From Jason to Jason

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MaxSterling
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Re: From Jason to Jason

Sarevok wrote:Isn't that sorta punishing small guys? They use the techs to get more slots, and then get hit with needing large crews, equal to those with 200k+ slots?

If a "small guy" can afford those higher tech levels, then they sure as hell can afford an extra 100k UU.

Sarevok wrote:i like this method. Allows for a more even distribution over smaller vs larger MS

I personally expand my MS frequently. The last thing I wanna do is constantly have to train more crew because I add more slots.

A mothership is a hull that you add slots to. Your hull size does not get bigger as you add slots. Slots would be added to an existing sized hull. If your hull stays the same size, then why would the crew need to be larger? That's why I equated Tech levels to hull size.

Crying NOOOOO wrote: Units should not be untrainable

I don't agree with that. It's not like you get 3X MS power if crew are trained like supers. Suppose you want a 1v1 with someone and don't wanna mass away your MS? The quickest way would be to untrain crew to the percentage it takes to have an even match.
Last edited by MaxSterling on Mon May 31, 2010 7:24 am, edited 1 time in total.
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Re: From Jason to Jason

MaxSterling wrote:If a "small guy" can afford those higher tech levels, then they sure as hell can afford an extra 100k UU.
um, according to your maths, it's 1m for tech 10. And i'm pretty sure 25T pales in comparison to the 315t it takes to get to 250k weapon slots alone.

MaxSterling wrote:I personally expand my MS frequently. The last thing I wanna do is constantly have to train more crew because I add more slots.
You have to train more military to utilise a growing MS, especially if you only have enough troops trained to cater for your current sized MS

MaxSterling wrote:A mothership is a hull that you add slots to. Your hull size does not get bigger as you add slots. Slots would be added to an existing sized hull. If your hull stays the same size, then why would the crew need to be larger? That's why I equated Tech levels to hull size.
Er, so my jet with a hull that can hold lets say 2 volleys, should be able to be upgrades to 200k volleys? Without increasing in size?
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Re: From Jason to Jason

Interesting idea on MS crews, opens up other possibilities like specialist unit training camps, lets say you had to build training camps for

1) MS Crew
2) Fleet pilots
3) Super Soldiers
4) Spies
5) Acers

All should be un-trainable, training camps could have tech levels, each level reducing training time, and training time being the important thing, specialist units could take various amounts time to train so you cant just replace them instantly. Put more strategy and planning ahead into the game.

Say an MS crew member takes 5 days to train at level 1, you could even have the option to use the unit say from 80%(4days)-120%(6days) trained and have a crew proficiency % added into the MS calcs, better trained crews makes better MS performance.


Explore mission could be made more risky as you would expect exploring uncharted space to be, say random losses on explore mission averaging 20%, but with the risk of total loss, and the possibility of no loss at high odds.
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Spoiler
Attack Mercs Killed (30) 459,329,001
Defence Mercs Killed (10) 2,918,478,517
Attack Soldiers Killed(60) 12,677,958
Defence Soldiers Killed(20) 226,236,488
Attack Super Soldiers Killed(300) 490,627,262
Defence Super Soldiers Killed(100) 4,131,482,551
Spies Killed(50) 4,256,505,842
Spy Killers Killed(50) 651,022,448
Mothership Weapons Destroyed(300) 35,583,034
Mothership Shields Destroyed(300) 39,498,511
Mothership Fleets Destroyed(200) 2,413,254
Planet Defences Destroyed(300) 358,539
Planets Taken(5000) 411
Naquadah Stolen(0.0001) 2,355,738,435,154,805
Untrained Kidnapped(50) 5,943,886,456
Weapon Points Destroyed (Sab+Att)(0.0001) 74,293,522,376,607
Attack Turns Used(1) 1,731,971
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Re: From Jason to Jason

With the training thing, i would say to have a rage of values. So that at 5 days, your efficiency is like 90%-105% (as it is now apparently). 4 Days would be like 70-85%, etc
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MaxSterling
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Re: From Jason to Jason

Sarevok wrote:um, according to your maths, it's 1m for tech 10. And i'm pretty sure 25T pales in comparison to the 315t it takes to get to 250k weapon slots alone.
Here you go making the game more difficult than it has to be. My point is that if you can afford 12T for tech 10, then getting 1m UU should be a piece of cake for you. My method, simple math... not a lot of thought needed. Easy to calculate in your head how to get any % efficiency out of your MS.

Sarevok wrote:You have to train more military to utilise a growing MS, especially if you only have enough troops trained to cater for your current sized MS

Sarevok wrote:Er, so my jet with a hull that can hold lets say 2 volleys, should be able to be upgrades to 200k volleys? Without increasing in size?

Seriously Sarevok, sometime you are one of the biggest idiots in this section.

My way of thinking is, when you buy a MS you get yourself a Prometheus empty hull. As you buy slots, you fit them onto that existing hull. The size of the MS remains constant, thus not needing extra crew.

Your way of thinking, admin should be making you purchase a new MS everytime you buy slots. You wanna start off with a bi-plane with one weapon slot. If you buy a second slot, you need a fighter plane. Then you upgrade and need to build an entirely new vessel, say a jet plane... and every time you upgrade, you need an entirely new vessel to accomodate the slots you purchased. Hell, with your method I'd need a new mothership just to add a radio.
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Re: From Jason to Jason

MaxSterling wrote:
Sarevok wrote:um, according to your maths, it's 1m for tech 10. And i'm pretty sure 25T pales in comparison to the 315t it takes to get to 250k weapon slots alone.
Here you go making the game more difficult than it has to be. My point is that if you can afford 12T for tech 10, then getting 1m UU should be a piece of cake for you. My method, simple math... not a lot of thought needed. Easy to calculate in your head how to get any % efficiency out of your MS.

Sarevok wrote:You have to train more military to utilise a growing MS, especially if you only have enough troops trained to cater for your current sized MS

Sarevok wrote:Er, so my jet with a hull that can hold lets say 2 volleys, should be able to be upgrades to 200k volleys? Without increasing in size?

Seriously Sarevok, sometime you are one of the biggest idiots in this section.

My way of thinking is, when you buy a MS you get yourself a Prometheus empty hull. As you buy slots, you fit them onto that existing hull. The size of the MS remains constant, thus not needing extra crew.

Your way of thinking, admin should be making you purchase a new MS everytime you buy slots. You wanna start off with a bi-plane with one weapon slot. If you buy a second slot, you need a fighter plane. Then you upgrade and need to build an entirely new vessel, say a jet plane... and every time you upgrade, you need an entirely new vessel to accomodate the slots you purchased. Hell, with your method I'd need a new mothership just to add a radio.

so does this frigate have infinate slots?? are we assuming that this frigate has the same slots as a super star destroyer? or more? you cant upgrade something infinately and propose it never changes in size, or that it has no limitation to its slots....
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Re: From Jason to Jason

Iƒrit wrote:so does this frigate have infinate slots?? are we assuming that this frigate has the same slots as a super star destroyer? or more? you cant upgrade something infinately and propose it never changes in size, or that it has no limitation to its slots....

I did once make a suggestion to change MS Tech from giving 3% more slots to being more like planets and giving a maximum number of slots per tech level. That way MS's could potentially be capped at tech 10 and each MS would be unique in how each player developed those eventually limited slots.

Given the way admin set-up the game, my scenario seems to fit the game more than Sarevok's.
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Re: From Jason to Jason

MaxSterling wrote:Here you go making the game more difficult than it has to be. My point is that if you can afford 12T for tech 10, then getting 1m UU should be a piece of cake for you. My method, simple math... not a lot of thought needed. Easy to calculate in your head how to get any % efficiency out of your MS.
My point, for using slot numbers instead of tech levels, is that techs are bias depending on the size of the ship. You have 100k slots, you get 30k bonus. You have 1k slots, you get 300 bonus. Where is the logic in needing 1m men for 1300 slots, and 1m for 130,000?

MaxSterling wrote:My way of thinking is, when you buy a MS you get yourself a Prometheus empty hull. As you buy slots, you fit them onto that existing hull. The size of the MS remains constant, thus not needing extra crew.
Iƒrit made the point i was trying to make. You can not have infinite slots on a finite sized structure.
And despite it being inconvenient for you to have to work with non-thousand numbers, it makes more sense it being based on number of slots not tech level.

MaxSterling wrote:Your way of thinking, admin should be making you purchase a new MS everytime you buy slots. You wanna start off with a bi-plane with one weapon slot. If you buy a second slot, you need a fighter plane. Then you upgrade and need to build an entirely new vessel, say a jet plane... and every time you upgrade, you need an entirely new vessel to accomodate the slots you purchased. Hell, with your method I'd need a new mothership just to add a radio.
Wouldn't that make more scene in reality? Your not going to buy a Prometheus sized vessel, and put 5 weapons on it are you.

MaxSterling wrote:I did once make a suggestion to change MS Tech from giving 3% more slots to being more like planets and giving a maximum number of slots per tech level. That way MS's could potentially be capped at tech 10 and each MS would be unique in how each player developed those eventually limited slots..
And that would make sense yes
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Re: From Jason to Jason

Finnaly a update that make s bit of scents (projected).

well my imput will be that the loss of shields should be a ratio to the loss of units to where you would only lose the most units after all the shields have been down.. we have all seen the movies where every now and again some one gets blow across the room when the ship gets hit with low shields but when the shields are full no one gets hurt.. so after say 75% the ratio should go from almost zero to a few then from 50% down it grows ever increasingly.

(not that any of our suggestions wil be listened to admin will make it how he wants) im sorry this house update soon to be has made me a pessimist about anything eles update related.
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MaxSterling
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Re: From Jason to Jason

Sarevok wrote:Wouldn't that make more scene in reality? Your not going to buy a Prometheus sized vessel, and put 5 weapons on it are you.
I would if I knew that I planned on adding more to it at a later date.

When you get married and buy a house that you intend to stay in, do you buy a house that just fits you and your wife or do you buy one and anticipate possible guests or rooms for kids. It's quite apparent that Admin's version of the MS is a huge hull anticipating future growth.
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Re: From Jason to Jason

Point taken. Though i don't fully agree.

But wouldn't it make more sense, that you need more units based on how many weapons you have, then what some arbitrary tech gives you?
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Re: From Jason to Jason

its called an addition :roll:
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Re: From Jason to Jason

Iƒrit wrote:its called an addition :roll:
Well, I'm pretty sure 200,000 weapons and shields will take alot more man power and resources to maintain, then 200 weapons and shields
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