonus would work better, and give the feel larger ships need more officers to provide the same level of oversight to provide the same bonuses. (and probably reducing the cost so the cost for fully kitting a 100HH remains about the same and the others pivot on that)
Avatar
So you're saying that when a skiper goes from a destroyer to a carrier he needs a fellow captain to help in his duties? I always thought it was extra crew hands he needed but I could be wrong.
Duckworth-Lewis
It isn't neccessarily true that affiliations that at conversion had the ability to build 100+ HH ships had the tech for 50 HH ships. So it is wrong to assume that just because an affiliation can build a 200HH ship, that they could build 4 50 HH's.

Having more than one officer on a ship has the effect of splitting any experience gained between the officers, which is a drawback to having a civilian officer or two. Having said that, you would have to be pretty unlucky to lose an officer on a ship unless the ship was close to being blown up anyhow.

Also note that if a Baseship took 170 hulls worth of damage it would be pretty close to intregity breakdown.

Getting back to the original question, is there a reason why training an officer to fly a 50 hull ship should be cheaper than to train a 100 hull ship?

Presumably both Officers would need to go through the basics of command, tactics, navigation etc. There would presumably be more pressure on a commander of a 100 hull ship as he has more crew responsible to him/her - but then is that something related to training or experience (I'm presuming that with the new experience element, most affilations will move the best officers they have to their biggest/best ships, and that officers fresh out of the academy will take command of smaller/poorer vessels).

On that basis, I'm inclined to think that the cost would be pretty much the same. However, I do think it would be nice if there was a benefit for ships having more officers to run efficiently - perhaps one per x number of crew factors required (adjusted by Captains leadership)?...
Jumping_Jack

Anyway, there seems to be a slight misconception here - I am not complaining that the game is unfair. I ACCEPT that the game is unfair to small players, have dropped out once, and returned to play because it's still worth playing, even if the prospect of joining up to a megablock doesn't appeal.

What really ******* me off is the beneficiaries of all the innate bias in the game squealing whenever any proposed game change has the remotest prospect of any even slightly negative effect on themselves, despite the vast tranche of changes which have been implemented the other way.

Frankly, all this business about 1 200-huller against four 50-hullers is so much bull. I've only got the one fifty-huller, and probably wont have three before I make a suicidal attack on one of you. Might as well come and get me now, because am getting a liitle sick of playing amongst powerful gamers who allow no room at all for any other style of play - Storm system, Gamma 12.

Or, pass me the secret system knowledge, and I'll come and find you.

TonyH
Jumping_Jack

Btw, I dont accept the argument that 'Just because we've got the tech for 150-hullers, doedn't mean we have the tech for 50-hullers'.

EVERY faction has access to ships up to 75 hulls by buying EEM tech, or blueprints. In some cases even the tech is at a lower cost than the market price of a single large vessel. Any ship can be crewed by Kastorians.

I dont accept that researching the 'mega' size ship principle from the 'titan' ship principle is a significant effort for a major affiliation which has been gifted the the former, and controls sufficient income-generating territory to support the research effort, by virtue of the former.

TonyH
HPSimms
QUOTE (Jumping_Jack @ Feb 13 2006, 02:32 PM)
Perhaps having one officer required, per 25 hulls, would be the answer....

QUOTE (ptb @ Feb 13 2006, 01:17 PM)
Besides which you should get an advantage having larger ships because it take a lot more tech to first research them.


Off topic, how does the situation now compare with what used to be in effect? Have any affiliations successfully researched large ship classes from scratch as opposed to simply maybe just going up a ship class size?

I'm interested, because the impression I get now is that it would be virtually impossible to acquire large-size shipbuilding, from scratch, now, and I dont know how it was acquired originally - the impression I get is that it was simply built in to an affiliation profile and the research was a pretty noddy effort.

OK, so it's not IMPOSSIBLE now, but starting out by researching three or four individual principles required, from scratch, would be a real-life multi-generational effort, and I'm willing to bet ($10K) it never took place in BSE.

TonyH

It took us (IMP) the best part of seven years in BSE to get from Battle Cruisers (50 hulls) to Ships of the Line (100 hulls) via Patrol Cruisers (75 hulls). When I took over as IMP Patrol Commissioner in 1995 the IMP battle Fleet was 5 battle cruisers (two of them severely bent from a recent engagement with the RIP).

After more than two years hard researching we are getting closer to 150 HH ships in Phoenix, others starting from the same base have already got there but they worked harder at it wink.gif .

There were no "Free Gifts" on conversion, everything affiliations got they had worked for in BSE. That small/new affiliations are disadvantaged is a fact of Phoenix Life. To put it in a real world context, how long do you think it is going to take a small and technologically backward country like Botswana to catch up with the United States? If they ever do get to where the US is now do you really think they will have caught up?

As Harvey D-L stated, the big affiliations cannot necessariy design all sorts of ships. Using our available techy points at conversion the IMP concentrated on 100 hulled ships, the max we qualified for, and heavy hulls. Consequently we could only design HH ships between 51 and 100 HH. Everyone knew that small ships had had there day sad.gif (NOT). We have had to trade for BPs of ship sizes/designs we could not produce ourselves (Hint!)

Geoff
FLZPD
QUOTE (Jumping_Jack @ Feb 14 2006, 10:39 AM)
Anyway, there seems to be a slight misconception here - I am not complaining that the game is unfair. I ACCEPT that the game is unfair to small players, have dropped out once, and returned to play because it's still worth playing, even if the prospect of joining up to a megablock doesn't appeal.

What really ******* me off is the beneficiaries of all the innate bias in the game squealing whenever any proposed game change has the remotest prospect of any even slightly negative effect on themselves, despite the vast tranche of changes which have been implemented the other way.

Frankly, all this business about 1 200-huller against four 50-hullers is so much bull. I've only got the one fifty-huller, and probably wont have three before I make a suicidal attack on one of you. Might as well come and get me now, because am getting a liitle sick of playing amongst powerful gamers who allow no room at all for any other style of play - Storm system, Gamma 12.

Or, pass me the secret system knowledge, and I'll come and find you.

TonyH

I try not to run any 200HH. I prefer 50LH. I have nothing personal to gain here. And the FLZ have nothing to lose by officer costs escalating (in fact, it would actually give us an advantage as we are somewhat richer than our enemies).

If you want the rank system re-introduced, with meaning, thats great and is certainly an area that would be interesting. Using it as a mechanism to improve the capabilities of small ships doesnt to me feel like the best approach - it goes against the basis of tech in the game (higher tech=better and bigger ship=higher tech).


Mark
HPSimms
Returning to the thread I would like to see the situation where there are a number of officers on ships, each concentrating on a different aspect/skill and assigned to a particular department. They then get allocated experience points in accordance with how their department performed.

They would have a base level skill, acquired at an Officer Training Complex where all officers are created, in a designated speciality.

The possibility should exist for those gaining additional experience points in their field of expertise to use them in training for another skill once their starter skill was up to max.

Officers acquiring full a set of skills would then be eligible for a Captain's position.

At present it is too expensive and doese not work that way, I did have two military officers on a ship once, by accident, and they shared the available points between them.

Geoff
FLZPD
QUOTE (Jumping_Jack @ Feb 14 2006, 10:58 AM)
Btw, I dont accept the argument that 'Just because we've got the tech for 150-hullers, doedn't mean we have the tech for 50-hullers'.

EVERY faction has access to ships up to 75 hulls by buying EEM tech, or blueprints. In some cases even the tech is at a lower cost than the market price of a single large vessel. Any ship can be crewed by Kastorians.

I dont accept that researching the 'mega' size ship principle from the 'titan' ship principle is a significant effort for a major affiliation which has been gifted the the former, and controls sufficient income-generating territory to support the research effort, by virtue of the former.

TonyH

Which affiliations started with the Titan ship principle? Which affiliations started with anything anywhere near that level?

What you are saying is that if an affiliation has the cash, the time and the player dedication to do research, then thats not fair?

Mark
Jumping_Jack
QUOTE (HPSimms @ Feb 14 2006, 11:09 AM)
It took us (IMP) the best part of seven years in BSE to get from Battle Cruisers (50 hulls) to Ships of the Line (100 hulls) via Patrol Cruisers (75 hulls).  When I took over as IMP Patrol Commissioner in 1995 the IMP battle Fleet was 5 battle cruisers (two of them severely bent from a recent engagement with the RIP).

After more than two years hard researching we are getting closer to 150 HH ships in Phoenix, others starting from the same base have already got there but they worked harder at it  wink.gif .

There were no "Free Gifts" on conversion, everything affiliations got they had worked for in BSE.    That small/new affiliations are disadvantaged is a fact of Phoenix Life.  To put it in a real world context, how long do you think it is going to take a small and technologically backward country like Botswana to catch up with the United States?  If they ever do get to where the US is now do you really think they will have caught up?

As Harvey D-L stated, the big affiliations cannot necessariy design all sorts of ships.  Using our available techy points at conversion the IMP concentrated on 100 hulled ships, the max we qualified for, and heavy hulls.  Consequently we could only design HH ships between 51 and 100 HH.    Everyone knew that small ships had had there day  sad.gif  (NOT).  We have had to trade for BPs of ship sizes/designs we could not produce ourselves (Hint!)

Geoff


Right, I have no dispite with the IMP having 100+ hullers. Sounds like it's completely justified to me. I am also less antagonistic to the IMP since they dont base themselves largely in invulnerable, inaccessable systems.

Otherwise - define 'Worked for'. I damn well know that the Flagritz didnt research baseships, and strongly suspect the DEN didn't research their 150 hh from scratch either, but would love to be advised otherwise, so I can give they the respect that they demand, but otherwise dont deserve.

I like your ideas around officers, and think that my proposal could mesh well with this. Having ship-size command ability might lend it'self to this - If an officer with a 150-hull command ability wasn't available for your flagship, How about a 75, a 50 and a 25. All with the corectly designated rank - 'commander', 'Lietenant commander' and 'Lieutenant'. Adds character, I think.

TonyH

Being Krell is less like being Botswana, and more like being Bantustan. Botswana has it's own territory, and control of it's own population and resources.
Avatar
Tony H

I think that before you issue statements and deal with issues in absolutes, you should pause to actually get your facts straight.

AGAIN, not all affs, have viable access to EEM, nor having 200 hullers means you can build just about any ship type you so desire.

Lastly, and to remind you, to build any kind of ship you need a BP. To design a new BP you need a specific tech to develop new BPs and you need a series of principles, one of which being ship size principle to develop the techs. I sure that after reading this you can understand why one would say one may not have the abbility to use all ship types bellow 200, 150, or 100 hulls.

If people want to introduce officer ranks, then I'm all for it, I only wish that races or affs you have developed up to 50, those get classified as capital ships, but if suddenly the aff buys or develops 75 hullers that the 50 hullers get relagated to another class bellow capital ship.

But your problem appears to be older affs having tech above your own. That my friend cannot be avoided, unless you want to ruin years of BSE history. In the case of the FLZ, I can only say that Mica covered the bases very well, but if you don't take my word for it, I'm sure he'll be happy to assure you personally.
Garg
If i do a small ship principle, then due to lacking other principles and techniques, the best warship i can then make is what a 25 HH from what i remember, but its worthless to use, because it will cost me 11.000 to equip it with a naval officer.

Why should a real small ship, need an admiral trained officer?
the navy today, dont train the same kinds of captain, to run all ship types, they tend to have a basic training (crew) and then get the education needed to be stationed on certain kinds of ships, its way easier to teach one to run a small gunboat, then it would be to train him for a carrier.

I was in the army, if you where trained to be a sergeant, then you where to command a group of men, not a company, if the same trained sergeant was to take over a company, it would stop in its tracks, because where do he begin? the same is true with the training needed for larger ships in real life, its not just something you do.

So i suggested that you have 4 kinds of naval officers.
Lieutenant can run up to 25 hulls cost is 2500 + 1000 civilian = 3500
Captain can run up to 50 hulls, cost 5000 + 1000 = 6000
Commander can run up to 75 hulls, cost 7500 + 1000 = 8500
Admiral can run any hulls, cost 10000 + 1000 = 11000

You can upgrade them by paying the missing bit, so from captain to commander you need 2500 stellars.

But this idea will still cost more for those using smaller ships, but at least it will not bankrupt me, if i try to defend myself using small ships, really cant see why people would be against this.
Jumping_Jack
QUOTE (Avatar @ Feb 14 2006, 11:52 AM)
Tony H

I think that before you issue statements and deal with issues in absolutes, you should pause to actually get your facts straight.

AGAIN, not all affs, have viable access to EEM, nor having 200 hullers means you can build just about any ship type you so desire.

Lastly, and to remind you, to build any kind of ship you need a BP. To design a new BP you need a specific tech to develop new BPs and you need a series of principles, one of which being ship size principle to develop the techs. I sure that after reading this you can understand why one would say one may not have the abbility to use all ship types bellow 200, 150, or 100 hulls.

If people want to introduce officer ranks, then I'm all for it, I only wish that races or affs you have developed up to 50, those get classified as capital ships, but if suddenly the aff buys or develops 75 hullers that the 50 hullers get relagated to another class bellow capital ship.

But your problem appears to be older affs having tech above your own. That my friend cannot be avoided, unless you want to ruin years of BSE history. In the case of the FLZ, I can only say that Mica covered the bases very well, but if you don't take my word for it, I'm sure he'll be happy to assure you personally.


And you get yours straight.

- Maybe you dont have direct access to the EEM, but I'm sure it would be purchased on your behalf by those who do. All the current EEM techs would be covered by the market value of a couple of baseships. I'LL provide you one for the cost price plus 1%, OK? Delivered to any publicly-accessable system.

- Once possessing the tech, YES you need to research a blueprint. 100 MU's research. I know, I've done it. You do NOT need the underlying principle to research the blueprint.

- The smallest ship size principle can be researched at no penalty, with no prerequisits. 5000 Mu's of research. Quite daunting, but I'm sure a big aff like you can do it within a year.

The Krell need to do that amount of research simply in order to get fractional-ownership of a homeworld which would then have a breathable atmosphere. OK - My choice, at the time it it sounded more interesting roleplay challenge than pointless power gaming. but, do you mind if I express my impatiance with the endless whinging by players like yourself, against anything which might adversely effect their complete dominance of the game? You already have more, LARGELY UNEARNED, privilidges than I can ever hope to aspire to - mostly having been awarded at aff setup, or accumulated by paths which are now closed to those who would follow-on.

Cheers,
TonyH

Avatar
Tony H, I guess you don't want to listen, but I'll try it one more time. I could procure someone to buy me the tech and then what? Teleport it to a FLZ base?

I never said you needed a principle to get BPs, I said you needed tech. But to develop tech you require principles. I've also told you we can't operate any ship bellow 200. Can you compute enough variables to come to a conclusion here? If not tough, I'm not about to tell you the startup FLZ tech tree, or what we've developed since then.
FLZPD
QUOTE (Jumping_Jack @ Feb 14 2006, 12:08 PM)
QUOTE (Avatar @ Feb 14 2006, 11:52 AM)
Tony H

I think that before you issue statements and deal with issues in absolutes, you should pause to actually get your facts straight.

AGAIN, not all affs, have viable access to EEM, nor having 200 hullers means you can build just about any ship type you so desire.

Lastly, and to remind you, to build any kind of ship you need a BP. To design a new BP you need a specific tech to develop new BPs and you need a series of principles, one of which being ship size principle to develop the techs. I sure that after reading this you can understand why one would say one may not have the abbility to use all ship types bellow 200, 150, or 100 hulls.

If people want to introduce officer ranks, then I'm all for it, I only wish that races or affs you have developed up to 50, those get classified as capital ships, but if suddenly the aff buys or develops 75 hullers that the 50 hullers get relagated to another class bellow capital ship.

But your problem appears to be older affs having tech above your own. That my friend cannot be avoided, unless you want to ruin years of BSE history. In the case of the FLZ, I can only say that Mica covered the bases very well, but if you don't take my word for it, I'm sure he'll be happy to assure you personally.


And you get yours straight.

- Maybe you dont have direct access to the EEM, but I'm sure it would be purchased on your behalf by those who do. All the current EEM techs would be covered by the market value of a couple of baseships. I'LL provide you one for the cost price plus 1%, OK? Delivered to any publicly-accessable system.

- Once possessing the tech, YES you need to research a blueprint. 100 MU's research. I know, I've done it. You do NOT need the underlying principle to research the blueprint.

- The smallest ship size principle can be researched at no penalty, with no prerequisits. 5000 Mu's of research. Quite daunting, but I'm sure a big aff like you can do it within a year.

The Krell need to do that amount of research simply in order to get fractional-ownership of a homeworld which would then have a breathable atmosphere. OK - My choice, at the time it it sounded more interesting roleplay challenge than pointless power gaming. but, do you mind if I express my impatiance with the endless whinging by players like yourself, against anything which might adversely effect their complete dominance of the game? You already have more, LARGELY UNEARNED, privilidges than I can ever hope to aspire to - mostly having been awarded at aff setup, or accumulated by paths which are now closed to those who would follow-on.

Cheers,
TonyH

If you have specific concerns about the FLZ - or any other affiliation - then I would suggest you take them to Mica, as he is one of the only people who can give you a neutral opinion. he does what he does for the good of the game.

But I would ask you to clarify your concerns :

- Which "largely unearned" priveleges do we have?
- What did the FLZ get on startup?
- what endless whingeing? You raised points which we disagree on.
- you previously claimed startup techs given of Titan principle - who got it? who got anywhere near that?

If you think the FLZ dominant the game, you are very much mistaken. We are a small affiliation, battling against overwhelming odds.

Mark


Garg
I think Tony is reacting to how people act.

Neither him nor me, dont mind that others really got higher tech, but we should not get additional penalties for being small.

Like in regards to other tech, would you like the game to have mk2 being the most expensive in materials and long with giving the worst bonus and higher tech means its less costly and gives better bonus? does that sound very fair?

ofc not, the same is true with small ship principle, its the first principle we can do, that can give us a warship, but a captain is 11k, thats alot to use for a small ship of potentially just 25 hull, if it was reduced to 3500, then i could field at least 3 of them vs 1 100 hull, so who gets the better deal, well those with better ships still, but i am at least not reduced to nothing, until i also have 100 hulls.
Garg
actually for some of us, who suggest small changes to the game, that will not ruin anything, tends to get shouted down by the big affs, because it will not have any effect on them or it will work against them some tiny way.

Why are you all arguing against different officers?

why do you persist in arguing against small changes?

Do you get effected by this, if not then why do you even comment, are there something you want in and you hope to kill the suggestions others have so it will speed up something else?

The infrastructure i hear is the cause of why many shout minor suggestions down, but what i would prefer is more to have mica or david comment, just to say if a minor suggestion is possible or not, if it could be changed without any problems or it will take time.

Because i can accept their views on this, because if david said, well officers, no problem can be done without a problem in a few hours, are there next update, that i say would be great, if he says it will take time, might do it later on, thats also fine or even he is not sure if possible, so will not be any time soon or we dont feel its good for the game, then thats fine, at least some reason other then, i am a big player with nice stuff, i dont want this or dont like you to have this because it can effect me. tongue.gif
FLZPD
QUOTE (Garg @ Feb 14 2006, 12:58 PM)
I think Tony is reacting to how people act.

Neither him nor me, dont mind that others really got higher tech, but we should not get additional penalties for being small.

Like in regards to other tech, would you like the game to have mk2 being the most expensive in materials and long with giving the worst bonus and higher tech means its less costly and gives better bonus? does that sound very fair?

ofc not, the same is true with small ship principle, its the first principle we can do, that can give us a warship, but a captain is 11k, thats alot to use for a small ship of potentially just 25 hull, if it was reduced to 3500, then i could field at least 3 of them vs 1 100 hull, so who gets the better deal, well those with better ships still, but i am at least not reduced to nothing, until i also have 100 hulls.

If I recall part of the original reason for introducing Naval Officers was to prevent small ships being used en masse in battles, where their impact is far greater than their size. it was a tactic widely used - bring in a fleet of 10HH ships and pin the enemy. A 100HH prevented from leaving battle by a tiny ship was unbalanced. But the pin rules have changed since then, so perhaps there could be a change to small ships.

Mark
Wraith
How about one naval officer per squadron, or per 3 ships in a squadron? It looks like squadrons need improvement/fixes anyway
Garg
cant be per 3 ships, because then you will still have issues, like 3 20 hulls vs 3 100 hulls. Just make them cheaper, but still a bit more expensive is fine with me.

like 3 * 25 HH vs 1 * 100 HH is 10500 for the 3 small vs 11000 for the big one, which means bigger still is better, but you can at least field a fleet of smaller ships.
Rich Farry
I think the problem with the current naval officer cost is that it discourages the use of smaller warships.

I'm in favour of a system where the cost is based on the ship size, and the cost is tied into the ship rather than the officer, for example 1,000 stellars for the officer and 100 stellars per ship hull to 'comission' it as a warship.

I'm not sure how the system could be implemented; perhaps the naval officer (and the ability to set lists) could not be made use off until after the ship had been commisioned. Commissioning could be done as a stand alone order, and be an additional option on the Build Ship order.



hlq-pd chris a
ok guys

so from my reading of the situation it is this

the initial cost of starting a officer is 2 expencive for smaller affs( me included)



possible solution

reduce the cost of the initial start up officer to $5000

increase the training costs by $500 per skill level so that it costs more to enhance the officer than to actiualy make him.


and as its only changing steller amounts in the program should hopefully be easy for david and mica to do

this will give the players the choice of weather they train/improve the officers skills or leave him at a basic oficer level with loads of experience that could be converted to enhance ments as the player can afford it.



also as a passing point this thread started about the costs of navel officers and has some how come round to what affs have or got at conversion can we try and keep a thread pure and to the original point plz biggrin.gif
gordon
I like Rich's idea of a cost based on the ship size.

Gordon
Clay
I'm with Chris A on. A lower initial cost, but paying for gaining skills as you go. This does seem to make more sense as well - a promising captain (ie one that earns experience) will attract more investment from the aff with reguards to his training.

I don't think it is realistic to link the cost with the size of ship for several reasons. You can't then move your officer to another ship, and basic military trainning is required for all military captains no matter what.

As a total side note, I think it would be nice for new officers to begin with a random level in something, showing their personal strengths, and maybe even a negative showing their weakness.
Jumping_Jack
QUOTE (Clay @ Feb 28 2006, 09:57 PM)
I don't think it is realistic to link the cost with the size of ship for several reasons. You can't then move your officer to another ship, and basic military trainning is required for all military captains no matter what.


I re-commend having 'ship size class effective' as an additional progressable skill for an officer, as it has the advantages of increased ship size cost, but overcomes all the problems I can think of, and adds depth to the game.

The objections of the mega-vessel operators that they would be "severely" disadvantaged by this change is not a problem - it is an opinion. One which should be treated in the same way as those of us who soley operate small and medium ships to the original officer charges was - i.e. totally discounted.

TonyH
Matriarch Queen
QUOTE (Jumping_Jack @ Mar 1 2006, 07:54 AM)
I re-commend having 'ship size class effective' as an additional progressable skill for an officer, as it has the advantages of increased ship size cost, but overcomes all the problems I can think of, and adds depth to the game.

Any change that makes the game ever more time consuming just to run a few ships is negative. And a change like this one would make it miserable just to run a minor fleet of warships.

I think I am not the only PD out here which think running an multi-player affiliation is time consuming as it is.

Keep it simple, keep it easy, keep it fun. smile.gif
Jumping_Jack
Well, I've done my time serving in, even leading, a multi-player aff, so you dont need to tell me how time-consuming it is, thanks. And, if you think having do look up or promote officers is 'too complicated', is Phoenix the game for you?

If you're fed up of it - move on. I did.

The question I want answered is: Does the game offer anyything to anybody who issn't prepared to play large real-life monies to run a multi-player aff. Or be a bit-player in the power games of those who do?

I'm coming to the conclusion that it's NO - the game has every advantage to the big blocks: Secret places to hide away from each other, major GM-run plotlines and game development, and every game mechanic change since Phoenix was introduced. The only thing left is (to quote a recent post from the PD of a multi-player aff) "why bother developing a miniscule irrelevent single-player aff". A viewpoint I am coming around to sharing, given the MASSIVE and INCREASING bias to factions in existance at BSE ---> Phoenix conversion.

And, if that doesn't appeal, and being a minor cog in somebody elses war machine doesn't appeal, should I be paying to play this game?

TonyH
Matriarch Queen
QUOTE (Jumping_Jack @ Mar 1 2006, 09:58 AM)
If you're fed up of it - move on. I did.

Well, I notice that.

I agree with Chris A and Clay, lower the initial cost and increase the cost to train skills. This allows all to run naval positions while those who is interested in developing their officers may do so. It cost a little extra but they also get to be the pros in the peripheries.
hlq-pd chris a
QUOTE (Jumping_Jack @ Mar 1 2006, 09:58 AM)


QUOTE
The question I want answered is: Does the game offer anyything to anybody who issn't prepared to play large real-life monies to run a multi-player aff.  Or be a bit-player in the power games of those who do?


once again this thread was about the costs of navel officers yet it is getting hijacked


but i will answer this yes small players can advance and prosper under the current rules with out spending mega amounts of sterling each week(personnaly i play for less than £10 per week)


i dont consider myself a bit player in anyones games and i am starting to develope in all areas of the game i choice to play in.


chris a

Jumping_Jack

Sorry to contribute to the hijack of your thread, but I feel that it was done in an earlier post to mine by yet another 'big operator' complaining about how time-consuming it is to run a mega fleet - go which my responses are: A) Good. and cool.gif Didn't the squadrons order help? - A Major game development for the big players, to be counted against the... what HAS been introduced for the benefit of anyone else?

Anyway Chris: I think the major difference in your own case is the secret-start system, which gives you a chance to grow and develop undisturbed, and to find high value uniques to exploit, with a guaranteed high markup for bringing them back go publicly-accessable space. I would appreciate private communication on how to go about being seeded to this state.

Anyway - back to Navel officers, and as I said earlier: "The objections of the mega-vessel operators that they would be "severely" disadvantaged by this change is not a problem - it is an opinion." And if they keep their opinions from the public posting boards, I will too.

TonyH
Matriarch Queen
QUOTE (Jumping_Jack @ Mar 1 2006, 10:50 AM)
'big operator' complaining about how time-consuming it is to run a mega fleet

I am very honoured if you mean me. I mean, the QNG is just about 9 months old... biggrin.gif

Mega fleet! Wow! You must mean my starting broadsword.. or the carrier I have... wink.gif
Jumping_Jack

Excuse my mistake - I assumed as a Hive spin-off you'd have Hive tech.

So, what's the big objection - I think only the broadsword and caraval would need officer-skill size classes above 'Small' - and you'd consider two $500 skill increases would be time-consuming?

TonyH
hlq-pd chris a
QUOTE (Jumping_Jack @ Mar 1 2006, 10:50 AM)


QUOTE
Anyway Chris: I think the major difference in your own case is the secret-start system, which gives you a chance to grow and develop undisturbed, and to find high value uniques to exploit, with a guaranteed high markup for bringing them back go publicly-accessable space.  I would appreciate private communication on how to go about being seeded to this state.



as to the answer to this tony it dont need to be private and i appologise to every one for going off thread.

as a bhd player i had a fall out with the pd of the time at a blackpool pub meet and mica asked me if i would like to run one of the inner confed noble houses, after getting all confederate pds permission i was ALLOWED to run house liquan as a trusted confederate player.

as to the growing undisturbed to a degree that has been correct, but these systems are not secret they are just not for public access due to the location, just the same as the inner empire systems are not for public access. as to the uniques i had 1 source of 1 steller basic value uniques up till 2 months ago. what i did was not have that unique as my main trade item but to buy from others and take to the base as we all can do.

i also have built 2 bases from scratch and worked my butt of to get 2 noble houses to amalgamate thus developing and enhancing house liquan to the stage its at today.

i Will not deny thats its been easier to build in safe systems but the disadvantage of this is that there are no public starbases to trade with and all goods have to be bought in to the systems to help expancion.


any way thats how i got what i have today and its through hard work good game play (in my opinion) and doing the right deals with the right people. as to expanding i still have to ask permission to build a starbase on any confederate planets just like all the little players in the game.


chris a
Matriarch Queen
QUOTE (Jumping_Jack @ Mar 1 2006, 11:02 AM)
So, what's the big objection - I think only the broadsword and caraval would need officer-skill size classes above 'Small' - and you'd consider two $500 skill increases would be time-consuming?

That's suddenly three or four or more orders for what I can do today with one order. Why is it needed? And as you talk about skill increase it also means that I must use them a long time in a small ship before I can train to them use a large ship (experience don't come quickly). This also means transferring officers between ships. Which also means that you must pick up a new crew to make into a new officer in the small ship. Which require a political order. You must move your small ship to the same location as the big ship to do the transfer.

Yes, I object to all this when I can do all this in one single order today. Create officer and tick the naval officer box.
Matriarch Queen
QUOTE (Jumping_Jack @ Mar 1 2006, 11:02 AM)
Excuse my mistake - I assumed as a Hive spin-off you'd have Hive tech.

You assume much. Facts will help you better.

You are a Krell spin-off. I assume you have all the needed Krell tech.
Jumping_Jack
QUOTE (Matriarch Queen @ Mar 1 2006, 11:53 AM)
That's suddenly three or four or more orders for what I can do today with one order. Why is it needed? And as you talk about skill increase it also means that I must use them a long time in a small ship before I can train to them use a large ship (experience don't come quickly). This also means transferring officers between ships. Which also means that you must pick up a new crew to make into a new officer in the small ship. Which require a political order. You must move your small ship to the same location as the big ship to do the transfer.

Yes, I object to all this when I can do all this in one single order today. Create officer and tick the naval officer box.


No - its the same order as now, with an additional skill value selectable:
'Train officer - #? (Ship rank size)'
- which of course would be a civilian skill.

To reduce impact on the current situation, at conversion, I would of course make the lowest-numbered officer on a vessel high enough 'skilled' to command that vessel. And there is also the prospect of having several officers 'pool together' to make enough 'ship class' levels to command a larger vessel than any one of them individually could do (although not get the benefits of other skills unless all of them had the required level).

- This last point is key: It's yet another unfairness in the current system that a big ship gets the same benefit to a 200-hull megavessel for paying $500, as I would for paying 4x$500 for four 50-hullers. This measure adresses that inequity. And before anyone mentions it - I dont consider the argument that 'I'd have to pay more' a valid argument as long as they still pay less than I have to. Paying proportionately more for small ships wasn't a counter to the original 'Navel officer' changes, so I dont see why it suddenly gets to be one now for large ships.

Complication isn't a counter either. It's nowhere near as complicated as the myriad of combat changes introduced over the last few years, which I have to get to grips with. Making big fleets too complicicated for a single player to manage would be a MAJOR game advance, in my opinion - and multi-player affs can devolve a bit, cant they?

QUOTE
You are a Krell spin-off. I assume you have all the needed Krell tech.


- The danger of assumption! While there is rumoured to be some Krell tech, All I got was a part-finished tech, a part-copied tech (I have to return the original when finished) and a part-finished bluepint (sector decontamination - which is of course destroyed, when used). At the end of 60 weeks dedicated research I will be able to produce unlimited quantities of the 'sector decontamination' BP, which is a good ting, as more than a thousand are needed.

I have other stuff, but it was all bought in at full price, or researched, at -7, over the last few years.

TonyH
Jumping_Jack
QUOTE (hlq-pd chris a @ Mar 1 2006, 11:52 AM)

as to the growing undisturbed to a degree that has been correct, but these systems are not secret they are just not for public access due to the location, just the same as the inner empire systems are not for public access.  as to the uniques  i had 1 source of 1 steller basic value uniques up till 2 months ago. what i did was not have that unique as my main trade item  but to buy from others and take to the base as we all can do.

i also have built 2 bases from scratch and worked my butt of to get 2 noble houses to amalgamate thus developing and enhancing house liquan to the stage its at today.

  i Will not deny thats its been easier to build in safe systems but the disadvantage of this is that there are no public starbases to trade with and all goods have to be bought in to the systems to help expancion.



Sounds like you have a good thing going there, and something that I'd like to emulate: I empathize with having to haul in development materiel from out-system, It's something I'm going through, although maybe not as far though; Balanced against that, i'm having to import the planetary population, too. Finding anything useful on a planet consisting of 'flat' and 'molten rock' has been a (so far) unsucesfull venture too! Just imagine - this is the most hospitable planet in the entire system! It's a wonder that so many affs chose to set up and rip everything worth having before I got here - not a problem you have, I assume? And the defences - five months effort, and I still havn't got anything that will stand up to the GTT for more than two rounds. Hiding will be a better bet.

I'm moving to your viewpoint on trade too. I'd like to directly control my uniques production and distribution, and object to only getting about 45% of the potential maximum I could get for hauling objects from inner-empire, to darkfold (Outer Capellan to inner empire in my case).

Can somebody pass some relevent system knowledge to enable this please? Not one of you affs that have researched it, of course. One of those who got it free - like the RIP, DEN, FLZ, GCS, etc...

TonyH
Paul
I have to disagree with the need for any change to officer costs.
I've always assumed the one cost represents the military machine taking the time and money to put a recruit through a naval academy schooling them for years in ship management and comabt tactics.
Ship size is irrelevant, as your officers gain experience you move the better ones to your more advanced naval ships to best use their experience and maximise the gain.

I dislike threads that say I should be on an equal footing with an aff that has been diligently run for a decade by ones that are still intheir infancy.
Its like Luxembourg saying I want to be able to fight America on an equal footing.

The SMS are in the Inner Empire due to a lot of hard work, time and real life money. We earned the right to be there by positive action & roleplaying within the game is it right that others should get this for free?
As far as I know the only affiliation on your list that has Inner Empire knowledge is the GCS as they come from there.

Going back to a roleplay point of view... any non human affiliation found within the borders of the Inner Empire will be destroyed on sight.
Even the close allies of the SMS, the FCN & FEL, do not have the rights or even the ability to enter the Inner Empire.

Some of us believe in the plotlines & roleplay of the game and do our best to further them.
Jumping_Jack
...and some of us beleive that plotlines and game development not being accessable to anyone who doesn't join one of the pre-existing affs is the reason for the poor retention of new players now. The perception that we're just feeding game development for pre-existing factions. What plot development has gone on in the central area recently? None. It's just a warfighting area for a couple of megablocks while they do the interesting stuff elsewhere.

And, as I say - opinion is divided on navel officer costs. And every time a big ship operator posts a comment to say it's unfair theyd have to pay slightly more to run ships which are 3-four times bigger than some others, i will post a response to say it's Grossly unfair to say that I have to pay four tomes as much to officer teeny-tiny ships in the first place, that point has been made, and discounted. Find something new.

I am proposing a game change because it adds depth, and is a game development which would benefit something other than battlefleet comanders, which is an area which has been totally ignored during three years of phoeinix. I'm thinking of dropping back to being a free player, or at least minimum political payment, until SOMETHING does change that's actually for my benefit.

Inner empire is SMS private property? Right - Get the **** out of Storm.

TonyH
Duckworth-Lewis
Tony,

perhaps if you could justify why it would be cheaper to train an officer serving on a 25 hull ship than an officer on a 100 hull ship then it would be more likely to be implemented? Both Officers would have to go through the same basic training so for me, I can't say that it sits well that one would neccessarily cost more to train than the other.

Now, if there was a requirement for an Officer per x number of crew factors required (perhaps 1/200?) that would make more sense to me and would redress the balance somewhat

Linking the size of a ship to the amount of experience an officer has seems a little too artificial to me - it should be for the ships owner to decide whether they would prefer to put an acne'd Officer fresh from the academy in command of the fleets pride and joy instead of the most experienced officer

I do like Chris's suggestion





Paul
QUOTE (Jumping_Jack @ Mar 1 2006, 04:29 PM)
Inner empire is SMS private property? Right - Get the **** out of Storm.

TonyH

yet another player that cannot distinguish between an OOC discussion and IC action.

I was discussing the opinion of all the human affiliations within the Inner Empire, the SMS is probably the miniority faction within that area of game play.
Others feel free to correct me, but this topic is drifting off its point again.

During my discussions with the other parties involved in the exploration it was a general opinion that this was considered the human home systems and as such exclusive to them.
Call it xenohpobic, call it bloody minded big affs keeping things to themselves but it is the way of things. Its policy that was proposed to me not vica versa.

I will not even respond to your comment about Storm, try to keep your toys in the pram.
I'm not trying to be the big aff bullying the small, I was just discussing my opinion of the game and the point of this thread.
Try to remember this is a discussion board where all are free to express, some continually more so than others, points about game mechanics and its development.
Not for IC threats and comments save that for the forum that I quite happily left quite a while ago due to rubbish being posted on it, don't bring that here please.

Rich Farry
QUOTE (Duckworth-Lewis @ Mar 1 2006, 04:02 PM)
perhaps if you could justify why it would be cheaper to train an officer serving on a 25 hull ship than an officer on a 100 hull ship then it would be more likely to be implemented? Both Officers would have to go through the same basic training so for me, I can't say that it sits well that one would neccessarily cost more to train than the other.

This is an in-game rationalisation of why the costs should be the same.

But, what is being discussed is a game mechanic. The issue is... is it appropriate that it costs so much more to have hulls invested in smaller warships than in large warships? Should it cost $110,000 for 10 10-hulled warships, in comparison to $11,000 for 1 100-hulled warship? Does the current system discourage the use of smaller warships? I think it does.

Does anyone think it unreasonable that the 'additional cost' for the privilege of having warships could be changed to be based on the number of hulls rather than the number of ships?
Jumping_Jack
QUOTE (Paul @ Mar 1 2006, 04:27 PM)
QUOTE (Jumping_Jack @ Mar 1 2006, 04:29 PM)
Inner empire is SMS private property?  Right - Get the **** out of Storm.

TonyH

yet another player that cannot distinguish between an OOC discussion and IC action.


Sorry - you were saying that, if I put in the "work" to find a way into the inner empire... out of character... you will ban me from it... out of character? And we're not just discussing 'inner empire' as such. I'm talking about all the meta-affs with secret hidaways, some of whom started there. And some of whom have just acquired a whole new trache, at negligable cost.

Just treat the SMS as banned from Storm until further notice, in-and-out. And Yes, I know who you're allied with; and yes, I am aware that the SMS just knocked off several multi-hundred hull platforms for the loss of one bunk. This is one of the reasons I've decided that it's not even worth building up anything in publicly accessable systems, and dont have the option to do anything else. And being crapped on by a 'multi player' aff that I didn't even know I was at war with, but taking 2000 enemy soldiers with me in the prossess was one of the least boring events in my personal experience of the last five years.

btw Paul - which SMS players put in the work to find the way into the inner empire? I might have known them. Did you?

Now, officers - yes, it might be preferable to have proper ranks governing numbers of individuals commanded - but a simple command skill integrates with what's in place now, and therefore might be implementable within a year or three.

TonyH
Jumping_Jack
QUOTE (Rich Farry @ Mar 1 2006, 05:35 PM)
QUOTE (Duckworth-Lewis @ Mar 1 2006, 04:02 PM)
perhaps if you could justify why it would be cheaper to train an officer serving on a 25 hull ship than an officer on a 100 hull ship then it would be more likely to be implemented? Both Officers would have to go through the same basic training so for me, I can't say that it sits well that one would neccessarily cost more to train than the other.

This is a good in-game rationalisation of why the costs should be the same.



No it isn't. A newly-comissioned officer, straight out of Annapolis (?), would not be put in charge of the USS Nimitz, would he?

He'd start off on a minesweeper... maybe second or third in command of a destroyer within a few years... gaining experience (= spending skill points?). His command of the Nimitz (= 300 hulls) would come at the end of a long navel career (= level 5 skill in 'ship command').

TonyH
Clay
So Tony, you actually want to see the return of the Officer Ranks - and have them linked to the size ship they can captain?
I miss the officer ranks and think they should be returned.
An ongoing training cost to promote an officer to a higher rank, thus higher class ship, does make sense.
Jumping_Jack

Yes, I think it adds something back to the game that was lost, in a way which is compatible with recent developments. And, I cant see it limiting too many people - the first few training points seem to be awarded pretty quickly, which would get you up to ship class three, 150 hulls, for... $1,500. Three points which cant be awarded to other skills granted, but some re-balance back towards small ships isn't unreasonable given the advantage of having one officer for such a large vessel in the first place.

I cant imagin it being too difficult to key the skill level to the rank structure for a particular aff (but the problems which arn't readily apparent can be the most intractable).

TonyH

ptb
QUOTE (Jumping_Jack @ Mar 1 2006, 11:31 PM)
And, I cant see it limiting too many people - the first few training points seem to be awarded pretty quickly, which would get you up to ship class three, 150 hulls, for... $1,500.

Actually it would be massivly limiting because most people have probably already used the 'easy-to-get' training points. Furthermore what if your smallest shipsize is larger than 50 hulls? Why would your newly commisoned officers not beable to run the smallest ships in your fleet.

Maybe if it just cost more money for the higher ranked training and not 'points' (personally I dislike the point system, far too rpg, should just get better in skills based on what they got the point for, but anyway thats another story) then it would make sense and be a plausable idea.

I'd suggest you should reduced base cost of the naval officer a little to compensate as well.
Jumping_Jack
QUOTE (ptb @ Mar 2 2006, 08:13 AM)
QUOTE (Jumping_Jack @ Mar 1 2006, 11:31 PM)
And, I cant see it limiting too many people - the first few training points seem to be awarded pretty quickly, which would get you up to ship class three, 150 hulls, for... $1,500.

Actually it would be massivly limiting because most people have probably already used the 'easy-to-get' training points. Furthermore what if your smallest shipsize is larger than 50 hulls? Why would your newly commisoned officers not beable to run the smallest ships in your fleet.

Maybe if it just cost more money for the higher ranked training and not 'points' (personally I dislike the point system, far too rpg, should just get better in skills based on what they got the point for, but anyway thats another story) then it would make sense and be a plausable idea.

I'd suggest you should reduced base cost of the naval officer a little to compensate as well.


No, sorry. The whole detail of the proposal is now spread over several posts, so probably wasnt't amenable to a quick put-down without some effort. smile.gif

No. The default unskilled officer would of course be able to command the smallest class of vessel, because it would be bloody stupid otherwise. If you are saying that the SMALLEST vessel in your fleets is 50 hulls I'm saying this just proves how crap being limited to 50 hulls or below, IS, and is an additional incentive to introduce the change. In my opinion. Of couse the people who actually pay for 90% of the game would disagree, but it's a free forum isn't it?

As stated. I'd propose that the lowest numbered officer on each vessel be awarded sufficient 'ship rank points' in order to command that vessel. Nobody but a knob-head would turn down free compensation for a game change! OK, I did for the shipbuilding changes, but wtf, eh?

TonyH



FLZPD
QUOTE (Jumping_Jack @ Mar 1 2006, 01:39 PM)
Can somebody pass some relevent system knowledge to enable this please? Not one of you affs that have researched it, of course. One of those who got it free - like the RIP, DEN, FLZ, GCS, etc...

We got no system knowledge for free.

Mark
FLZ
FLZPD
QUOTE (Jumping_Jack @ Mar 1 2006, 03:29 PM)
...and some of us beleive that plotlines and game development not being accessable to anyone who doesn't join one of the pre-existing affs is the reason for the poor retention of new players now. The perception that we're just feeding game development for pre-existing factions. What plot development has gone on in the central area recently? None. It's just a warfighting area for a couple of megablocks while they do the interesting stuff elsewhere.

i am aware of several 'plotlines' that have been discovered by non-power bloc players in the central areas. Are you actively going out to find them?

Mark
ptb
QUOTE (Jumping_Jack @ Mar 2 2006, 11:02 AM)
No. The default unskilled officer would of course be able to command the smallest class of vessel, because it would be bloody stupid otherwise. If you are saying that the SMALLEST vessel in your fleets is 50 hulls I'm saying this just proves how crap being limited to 50 hulls or below, IS, and is an additional incentive to introduce the change. In my opinion. Of couse the people who actually pay for 90% of the game would disagree, but it's a free forum isn't it?

No I was saying the smallest ship size some people can build is larger than 50 Hulls, I know a number of affiliations who your suggestion would make it impossible for them to use any warships without years of research into smaller ships.

It has nothing to do with how bad or good small ships are just with what tech they have.

As for myself I can and do build small HH ships, but my comment was how it would effect everyone not just from my persepect.
Jumping_Jack
QUOTE (FLZPD @ Mar 2 2006, 12:34 PM)

We got no system knowledge for free.

Mark
FLZ


Twilight? The Flagritz STARTED in there, so presumably didn't research themselves into existance ex-nihilo? Or did you have to research the system you were in before you realized you could return? I'd like to know more.

You've just acquired, and seamlessly integrated, the Flagritzi seeded systems - havn't you? Or is all this barney with the FEL taking place in Inferno? And the IRS 'independent' systems, one of which, according to a Flagritzi memeber, was discovered through stellar cartography which the GM set up FOR him. Now Flagritzi-claimed - or am I wrong? I certainly dont have access, do you?

As for GM plot lines in the central area - yes. I do at least one SA/surface exporation every week, or two if I think I may be onto something that may have been missed over the last 12 years or so (i.e. once in a blue moon). I'm fed up of paying for results that say. 'It looks like this was cleaned out x... years ago'.

Tried starting some things myself. Just did a sequence of three SA's to attempt to aquire the knowledge of an item, commonly known to more than one affiliation. listed in the open rules. In order to be able to start research on the blueprint, at -7. That was a waste of time.

As for spending £3.60 to discover a source of some puny trade goods, the production of which wouldn't even cover the cost of the complexes to exploit them.... Too many times.

Although, to be honest, I did discover something of interest yesterday. How the **** I could ever make use of it, I dont know, but it has engaged my interest.

TonyH
Jumping_Jack
QUOTE (ptb @ Mar 2 2006, 01:03 PM)

No I was saying the smallest ship size some people can build is larger than 50 Hulls, I know a number of affiliations who your suggestion would make it impossible for them to use any warships without years of research into smaller ships.

It has nothing to do with how bad or good small ships are just with what tech they have.

As for myself I can and do build small HH ships, but my comment was how it would effect everyone not just from my persepect.


Well, If some affiliations CANT build ships less than 50 hulls, they should be made to start. They could buy a courier for training - hang on - Dont all new starters START with a courier? An incentive to devolve some power to the underlings, perhaps, once they'd shown the dedication to acquire their first three officer skill points (A month or so?).

If an aff is really generating enpough newly-built 51+ hullers that they cant generate enough officers to crew them under this proposed change, the shipbuilding changes need to be re-examined. Because in that case they would have been totally ineffective in stopping massed-fleet building by the existing megablocks, while nobbling the attempts by anyone else to get on the ladder.

Lets face it - destroyed ships should be a good source of recycled/reclaimed officers. They always seem to be left in the debris. I gained three that way! (not my debris). And, if you're really short - buy them in! Just imagine - a market for civillian officers with 3/7/15 skill points for the megafleet operators to buy, make navel, and train up - $1K per skill point maybe? The cost of the officer might actually become a measurably large fraction of the cost of the vessel it'self!

You know. I'm beginning to suspect that at least some of these 'too much hassle', 'unfair on large ship operators' etc responses are because it would make it slightly more difficult to knock out the guaranteed 1-300 huller every 1-12 weeks or whatever. As opposed to impossible, for me. Or am I just being cynical?

TonyH
hlq-pd chris a
right guys

can we go back to what this topic was about NAVEL OFFICERS

tony has made several suggestions.

1 link ship size to a progression level in training so a officer starts off able to command a small ship and then advances through experience to larger ships (think thats what you are getting at tony)

2 ship ranks for officers as per bse

3 i have suggested cutting the initial cost of creating navel officers from 11k to 5k but increasing the costs of training these officers by 500 stellers per skill point.





obviously people with existing ships and officers would not be able to be penalised and would have to have the relivent skill levels given them so they can still command the ships they are on board currently.

what i am suggesting as a compromise is a mix of all suggestions


1 cheaper initial cost reduced to 5k per officer.

2 all officers start at a base level being able to command 50 hulled or smaller ships
with a basic allocation of 7 points to be spent free personalising your officer.

3 a training to be included to allow officers to be trained to command larger ships eg 51 - 100 hulls 101- 150 hulls and 151 and above.

these would take points but a person would be able to train there officer (if it followed the same rules as currently) to command 151+ hulled ships from the outset.

this could also be linked to the officers rank for example


leutenant 01-50 hulled ships

captain 51- 100 hulled ships


vice admiral 101-150 hulled ships

admiral 151 + hulled ships


think this has covered and picked out most of what every one was asking for in between all the crap


comments please


chris a
Jumping_Jack
An excellent summary, but I see no need to reduce the base cost myself.

And the officer rank literals would be keyed into each affs specific rank name structure - which is still settable, but has no in-game impact.

And, of course current ships should have their current senior officer set high enough to command that ship. Just stand back here - that's me proposing extra benefit for big-ship owners. I would have about four officer that would each get a single 'free' promotion. Out of 20-odd. Some affs would apparently get a free promotion for every vessel.

TonyH
Duckworth-Lewis
QUOTE (Jumping_Jack @ Mar 2 2006, 02:07 PM)
Twilight? The Flagritz STARTED in there, so presumably didn't research themselves into existance ex-nihilo? Or did you have to research the system you were in before you realized you could return? I'd like to know more.

Hi Tony,

as one of the three players who originally took the FGZ into player control I can say that they were not originally set-up in Twilight. Indeed all the three start-up bases were in Inferno.

The original entry point to Twilight was a special action which involved overloading Jump Engines. Research had to be carried out to set-up the Stargate between the systems - though I believe it did precede Stellar Cartography.

Inferno was exposed, and with the three initial bases being pretty limited (I'd previously run an SSL base in Schrike that had more production than two of the three) , and with uncertainty about human-flagritz relations after the initial war (when they were still under GM control) Twilight was seen as an obvious choice to colonise as a retreat.

ptb
QUOTE (hlq-pd chris a @ Mar 2 2006, 02:35 PM)
3 a training to be included to allow officers to be trained to command larger ships eg 51 - 100 hulls 101- 150 hulls and 151 and above.

these would take points but a person would be able to train there officer (if it followed the same rules as currently) to command 151+ hulled ships from the outset.

New Officers start with zero points don't they?

If they start with points then I take back my comment about some affiliations needing to be able to put officers on larger ships as they don't have smaller ones.

If not then we still have the same issue.
Matriarch Queen
QUOTE (Jumping_Jack @ Mar 2 2006, 01:48 PM)
An excellent summary, but I see no need to reduce the base cost myself.

But I do as I believe $10k is a little much to train 1 naval officer, especially if additional costs are introduced as you propose.

I also dislike any changes that will make officers more complex and time-consuming to manage. This is, after all, a game. I do not mind if there is depth and advamced options for those that wants it but personally I prefer they way it works now.
Jumping_Jack
Complete difference of opinion noted. Differences of opinion, or even vehement objections, have never been a block on game developments before.

Any actual flaws you can think of? I think 'I dont like it', 'It's too complicated for me', and 'It's not fair' have all been registered so far.

Bit of a waste of time really. It doesnt suit the cash-cows so wont happen. I'll stop now.

TonyH
ptb
QUOTE (Jumping_Jack @ Mar 2 2006, 04:43 PM)
Any actual flaws you can think of? I think 'I dont like it', 'It's too complicated for me', and 'It's not fair' have all been registered so far.

Yes read above.

Also the answer "If some affiliations CANT build ships less than 50 hulls, they should be made to start" isn't a good solution. In the same way I don't think you should be made to start larger ships even though you don't have them.
FLZPD
QUOTE (hlq-pd chris a @ Mar 2 2006, 01:35 PM)
right guys

can we go back to what this topic was about NAVEL OFFICERS

tony has made several suggestions.

1 link ship size to a progression level in training so a officer starts off able to command a small ship and then advances through experience to larger ships (think thats what you are getting at tony)

2 ship ranks for officers as per bse

3 i have suggested cutting the initial cost of creating navel officers from 11k to 5k but increasing the costs of training these officers by 500 stellers per skill point.





obviously people with existing ships and officers would not be able to be penalised and would have to have the relivent skill levels given them so they can still command the ships they are on board currently.

what i am suggesting as a compromise is a mix of all suggestions


1 cheaper initial cost reduced to 5k per officer.

2 all officers start at a base level being able to command 50 hulled or smaller ships
with a basic allocation of 7 points to be spent free personalising your officer.

3 a training to be included to allow officers to be trained to command larger ships eg 51 - 100 hulls 101- 150 hulls and 151 and above.

these would take points but a person would be able to train there officer (if it followed the same rules as currently) to command 151+ hulled ships from the outset.

this could also be linked to the officers rank for example


leutenant 01-50 hulled ships

captain 51- 100 hulled ships


vice admiral 101-150 hulled ships

admiral 151 + hulled ships


think this has covered and picked out most of what every one was asking for in between all the crap


comments please


chris a

All these arguements re: naval officers and using rank for ship size have been covered elsewhere on other threads. To my knowledge

- ship officer costs were introduced to circumvent possible abuse with tiny ships which everyone could mass produce.

- Any reduction in costs for small ships would be a bigger benefit for the bigger affiliations, whose cash tends to be more stretched than the smaller, generally more efficiently run affialitions. This seems to be the opposite of what is intended (ie.help the little guy and not the big players).

- Any increase in costs for big ships simply penalises them for no real reason (besides to penalise them!). If Mica believes big ships are an issue, then he would do this change regardless as a game control method.

- Rank based on ship size is relative. The FLZ build 200 hullers. If we had 150 of them, but few other ships then our cadets would have been trained (in boot camp via the Crew BP) to fly them.

If ranks were to be introduced I would prefer them to be based on a proper command structure, based on personnel. The more crew you have, the more officers you need and a rank structure to command them. Same for GPs too. In theory, this would mean bigger ships would need more officers/higher ranks, but allows you to offset that by having the risk of using AI instead. But then this would add complexity for only a roleplay gain - which is subjective, so would sit on the long wish-list already being worked on by KJC :-)



Mark
FLZ
FLZPD
QUOTE

Twilight?  The Flagritz STARTED in there, so presumably didn't research themselves into existance ex-nihilo?  Or did you have to research the system you were in before you realized you could return?  I'd like to know more.


The FGZ started in Inferno. The FLZ started elsewhere. The FLZ did not start with any system knowledge and no system links. We had to research everything - from a starting position of zero research complexes.


QUOTE

You've just acquired, and seamlessly integrated, the Flagritzi seeded systems - havn't you?  Or is all this barney with the FEL taking place in Inferno?  And the IRS 'independent' systems, one of which, according to a Flagritzi memeber, was discovered through stellar cartography which the GM set up FOR him.  Now Flagritzi-claimed - or am I wrong?  I certainly dont have access, do you?


We did not acquire the FGZ and nor has it been seamless so far :-) Which IRS independant systems? Twinkle? That is a public knowledge system and always has been.

QUOTE

As for spending £3.60 to discover a source of some puny trade goods, the production of which wouldn't even cover the cost of the complexes to exploit them....  Too many times.


I have a similar track record - dont think I have ever discovered a trade good worth exploiting!


QUOTE

Although, to be honest, I did discover something of interest yesterday.  How the **** I could ever make use of it, I dont know, but it has engaged my interest.


There you go then - something to aspire to :-) Ive found similar things too - plot lines I wont be able to make use of for years, but I like that, gives me something to aim towards.

Mark
FLZ
Jumping_Jack
QUOTE (FLZPD @ Mar 2 2006, 05:04 PM)

- ship officer costs were introduced to circumvent possible abuse with tiny ships which everyone could mass produce.


I find this hard to reconcile with the 'not everyone has ships less than 50 hulls' posted earlier. And with the fact that everyone gets a courier. Can anyone further aid my understanding.

Nobody would dispute that not everyone can produce ships ABOVE 75 hulls, right?


QUOTE
- Any reduction in costs for small ships would be a bigger benefit for the bigger affiliations, whose cash tends to be more stretched than the smaller, generally more efficiently run affialitions.  This seems to be the opposite of what is intended (ie.help the little guy and not the big players).


This is so completely wrong as to not even be worth countering. One difficulty - how to make cash when the maximum multiplier I can acheive on low-volume uniques is... x8? Inner capellan to Inner Capellan. Of course, bigger profits could be achieved by selling to a third party with a presence in a far away periphery. So I'm forced into a solution which is innacceptable to at least one larger aff - actually selling to a position outside my own control!

The problem with bigger affs being short of money is over-large battlefleets. Pure and simple. This is a problem for large, pre-existing affs. If the problems of newstart and developing players were address for a change there might not be such a shortage of new players to go around - (according to a slightly earlier post by PTB). Please accept that NOT eveyone wants to run a fleets made up of so many 200+ hullers that they couldn't keep track of their officer requirements for them, which is your issue, if I'm understanding right? Or is it that you couldn't handle the extra expense of paying $7.5k extra to officer a ship worth over a million stellars?

TonyH


Matriarch Queen
QUOTE (Jumping_Jack @ Mar 3 2006, 10:01 AM)
Nobody would dispute that not everyone can produce ships ABOVE 75 hulls, right?

Maybe not. But everybody can produce ships up to 75 hulls by using EEM technology. Even the KRT.
ptb
QUOTE (Jumping_Jack @ Mar 3 2006, 11:01 AM)
One difficulty - how to make cash when the maximum multiplier I can acheive on low-volume uniques is... x8?  Inner capellan to Inner Capellan. 

A whole x8.. best I manage at my starbases with markets is x3, a whole x3 from any where, however far away it is....

Fun no? and you think you have problems making money...
Jumping_Jack
x8 is a theoretical. I get x6 for selling to somebody else's market. nobody has bought ANYTHING I can think of, since I have operated a market as KRL.

I have a presence on a planet with a high tadegoods value... but it's in the same system as my uniques. I COULD make money by buying and selling on other people's uniques... If there were any for sale at less than 90% of the price I could sell to my own population for.

Trade is defunct. The only viable option at the moment is to have captive uniques resource a long way away from a captive planet where you can sell it. Which would be a factor for the large-territory groupings or their client affs, I assume.

The free 10K a week keeps me afloat, and is a far higher proportion of my income than a major aff, I assume (soon to be 90%). I'd much rather have a working trade system.

Anyway, officers. We are agreed that everyone has at least SOME small ships then. And thus could 'train up' Some officers to serve on larger ships?

The objection then is not that it's impossible, but that it's 'too much bother' or 'we couldn't make enough'. I will discount 'We couldn't afford it' as ridiculous - If you couldn't afford $13.5K to captain one 200-huller just consider - I would pay $220K to captain my 20 yachts. Which STILL couldn't touch or even pin the 200-huller, Am I right?

Too complicated - Perhaps trimming back, or devolving the fleet a bit might help?

Couldn't generate enough - Then this change is definitely needed, because the shipbuilding changes havn't worked.

TonyH



ptb
QUOTE (Jumping_Jack @ Mar 3 2006, 12:01 PM)
The objection then is not that it's impossible, but that it's 'too much bother' or 'we couldn't make enough'. I will discount 'We couldn't afford it' as ridiculous

The objection is not that it's impossible but that it's silly.

Consider an affiliation with two players involved who can't build ships other than 200 hulls, which could happen for a number of historical reasons.

Their fleet might be say fifty 200hull ship and two couriers they started with (which if destroyed would mean no small ships), now it is ridiculus to suggest that officers out of bootcamp would be put on the couriers and not go straight to work on the 200hullers, or that basic training would not cover the ship that makes up over 95% of their fleet.

The most sensible suggestion I've heard would be the one where you need officers per x number of crew, everything else suggested just has massive flaws with it.

I agree trade is broken, although i wish i even got a x6 multiplier for goods sold happy.gif

HPSimms
[QUOTE=Jumping_Jack,Mar 2 2006, 02:26 PM]As for myself I can and do build small HH ships, but my comment was how it would effect everyone not just from my persepect.[/QUOTE]

Well, If some affiliations CANT build ships less than 50 hulls, they should be made to start. They could buy a courier for training - hang on - Dont all new starters START with a courier? An incentive to devolve some power to the underlings, perhaps, once they'd shown the dedication to acquire their first three officer skill points (A month or so?).

If an aff is really generating enpough newly-built 51+ hullers that they cant generate enough officers to crew them under this proposed change, the shipbuilding changes need to be re-examined. Because in that case they would have been totally ineffective in stopping massed-fleet building by the existing megablocks, while nobbling the attempts by anyone else to get on the ladder.

Lets face it - destroyed ships should be a good source of recycled/reclaimed officers. They always seem to be left in the debris. I gained three that way! (not my debris). And, if you're really short - buy them in! Just imagine - a market for civillian officers with 3/7/15 skill points for the megafleet operators to buy, make navel, and train up - $1K per skill point maybe? The cost of the officer might actually become a measurably large fraction of the cost of the vessel it'self!

TonyH[/QUOTE]
Couple of points here.

The IMP did not go for Phoenix starter tech for warships less than 51 hulls because "small ships were no longer needed", just one of the things we got wrong on the conversion sad.gif . Consequently we have had to buy in BPs to fill this glaring hole in our inventory.

Officer training and selling them off, I had about 40 warships involved in Wastelands a few weeks ago and as a result accumulated 5 battles worth of training points there. They have just finished training and it cost me well over 100K. Not complaining at that but if I was selling the services of experienced, trained up officers (of which we have nowhere near enough) not a lot of people would be able to afford them.

Each skill costs 7,500 to fully train.
1- 500, 2 - 1000, 3 - 2000 and 4 - 4000, if I remember correctly - too much bother looking them all up.
It costs 11000 to create the military officer in the first place so a full trained officer in the 5 military skills costs 48,500 - now I would want 20% profit margin so that suggests a sale price of 58,200 per officer tongue.gif

Picking up surviving officers from debris - fine if you know the Security Code, otherwise they become prisoners and need an SA to convert back, and you probably would not get away with that if they were from ememy ships.

Geoff
Jumping_Jack
QUOTE (HPSimms @ Mar 3 2006, 11:30 AM)

The IMP did not go for Phoenix starter tech for warships less than 51 hulls because "small ships were no longer needed", just one of the things we got wrong on the conversion  sad.gif .   Consequently we have had to buy in BPs to fill this glaring hole in our inventory.


Right - so the lack of small ships is a problem that's been overcome by the IMP, you're just voicing concerns for other people? Like me? Thanks!

QUOTE
Officer training and selling them off, I had about 40 warships involved in Wastelands a few weeks ago and as a result accumulated 5 battles worth of training points there.  They have just finished training and it cost me well over 100K.    Not complaining at that but if I was selling the services of experienced, trained up officers (of which we have nowhere near enough) not a lot of people would be able to afford them.

Each skill costs 7,500 to fully train.
1-  500, 2 - 1000, 3 - 2000 and 4 - 4000, if I remember correctly - too much bother looking them all up.
It costs 11000 to create the military officer in the first place so a full trained officer in the 5 military skills costs 48,500 - now I would want  20% profit margin so that suggests a sale price of 58,200 per officer  tongue.gif


Now, you're accumulating other skills into the mix, other than the proposed 'ship size class' attribute, proposed. The standard 100-hull IMP SoL would be commandable by a single extra training point spent - you're thinking of other people again, arn't you Geoff? Nice.

Just for argument.... I mean THOUGHT EXPERIMENT! wink.gif . The 150-Hull DEN 'Dire Wolf' class of ships; I'm reasonably sure they are in common usage, having been c*****d on by eight of them against one broadsword (the DoW was lost in the post).

Would require three skill points to command that ship class, because they are 'Large'?

Eight officers... Lets say they have.. three? skill points in other things, like dodge, or accuraccy?

So six points in total. That's: 8 x (11K + 500 + 1K + 2K + 4K + 4K + 4K).
= $212K. ie: Less than a half the worth of one of them.

I'm going to take them out next time. Going to build 16 broadswords, and match them, hull-for-hull. Luckily, I only need ONE command point for a 75 huller! And my guys can beat any DEN, with our secret advantage - Thumbs! laugh.gif

That's: 16 x (11K + 500 + 1K + 2K + 4K) = $296K!

Yes, sorry. I can see how paying 80K Less would be seen as grossly unfair, by some people. wink.gif

And once you're in the 4K plateau, adding equal skills to both sides increases the disparity in favour of large ships.

QUOTE
Picking up surviving officers from debris - fine if you know the Security Code, otherwise they become prisoners and need an SA to convert back, and you probably would not get away with that if they were from ememy ships.


Conceeded. But i was thinking of your OWN aff as well. Surely you can recover officers when you loose a ship but WIN possession of the field? And, if not 'Prisoner exchange' becomes a nice little sideline, maybe? - should imagine it would be, already (do officers loose skills if captured?)

And, I was thinking, selling civilian officers with 3 unallocated skill points for $2-3K, to commission and put into newbuild dire wolves, might be a nice little earner. Damn. My complete self-interest has been found out!

TonyH
Jumping_Jack
QUOTE (ptb @ Mar 3 2006, 11:13 AM)
QUOTE (Jumping_Jack @ Mar 3 2006, 12:01 PM)
The objection then is not that it's impossible, but that it's 'too much bother' or 'we couldn't make enough'.  I will discount 'We couldn't afford it' as ridiculous

The objection is not that it's impossible but that it's silly.

Consider an affiliation with two players involved who can't build ships other than 200 hulls, which could happen for a number of historical reasons.

Their fleet might be say fifty 200hull ship and two couriers they started with (which if destroyed would mean no small ships), now it is ridiculus to suggest that officers out of bootcamp would be put on the couriers and not go straight to work on the 200hullers, or that basic training would not cover the ship that makes up over 95% of their fleet.

The most sensible suggestion I've heard would be the one where you need officers per x number of crew, everything else suggested just has massive flaws with it.

I agree trade is broken, although i wish i even got a x6 multiplier for goods sold happy.gif


Not as silly as requiring the same price to command a yacht as a megavessel. MTB vs Nimitz argument, again.

Yes, there are disagreements over whether it's 'fair', and disagreements over whether it's 'silly'. Which are still, and will always be, unresolved.

I'd say, that any affiliation which devotes ALL it's resources to building 200-hullers, to the extent that it cant build anything less and looses it's entire stock of starter couriers, Deserves to not be able to command them. It would force them to engage with elements of the game beyond contructing and manouvring mega-vessels. After all, they'd get freebie points to run what they've got now. It's just the new stuff rolling off the production line, which they couldn't handle.

This isn't a serious problem surely? I thought the shipbuilding costs had nobbled you guys on that? It did for me! how many 200-hullers are these guys still growing their fleet by? Two a month? I could generate the officers to supply that demand. On my own.

If it's twelve a month, no. But in that case they need knobbling again anyway.

Tonyh
Matriarch Queen
QUOTE (Jumping_Jack @ Mar 3 2006, 12:31 PM)
Would require three skill points to command that ship class, because they are 'Large'?

Just because you consider this a large ship they might not. The QNG, for example, do not consider 150 hulls to be very large. 400 hull, now we are speaking about large ship.
ptb
QUOTE (Jumping_Jack @ Mar 3 2006, 01:47 PM)
I'd say, that any affiliation which devotes ALL it's resources to building 200-hullers, to the extent that it cant build anything less and looses it's entire stock of starter couriers, Deserves  to not be able to command them.  It would force them to engage with elements of the game beyond contructing and manouvring mega-vessels.

There is a big difference between the affiliation failing to build smaller ships and it just not being capable of doing so. Why should they be FORCED to research small ship tech just so you get things the way you want.

The prefectly reasonable alternative of just requiring more officers for large ships, either by crew or hull numbers, you seem to ignore totaly in preference to a system which could be impossible for certain affiliations to exist within.
Jumping_Jack
QUOTE (ptb @ Mar 3 2006, 01:00 PM)
There is a big difference between the affiliation failing to build smaller ships and it just not being capable of doing so. Why should they be FORCED to research small ship tech just so you get things the way you want.

The prefectly reasonable alternative of just requiring more officers for large ships, either by crew or hull numbers, you seem to ignore totaly in preference to a system which could be impossible for certain affiliations to exist within.


Because it's simpler, and is a fairly minor adjustment to a new 'skills' mechanism which has been relatively recently introduced, rather than completely superceding it.

I appreciate some aspects wont be liked - you'd no longer be able to get away with having to get half as many officers to '+1 accuracy' to get that benefit for similar-sized fleets, as ship size is doubled, for instance.

I'm working my proposal details, because it's my proposal. Other avenues hold interest - such as being able to command bigger vessels with more than one zero skill point, newly-created, officers. Please propose detail - I like the concept, and would propose refinements - As long as all met the requirements for the vessel for one. All 'navel'. All having '+0.5 accuracy' skill to get that skill benefit. etc. Actually... Wouldn't that work out WORSE for the poor guys who only have 200-hullers?

It's just that the skill 'command ship class' seems closest to what we've got.

And, there are plenty of elements of the game I hate, but am forced to engage with. I'm trying to be constructive by proposing game developments which I like, and sounding out the details of. Open to constructive criticism.

And... I dont think the standard "we worked our butts off to get large ships over ten years, so deserve to totally dominate against players who's only been in (in my part the best part of five) years". So spent only a quarter as much, maybe?

I'm proposing a change to a rule that was introduced only... eighteen months ago? Which, incidental to it's designed effect (something to do with pinning?) partially but not wholey, counters a large advantage it confers on operators of large vessels. And understandably the beneficiaries of that incidental change are very keen to retain it.

Of course, if the purpose WAS to further increase the advantage of large ships, could somebody confirm this?

TonyH
ptb
How is it fairer to force another affiliation to do at 61 weeks of research just to be able to train officers to then allow them to actually use warships they build?

(61 weeks based on doing small ship size + eem couriers + blueprint as i'm pretty sure your not allowed to skip ship techs, although maybe you can with eem ones)

Further more why should they be forced to build tiny ships when the standard small ship size for there affiliation is much higher, and your forcing them to do so just so they can train officers.

Considering in real life very few officers out of training go to small ships, most will go on the larger craft with ample supervision from experianced officers.
Ro'a-lith
It is possible to skip ship techs with EEM class vessels - for EG, you can create new blueprints based on up to 50 hull EEM vessels (any hull type) without the underlying tech, so a -7 penalty.
ptb
So mearly 4 weeks research (30mus a week at -7) and construction of ships for training, considering how easy it is to get the first few points that might actually be okay for everyone to manage?

I still think it doesn't make sense logically, but I have no direct arguements against it.
Jumping_Jack
QUOTE (ptb @ Mar 3 2006, 01:26 PM)
How is it fairer to force another affiliation to do at 61 weeks of research just to be able to train officers to then allow them to actually use warships they build?

(61 weeks based on doing small ship size + eem couriers + blueprint as i'm pretty sure your not allowed to skip ship techs, although maybe you can with eem ones)

Further more why should they be forced to build tiny ships when the standard small ship size for there affiliation is much higher, and your forcing them to do so just so they can train officers.

Considering in real life very few officers out of training go to small ships, most will go on the larger craft with ample supervision from experianced officers.


In the same way it's perfectly fair to expect some affs to do 250 weeks of research to gain the advantage of running ships half the size of those that the people running 200-hullers will only consider (we've already covered the fact that everybody can have 'small' ships at a cost which is small compared to the price of a single 'large' vessel). Despite the fact that they started the game with those ships, and still acquire small ships, for free, on a regular basis.

[hint - What we might need, in game, is some sneaky trader types to swap about three copies of 'EEM courier ships' tech for a single flagritzi baseship (a single ship, not a blueprint), and pocket the several-hundred-thousand stellar profit].

If you are putting forward these arguments because you feel that it is unfair to stop adding further advantage to affs with massive ones already, just because those players have been in the game longer (or more likely players simply sharing the same three-letter aff code as the original)?

And before you accuse me of it again - I dont want what those players have, for free. I want to spend five years researching 'medium ship size' and then 'Krell kamakazi vessels'. I just dont want to spend the next ten years paying to more and more disadvantaged, with the stuff I'm stuck with in the meantime.

And if you say, by the time you have your own 150-hullers, we'll have 400-hullers, so you will be even further behind- I'd hope not. The tech development effort should get steeper, not allow inflationary acceleration. If it doesn't - where's that 'Phoenix II' thread gone? Or should I go for WoW?

TonyH
ptb
QUOTE (Jumping_Jack @ Mar 3 2006, 02:48 PM)
And if you say, by the time you have your own 150-hullers, we'll have 400-hullers, so you will be even further behind- I'd hope not.  The tech development effort should get steeper, not allow inflationary acceleration.  If it doesn't - where's that 'Phoenix II' thread gone?  Or should I go for WoW?

It does get steeper, you need advanced racial techs as well as structrual and material bps.

Although i'm not sure it's steep enough.

On the other hand I know a number of affiliations that havn't bothered to build larger than 150/200 ship tech because there is little point. In fact lots stopped at 100hulls mearly because the peformance benifits of large ships is practially zero compared to the expense of research, the easy of being targeted and the loss of manouverablity.
Jumping_Jack
QUOTE (ptb @ Mar 3 2006, 02:22 PM)
QUOTE (Jumping_Jack @ Mar 3 2006, 02:48 PM)
And if you say, by the time you have your own 150-hullers, we'll have 400-hullers, so you will be even further behind- I'd hope not.  The tech development effort should get steeper, not allow inflationary acceleration.  If it doesn't - where's that 'Phoenix II' thread gone?  Or should I go for WoW?

It does get steeper, you need advanced racial techs as well as structrual and material bps.

Although i'm not sure it's steep enough.


Agreed!

OK. So - in ten years time I may have...ships up to 150 hulls? Wheras the Flagritz will have gone from... 200 to 300? Sounds fair.

I'm a bit worried about the QNG though - an aff that claimed, only a few days ago, to be tiny/newstart is also claiming to consider 400-hull vessels as 'just about big enough to be worth bothering'. I'll have to ask privately.... so much about this game still to learn...

TonyH
gtdoug
QUOTE (Jumping_Jack @ Mar 3 2006, 02:37 PM)
I'm a bit worried about the QNG though

I'd be worried about them too...

nasty bugs!

wink.gif

Doug.
FLZPD
QUOTE (Jumping_Jack @ Mar 3 2006, 01:13 PM)
Of course, if the purpose WAS to further increase the advantage of large ships, could somebody confirm this?

I pointed this out at the time I think. I believe your suggestion of putting all your thoughts on the subject together and proposing it direct to Mica would be good and see what he thinks.

Mark
FLZPD
QUOTE (Jumping_Jack @ Mar 3 2006, 01:48 PM)
[hint - What we might need, in game, is some sneaky trader types to swap about three copies of 'EEM courier ships' tech for a single flagritzi baseship (a single ship, not a blueprint), and pocket the several-hundred-thousand stellar profit].

Baseships and Baseship BPs are traded to others - for the right price - already.

Mark
Matriarch Queen
QUOTE (Jumping_Jack @ Mar 3 2006, 02:37 PM)
I'm a bit worried about the QNG though - an aff that claimed, only a few days ago,  to be tiny/newstart is also claiming to consider 400-hull vessels as 'just about big enough to be worth bothering'.  I'll have to ask privately.... so much about this game still to learn...

The QNG was created on star date 205.25. We had 1 starbase and a couple of outposts on Mobile Bay. The only warship was my starting broadsword (the Caravel had been destroyed some time before). I had a few smaller freighters though, perhaps even a baseship or two. Can't remember.

I am NOT the one saying that it is impossible to do anything just because you are a small tiny affiliation. ph34r.gif

BUT we are Hive and we have a history. Before we were crushed by the ARCs we considered Baseships to be small. rolleyes.gif
Jumping_Jack
QUOTE (Matriarch Queen @ Mar 3 2006, 03:57 PM)
QUOTE (Jumping_Jack @ Mar 3 2006, 02:37 PM)
I'm a bit worried about the QNG though - an aff that claimed, only a few days ago,  to be tiny/newstart is also claiming to consider 400-hull vessels as 'just about big enough to be worth bothering'.  I'll have to ask privately.... so much about this game still to learn...

The QNG was created on star date 205.25. We had 1 starbase and a couple of outposts on Mobile Bay. The only warship was my starting broadsword (the Caravel had been destroyed some time before). I had a few smaller freighters though, perhaps even a baseship or two. Can't remember.

I am NOT the one saying that it is impossible to do anything just because you are a small tiny affiliation. ph34r.gif

BUT we are Hive and we have a history. Before we were crushed by the ARCs we considered Baseships to be small. rolleyes.gif


Oops, not saying that you shouldn't have 200-hullers, just couldn't reconcile the 'we consider 200 hulls small' and 'we are a new aff'. I consider 200 hulls small. We just use the 50-hullers because it's either that or try to hitchhike through interstellar space.... Although DTR ships are probably numerous enough for that to work, they are just like buses. You wait for ages, then 250 come along at once. tongue.gif

Anyway... You'd get free officer skill points to command your existing fleet, and cant actually build any new ones anyway... I cant see any major problems really, can you? You're just boasting about the size of your assets!

All this is just a play to find a niche for the KRT, running swarms of 10-hullers to train newby civilian officers to sell on. It can be a bit limiting being small - Out main military project has not advanced much beyond the initial planning stage at the moment (i.e: got the objective and the punchline, still working on the code name and the... means).


TonyH
MasterTrader
If I get this right, the problem we are discussing here is that the cost of naval officers, which was introduced to prevent fleets of hundreds of one hull ships being able to swamp "normal" sized warships, has gone too far in pushing the balance of power from small ships to large ships. There should be a balance between the merits of multiple small ships versus one large ship, but the cost of the naval officer has distorted the balance towards large warships.

I think that very few people would disagree that this is the case. There has to be a balance between the two; for tactical and roleplaying reasons, some people will favour small ships and others will favour large ships, and there should be a range of viable options.

Of the possible solutions mentioned, I would have to support the proposal that ships should need one officer per X crew factors.

This is for several reasons:
1. It aids the balance that is causing the problem if you consider reasonable sized warships (e.g. if considering 20 hull or 50 hull warships against 100- or 200-hullers), while still achieving the original aim of the officers change (i.e. 100 1-hull ships will still need 1.1m$ of officers vs maybe 22k$ for a single 100-hull vessel).

2. Depending on how it is implemented, it could increase the range of tactical options by adding another factor to the risk v rewards analysis of AI Navigators.

3. It is simple to operate.

The latter is probably the most important. While Tony's proposal of training costs for larger ship sizes may be simpler to implement, there is a valid point that it would be more complicated to operate ("I want to transfer this experienced officer to that warship; but does he actually have the experience / training to run that ship?"), which would irritate a lot more players than it would benefit. If it's just a matter of knowing that "that's a Baseship, it needs three officers", I think that is a lot simpler for players to work with.

Richard
AFT
Jumping_Jack
Yes possibly. But the Ideal development could be if a failure have one officer of sufficient command stature, could be made up by adding subsidiary officers.

e.g. Ship requires 4 'ship size' skill levels. Can be filled by 2+1+1

The problem that leaves is the other skills. Should an officer with +1 accuracy who can only command 50 hulls, lend that entire bonus to a 150-hull vessel, even if aided by a couple of totally unskilled subsidiaries?

I say not. So maybe it should average out?

i.e. An officer able to command 100 hulls, and with a +1 dodge bonus, is placed on a 200-hull vessel. A couple of ensigns, straight out of the training tanks assist, covering 50 hulls each.

Does the ship get the full +1 dodge? I say +0.5 (rounded UP from 0.3333). Total levels in a particular skill, divided by the total number of officers. Anyone who is interested will get the idea. And others will disagree. And this cuts out one tweak in the game - over-officering ships to get loads and loads of bonuses in different areas. I do it because I have far more navel officers than ships. You know why. This way, the increased skills would average out. Over officering a military unit does not increase fighting effectiveness - can our US service personel players contribute on that point tongue.gif

A disadvantage of ONLY having the 'multiple officers' is the multiple basic 'create officer' cost too. Charging $44K to have four unskilled officers command a 200-huller will be objected to. I LOVE it, but I really do try to make even handed suggestions, and think it a non-starter.

TonyH
ptb
QUOTE (MasterTrader @ Mar 3 2006, 10:55 PM)
If I get this right, the problem we are discussing here is that the cost of naval officers, which was introduced to prevent fleets of hundreds of one hull ships being able to swamp "normal" sized warships, has gone too far in pushing the balance of power from small ships to large ships. There should be a balance between the merits of multiple small ships versus one large ship, but the cost of the naval officer has distorted the balance towards large warships.

Since the changing of the pinning rules which now, if i recall correctly, take ship size into account and stop the swamping effect. I'm not sure the naval officer offset to is needed at all, and would suggest that naval officers are just reduced to a nominal fee.

A minor cost for officers would offset the lower profile and increased manouverablity of small ships as well as account for specialised tech. For example the fact noone that doesn't have a stockpile can ever build hyperdrives.

This of course causes issues with training costs but then i'm not conviced those are needed anyway just increase an officers wage slightly if you need the stellar sink still.
Ian Jordan
Just my 5 pennies worth.
If people are worried about cost of officers why dont we reintroduce ranks for the officers. It might give them a bit more depth.
Lt's command upto 50hullers (fisher protection)
Lt commander's command upto 75 hullers (minesweepers)
Commander's command upto 100 hullers (frigates/destroyers)
Captain's command the rest. Aircraft carriers/squadron commanders)
Officer can command squardons of ships 1 level below there command rating.
IE a Commander could command a squadron of 75hullers(minesweeps)
admrials could command a fleet of x squadrons of ships.
if no Admrial then maybe a command minus show as a loss
in efficiency fo the squadron.
That's how it works in the Royal Navy.

Cost could be worked out by mica to keep the balance.
might also add a bit of IC fun for your officers to see
them go up the ranks.

Dave
ptb
QUOTE (Ian Jordan @ Mar 6 2006, 10:00 AM)
Lt's command upto 50hullers (fisher protection)
Lt commander's command upto 75 hullers (minesweepers)
Commander's command upto 100 hullers (frigates/destroyers)

Wouldn't the classification of who controls what change from affiliation to affiliation. Some affiliations standard 'fisher protection' would be 200hulls.
Jumping_Jack
I proposed ranks related to ship size class, the technical classification common to everyone. And affiliation-specific names - which are still settable, but not used.