ABBA
Two glitches noticed in this weeks production:

I have an AI Navigator blueprint allowing 100 MU's of production - but only two AI Navigators. These are a 10 MU item, so why does producing two of them take 100 MU's of production? Or should the blueprint be allowing ten to be produced?

Scintillators are taking 20 MUs of production each, but are only 10 MU's when produced.



kilanuman
I don't know about AI Navigators, but I know that each scint cost 20 mus of production even though it is a 10 mu item. This is clearly stated in the TM.
ABBA
rolleyes.gif Posted in error
ABBA
I know the tech manual for scints on the website to be not totally complete, an additional ore being required.

I cant see why item mass should be less than production mass. The blueprints are already a production limit.
Sam_Toridan
You want a more extreme example? Stealth plates are 10MU items but take 50MU of production to build.

This is to take into account the difficulty of producing these high tech items. Maybe their construction requires all sorts of one shot widgets to be made as part of the constructon process.

I suppose further research could be undertaken to improve production efficiency, reducing the waste and streamlining certain processes.
Clay
I believe that Stargate Keys are the most extreme example of this.
I'm sure (and rightly so) that it is to take into acount the complexity of an item. Something like Scints need to be extreamly precise to ensure they maintain field integrity even under heavy fire - or your collection of shiney stuff will float off or get left behind when you accelerate etc. Something like normal shields don't require the extra complexity as they're not trying to suspend anything within the field they create, as the field itself produces the results - gravity & friction can be greatly simplified.

Something like AI Navs probably have to "grow" their neural nets which will take more time than printing a circuit board, but gives excellent logic definition that allows this device out perfrom sentient crew when it comes to crunching the astrophysical numbers.

It is a real pain in the rear at times, but I do think it's an important definition rolleyes.gif
Dan Reed
QUOTE (ABBA @ Oct 4 2003, 03:28 PM)
I cant see why item mass should be less than production mass.  The blueprints are already a production limit.

MU's are a generic measure, not exactly quantifiable by any one "real world" measurement - it is deliberately so to avoid the game becoming an exercise in accountancy.... Equally (for very similar reasons) factories are generic, giving a known amount of production capacity, no matter what it is they are producing.

But because of this, there needs to be some adjustment to how much a single factory can produce when the item is "difficult to make" - whether it is complex, high tech or whatever. Thus the difference between "production MU's" and "item MU's". The techmanual should give you an absolutely accurate report of this - the live one, not the website ones which represent a snapshot of what they were like quite a few months ago now...most are still accurate, but some have been tweaked since.

Dan