finalstryke | |||||||||||
Hi, earlier this week I received an update for a platform and everything was running fine, combat efficiency was 100%. I received the starbase printout yesterday and it listed the combat efficiency for the same platform as being just 30%, even though nothing had been changed. Current crew factors are well over the required amount. Is this a bug? | |||||||||||
Mica Goldstone | |||||||||||
See today's subspace static regarding platform control. Platforms and Control Complexes Platforms can now be built directly without the need for construction of control complexes. Platforms need to be linked to control complexes to work at full efficiency. Each control complex will allow up to 100 platform hulls work at 100% available crew factors. Example: Two platforms (350 hulls and 50 hulls respectively) assigned to a single starbase will require the starbase to have 4 control complexes for both to work at 100% available crew factors. An unassigned platform works at 20% of crew factors. In all cases, additional available crew factors can compensate for lack of control. An unassigned platform can have 5 times the crew to compensate for lack of control. A new order editor is available on the website. http://www.kjcgames.com/phoenix/downloads/orders.exe | |||||||||||
Nik | |||||||||||
Whilst I don't have a problem with the change, the manor of this change seriously irrates me. At zero notice (actually -1 days notice) you suddenly find platforms are less than useless until you either build the modules to make more platform control complexes or find the crew to put on the platforms to make up for the shortfall. What happens if you don't have the crew available? Then you may have to wait a few weeks with useless platforms opening up easy attack from enemies. There is absolutely no reason why a few weeks notice of this change wasn't issued to allow Starbases to sorted. I am seriously annoyed over this. As it is, I hope that free SAs will claim the required platform controls to make up for this loss. Nik | |||||||||||
Frabby | |||||||||||
I agree with Nik here: The change is good, but KJC should seek to improve their policy on implementing rules changes. I imagine work on the program to be difficult while running a commercial game on it at the same time. But even if it is not possible to announce the exact date on which program changes will come into effect, it would be nice to know if/that KJC have decided to change rules at some point in the near future. Similarly, it would be good to announce additional common items such as the Cargo Hatch or Tractor Field Projector in SSS, as it was done with Sensor Nets. | |||||||||||
Mica Goldstone | |||||||||||
Damn, I thought that we had discussed this some time ago (months) and had stated that this was going to be implemented.... Apparently not. Apologies for this, it certainly wasn't intentional. | |||||||||||
Jons | |||||||||||
Is there any possiblity of increasing the number of control complexes to come in line with the size of platform that already exists? If we had known about this in time then we could have made allowences to have spare mods (15MCM + 10BCM per new complex) ready and available. Using this rule as from now is fair enough but I think complexes should be added for existing platforms foc... Cheers Jons p.s. What the hell are Cargo Hatch and Tractor field projectors? I am on the main forum, view this board at least once a day, get the SSS every week and I can't remember seeing them mentioned ![]() | |||||||||||
Gandolph | |||||||||||
i dont think complexes should be given to compensate for this straight away, its a shame the efficiency drop doesnt come in gradually to allow people to build up ready for it. say 10% per week or something, but i would say its a programming issue again. | |||||||||||
Mica Goldstone | |||||||||||
Certain things are added through player special actions. They get the advantage of being first to know about them even though they are not classed as restricted tech. Other players discover them through either scanning them or being told about them in-game. | |||||||||||
Dan Reed | |||||||||||
It was - but with no timescales mentioned, and also I think no final answer on how many hulls would be needed per complex. That makes it a bit hard for players to plan effectively. Should we hold large stockpiles of modules "just in case the universe changes this week and not in six month's time" ? For changes like this, there are potentially huge implications... what if a massive attack happened today? Until modules can be produced or shipped there, you have just seriously unbalanced the ship/platform combat equation. If we had had (for example) four week's notice that the proposed change WOULD happen we would have a lot less reason to complain Dan | |||||||||||
DMJ | |||||||||||
I agree with Dan here. Could it also be policy that all major changes are anounced on SSS prior to their change. I would save you a headache in the long run Mica. | |||||||||||
David Bethel | |||||||||||
The platforms was messy cos you could not build a control complex without a platform being created. So a straight change was the only way currently to sort it. I'm sure issues can be resolved on a case by case basis. Upcoming nightmare: When the enemy lists changes come in then you can be expect to be paying upto double the wages at _positions_ carrying enemy lists (this includes starbases). You have been warned, carrying paranoid enemy lists will cost. Ground enemy lists will most likely have a reduced effect. | |||||||||||
Dan Reed | |||||||||||
thanks for the warning ![]() Can we have some detail about the level of cost (eg plus x% per position, +y% per affiliation or whatever) - that way all of us have a chance to moderate our enemy lists NOW, so that you don't bankrupt half the game ![]() Dan | |||||||||||
Mandible | |||||||||||
Could you clarify what you mean by enemy lists? Is it purely the space and ground enemy lists that'll have a charge - with support and defend lists not incurring a fee, or something else? | |||||||||||
Dan Reed | |||||||||||
it's purely "enemy" lists - you would still be able to support or defend your mates. I can see a few potential loopholes though - like having admirals in the small ships, stationing admiral-ships in orbit of all the starbases etc. Dan | |||||||||||
HPSimms | |||||||||||
Back to the platforms - Am I right in assuming that the Build Complex, Platform Contol, action now only builds the complex itself? The Blurb with the build Complex action in the new Orders.cfg still states that you build a platform in orbit . If no platform is built am I correct in assuming that the 10 platform hulls will not be required when the complex is built? Geoff PS Re the cost of enemy lists - just when is "upcoming"???? | |||||||||||
David Bethel | |||||||||||
Yup - orders.cfg changed
Thats right - thats psrt of the create platform order now (still requires 10 platform hulls there
Not until i code it and look into whats appropriate. The major cost issue will be on starbases and it will be coded at the same time as the changes to the targeting/ enemy/support/defend lists. The targetign will be changed to a much more definate algorithm then, depending on how far i decide to take it.
Its anything that can get you into a battle. Defend and support lists will cost appropriately less cos its less likely to get you into the battle.
I'm tempted to drop the target lists for this reason and have them generated from the battle setup every round. So putting a ship in orbit will incure little cost to the supporting SB but it will most likly leave the SB out of the battle after the ship is destroyed. I'll do a full update about this section when i have coded it. | |||||||||||
MasterTrader | |||||||||||
When I try to confirm that my platform is correctly linked to the starbase, I get the following (this at Aurora (2145)): >Date 10.1: Uplink Platform Control {59055} {2145} Error - AFT Under Construction (59055) is not controlled from this starbase. Perhaps this ought to say that the platform is _already_ controlled from this starbase? 'Cos that's what seems to actually be the problem! Richard AFT | |||||||||||
David Bethel | |||||||||||
Should work when mica puts the new version on. I can not help myself on getting my Finds right. I always do <= so if you happen to test it on platform 2 it works but fails for platform 1. | |||||||||||
Sam_Toridan | |||||||||||
One thing to note here. I have increased several of my colonies platform controls so that they can properly handle their various platforms. I have had updates of these colonies to check they were built and noticed that the combat efficiency has not changed. I assume that this will be updated during the colonies weekly update. However, what happens if the platform is engaged before the colonies weekly maintenance turn is run? Does triggering a battle cause the platform to update its combat efficiency value before the combat commences? This is important to know as if it does not then the tactic of blowing up platform controls at a colony with Agents before a battle will have no effect on the battle. Likewise all these colonies with a lack of platform controls that have just built new complexes are no better off until maintenance catches up. | |||||||||||
Mica Goldstone | |||||||||||
Mica has a little look see at the platforms involved and if they are awaiting update, he waves a magic wand. | |||||||||||
Sam_Toridan | |||||||||||
Is that the permanent solution or just one for the moment? In future battles if a colony loses several platform controls (or a swarm of agents close them down), at what point will the efficiency be recalculated? For long drawn out battles with complexes being destroyed and rebuilt are the values reset weekly or daily after each battle? Is Mica going to always check that the values are updated? What happens if he misses one, or is on holiday and his stand in forgets to check this. Surely this should be hard coded into the game so we don't have to worry about it but know when these values are rechecked. Personally I'd favour an efficiency update to be done automatically if a battle is triggered. This then allows for various factors to have an effect on a battle. Otherwise on weekly maintenance is fine as its no an issue. | |||||||||||
David Bethel | |||||||||||
Updates are done after agent close actions/agent bombs/after battles/build complex/Activate complex/Weekly mainentance
It was but i forgot to add the line of code to most of the above. |