Economic Stimulus, Part I
#21
Posted 09 September 2008 - 09:51 AM
Thanks a lot
#22
Posted 09 September 2008 - 04:28 PM
The Alliance gets the MCF Modular Conveyor after the GR-75 and the Empire gets the CTF Container Transport after the Action IV. The MCF isn't as capacious as either of the other two container freighters, but it's value lies in being able to move a small amount of valuable goods securely. The CTF, on the other hand, is the queen of bulk freighters, able to haul massive quantities in a compact package. Both start with a respectable armament for self-defense against the stray squadron, but neither can stand up to a direct assault alone and should have a proper escort. Overall, they should invoke some interesting choices into your upgrade decisions.
Why do we need to give them escorts. They stay in the planetary defense fleets don't they?
Unless you plan to really simulate the galatic trade by having them move from planet to planet (and risk being attacked by pirates along the hyperspace routes??)
Alteratively, will you bring back the unique events, such as 'Pirate Raids' that existed in the Pre-Phoenix days of the original EAW?, and thereby fore us to have some-form of combat-capable fleets on the 'safe' planets a long way from the front lines?
Great ideas - look forward to part II!!
#23
Posted 09 September 2008 - 04:28 PM
Well, after the mod, ground units won't cost population, so only freighters will have that. That should limit the numbers producable. Also, PR, could you fix it so that ground units don't take population for 1.1?At first I thought that 2 per planet is too harsh, but then decided the opposite - at max you'll get 10, which is just ok. With limited numbers elsewhere you'll have to actually put some units into frontier planets as well. I also considered rule based on income, but with the rule above, it's more reasonable to fighting freighthers above frontier planets
Thanks a lot
#24
Posted 09 September 2008 - 05:24 PM
I was originally thinking along the lines of base planetary income as it relates to freight income, but decided it would be too complicated and would also limit the usefulness of upgrading cargo capacity. Using the starbase level (specifically, the new space colony level when v1.1 comes out) to determine how many freighters a planet can service lets you make the best use of upgrades. The difference between a GR-75 and a CTF-8 is enormous, but both take up just one population.I also considered rule based on income, but with the rule above, it's more reasonable to fighting freighthers above frontier planets
Actually, ground units probably will take population. Space units don't take population because the ships themselves support the population of the crew (a cruiser, in effect, takes up 4 population, but also provides 4 population). Ground units don't have ships, so they have to rely on planets and space colonies.Also, PR, could you fix it so that ground units don't take population for 1.1?
#25
Posted 10 September 2008 - 01:53 AM
Maybe we could have a "universal ground garrison" that doesn't produce units, but will spawn them during surface fighting, thus providing a 0-population alternative to garrisons.I was originally thinking along the lines of base planetary income as it relates to freight income, but decided it would be too complicated and would also limit the usefulness of upgrading cargo capacity. Using the starbase level (specifically, the new space colony level when v1.1 comes out) to determine how many freighters a planet can service lets you make the best use of upgrades. The difference between a GR-75 and a CTF-8 is enormous, but both take up just one population.I also considered rule based on income, but with the rule above, it's more reasonable to fighting freighthers above frontier planets
Actually, ground units probably will take population. Space units don't take population because the ships themselves support the population of the crew (a cruiser, in effect, takes up 4 population, but also provides 4 population). Ground units don't have ships, so they have to rely on planets and space colonies.Also, PR, could you fix it so that ground units don't take population for 1.1?
#26
Posted 10 September 2008 - 08:40 AM
At first I thought that 2 per planet is too harsh, but then decided the opposite - at max you'll get 10, which is just ok. With limited numbers elsewhere you'll have to actually put some units into frontier planets as well. I also considered rule based on income, but with the rule above, it's more reasonable to fighting freighthers above frontier planets
Thanks a lot
Yup. Great way to fix the problem. Then you have to have 'battle-capable' freighters on the front line
#27
Posted 10 September 2008 - 05:00 PM
#28
Posted 11 September 2008 - 05:18 AM
#29
Posted 11 September 2008 - 08:08 PM
#31
Posted 12 September 2008 - 06:08 PM
Some time this year, definitely. We're working on some things behind the scenes that we'll have to make a call as to whether to delay longer to put them in v1.1, or to just save them for v1.2 (or whatever it may be). I'm shooting for Fall 2008 right now.Sounds like lots of great stuff on the way. Do you have an ETA for v1.1 ??
#32
Posted 14 September 2008 - 05:37 PM
You can try uncommenting it (I believe it's still on most of the freighter types), but it had some odd quirks, like showing the salvage bonus for what I assumed were dying stars and comets in the galactic view. Test it out and see if that's still the case.
Why is this so bad? I personally see nothing wrong with picking up an extra bit of ore from some asteroids, or something.
Also, in my last game, I had amassed a massive freighter fleet; ~100 Action IV Transports. It was somewhat cheating, but the AI found a fair way to counteract this bonus. They held every Cantina world in the game, and flooded me with Smugglers. Freighter bonuses do get cut; Ilium's income was near 30k before the smugglers came in.
Reply to this topic
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users