Wisp
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Ok, here's how it's gonna work. If you refuse to follow the PP system, you tell me the following: How many stations you have, or whatever alternate production facilities. Then, you tell me what types of ships you want to build, and how many per turn. If it's reasonable, I'll OK it, if not, I'll give you the numbers for what is ok. So if you say: I has 10 stations. I makes me 10 heavy battleships a year, and 2000 fighters. I can say, no, you can make either 7 heavys a year, and 1600 fighters, or 10 heavys and 1000 fighters, etc.
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Lasers aren't gonna be able to stop 100 tons of tungsten, even though it looks like a smallish projectile. But for the size of a truck it would weigh approximately 2841 tonnes.
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@Retech, well depends what material, if it's solid, etc. I don't think a projectile that large is even necessary, as 100 tons of tungsten going at excessive speeds will do as much damage to a ship (see: Destroy completely) as 1500 tons of tungsten traveling at the same speeds. Plus you'll be able to carry more shots with smaller projectiles. Also, rocco the system I originally offered you wasn't to make you use PP, but to make it 1 big ship every other year, and then 2000 fighters a year. That would work with the PP system, but you don't have to adopt it.
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Fine Rocco, as long as nothing gets out of hand. Retech, that might be a bit large for it's weight. I did the math for my Railship (same thing as yours basically), and for a 100 ton solid tungsten projectile here are the measurements: If it weighed only as much as a truck, it would be basically hollow aluminum.
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All it takes is a list in ms word that takes about a second to update once a week/however often you want. You take your number of stations, multiply that by 200 and you get your PP. Unless you're building more stations, this number is constant. Then you just write the last time you updated your fleet, then once you update it again you add that much PP in ships to your fleet. So if you put out 200 pp a day, and you update once a week, at the end of the week you add, for example, 14 battleships. It's not a cumbersome list, and it's a lot easier to keep track off and to adapt to different ship types. SUMMARY: Just add however much PP you're stations have produced since you last updated to your fleet whenever you update.
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It makes sense to me... 10 stations spend the whole year building this huge ship. The other 25 spend it mass producing fighters (my fighters are slightly smaller than school buses to give you an idea). Makes sense to me. Using even a loose version of the PP system it would take 5 years for 10 stations to build a 10000pp ship, and the 25 stations would put out 5000 fighters a year. If you put 25 stations on the big ship, you could make 1 every 2 years, and then 2000 fighters a year with 10 on that. I know you're not using the PP system, but because you're not your having an overpowered production rate. Maybe you're having an underpowered production rate. Using your system, my fighters are worth .25 PP. No, they're worth 1. Each station puts out 200 pp/year. 10*200=2000. 2000pp/2000fighters=1pp/fighter If a gun is fired at a perfectly flat angle, the bullet will hit the ground at the same time as the bullet dropped from the same point. It will be much further away, obviously, but still. It would take like a second or so for the bullet to hit the ground, at which point it would be a huge distance away. Bullets usually hit something before they hit the ground, obviously. Orthogonal forces have no effect on eachother, so obviously you're the one messing up. The downward forces are the same. This assumes a flat plane (unlike the earth), and no wind and so on.
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It makes sense to me... 10 stations spend the whole year building this huge ship. The other 25 spend it mass producing fighters (my fighters are slightly smaller than school buses to give you an idea). Makes sense to me. Using even a loose version of the PP system it would take 5 years for 10 stations to build a 10000pp ship, and the 25 stations would put out 5000 fighters a year. If you put 25 stations on the big ship, you could make 1 every 2 years, and then 2000 fighters a year with 10 on that. I know you're not using the PP system, but because you're not your having an overpowered production rate.
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Bullets do fall by the way Mather. A bullet fired perfectly flat will hit the ground at the same time as one dropped from the same point, assuming it doesn't hit anything.
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Actually now I like Archi's better. You have to destroy the previous Sa Matra for it to be buildable again.
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Originally it was who ever built it first. But now I have an idea. If someone wants to contest the Sa Matra, they announce it, then they spend 5 years researching a new Sa Matra that's 5 times as powerful/takes 5 times the PP. The current owner of the sa matra can start building a new Sa Matra worth 5 times as much with no research. Whoever completes it first would get the new Sa Matra. This means the challenger needs to be willing to invest more of their production capabilities into a new ship than the current owner.
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My 100,000 PP ship is the new Sa Matra. So no.
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Meh, the only ships about 10,000 pp I have is the original sa matra, and the new sa matra. New rule, each person may have one ship above 10,000 but below or equal to 20,000, so that way my advantage gained by having the old sa matra goes away.
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Hex, actually that would be "mod" rule. The game mods can make the final decision. And Retech, you'll have to research first, I guess but I suppose.
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There's a practical limit. What I'm building isn't a ship, it's a giant space station essentially.
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I already said that we're not going to have any other faster means of travel. Tell you what, the only thing I'll allow is a faster speed up/slow down time. Unless you're planning on attacking Tefarn, or Archi, then the extra 200 ly/year won't matter to you. It's just the way the game mechanic is gonna stay for now. In other news, my colony ship (similar to terravenger, but it was planned on being used as a way to evacuate people from planets that were under attack) will be converted into a static superstructure that will be floating around in empty space. The transformation will take 100,000 PP, and it'll also have the ability to put out a few thousand PP a year itself once it's complete.
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Well, basically I have a problem, and one of my friends has almost the same issue. Long story short, even if I eat a ton, I lose weight, or at the least stay the same weight. I'm underweight now, for no real reason seeing as I exercise regularly, and eat a lot to make up for that. I don't know if I have just a crazy high metabolism or something, but it's kinda bothering me how even after eating normally or more than normally for a week I might weigh a pound less for seemingly no reason. I've been like this pretty much my whole teenager-life, and yeah. In the past 5-6 months I went from around 125 to 110 for no reason maintaining the same diet (probably around 2000 calories a day) and normal exercise. Then my friend (A guy) used to weigh like 150 pound (He's 5'11 or so) and he has a similar issue where even though he has a pretty heavy workout routine compared to most people and he eats a TON he still ends up losing weight. And the thing with him is that he weighs like 130 pounds now, but has the same amount or more muscle than he did when he was heavier. So is there any easy explanation for this? I know this might go against the medical advice rule, but I figure that there might be an easy-ish answer before I check with some medical expert.
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Oh, I figure I'll explain some of my projects. Project Andy is about androids. It includes developing near-sentient computers, and the ability to upload minds. The androids are essentially unrecognizable from regular humans, unless you were to cut a few inches (in most places) into their body. The mind uploading is still intensely money draining, so it is only used for preserving the minds of our greatest scientists and leaders. I'm not going to and never plan to make a mechos race, like Ross's or convert any significant amount of my population to machines. I'm just keeping the ability so that if I ever need it I have it. Project Hellfire has a few different parts. The first part is improving orbital drop capabilities. It gives me the ability to "drop" large numbers of soldiers from orbit, or even tanks. The ships equipped with the drop pods are called hellfire cruisers, and have the fighting ability of about five heavy battleships as well. It also includes some weapon designs, like an ultra laser that requires 500kg of Duna to fire. Project Trawler is kinda ripped from Star Wars. If anyone knows what world devastators are from that series, that's pretty much what Trawler was researching. It's a giant (and I mean giant) tank that will crush anything in it's path, and process any valuable or workable resources from what it runs over, which can be used to repair the tank, power the cold fusion reactor, or other uses. These things aren't going to be very common as building one costs the gdp of your average modern day country, but they will be hard to stop. Project Wolf and Merc will remain fully secret til I fight someone. Oh, and some details might have been omitted from those descriptions, obviously, but I just don't want people to think I'm pulling these weapons out of nowhere if I ever have to use them.
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Or two weeks. I'm ok with either.
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I think the olympics or whatever should be less often. We'll get bored of them in a little bit unless they're a little bit less frequent. I mean, considering it would take a good 2-3 years for the athletes to travel from one planet to another if we follow game mechanics. Also, shouldn't the mechos have won the radiation test? I mean, given the whole robot advantage?
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Don't ships have bonuses or something that we give to you before combat? Otherwise every battle would just be basically a game of war (card game), the bigger number wins. And seeing as the combined fleet of dusty and mine was worth a good 3 or 4 times more than the Orz fleet that we were defeated by obviously there's still strategy and weapon bonuses and all that. Sere, that's all well and good but the real problem is that with that someone ends up being overpowered, and someone underpowered. Someone might think it's reasonable for their production station to produce a dozen battleships a year, and someone might thing it's reasonable that it produces 20. It's obvious who would win in a battle there. Retech also has a point. If I say I'm building a huge ship, I can apply a number and value to that ship. Whereas without a system, it's just a huge ship and it's arbitrarily equal to any other "huge" ships. Here's the summary of my system: Producing a station on a planet takes 5 years, but this can only be done for 10 stations. Each station puts out 200 PP per year. Here are the prices of ships, in order. Fighter-1 Escort-5 Battleship-10 Heavy Battleship-100 Super Battleship-1000 Ultra Battleship-2000 Production Station-4000 Then you can have custom ships (as long as you research them.) I have: Hellfire Cruisers-1000 Railship-5000 Dreadnought-10000 Mega Cruiser-100000 It's really not that complicated, and I think we had a system where you can give ship's notes for 500 points (or one free note for ultras and above) that give it a special power, like the ability to self destruct and cause massive damage to nearby enemies or whatever. EDIT: There were also non-combat ships like mining/harvesting ships for 10, and various capacity transports for various prices.
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Archi, the only reason it's confusing is because you let people create alternate systems when we had one set one. And a battleship doesn't take half a year to produce, it takes less than a month. 1 station can put out 20 a year. The game's not progressing slower, it just mean each ship is worth more individually, and that people aren't going to be throwing armadas of 100,000 ships at eachother. At the rate of 20 times the cost 50 stations would turn into 216 in just a real month. Those 216 stations could build in total 4320 battleships a year. Or, in another month of station producing they could be 933 stations. That produces over 18,000 battleships a year. Isn't that enough? With your system after a month there would be over 800 stations, and a month later there would be 15 thousand stations. One month after that there would be 265 thousand stations, spitting out 500,000 battleships or more a year. I think that's hugely excessive. If I had my way battleships would actually matter in combat, and we wouldn't be able to spit out thousands instantly.
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I've been working with 25 times. But either way. Actually, my stations are slightly better than average do to unique technology and bonuses so I'll stick with 25 times even if other people are doing 20 times.
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:o so with my multi purpose ships (battle ships) I can produce 20 from a station and wait 3 years (specified time from archi for some balance of transformation) and then have 20 production stations. Seems a bit overpowered but I am not going to complain... Wait, what did Archi do? That's not how it works. A single station producing another station would take 25 years.
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A production station costs 5000 to build, and it puts out 200 per year. A battleship (really small) costs 10pp Heavy costs 100 pp Super 1000pp Ultra 2000pp For reference, my "Invasion" fleet, the one in the local area has a total value of 314,250 PP. My main fleet in Tefarn is still kept somewhat under wraps.
