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Economic Stimulus, Part I


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#1 Phoenix Rising

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Posted 04 September 2008 - 08:53 AM

Contrary to traditional strategy games, we've never been one to shun non-combat units - in fact, we've devoted the large part of three ship classes to them. The galaxy just feels like an empty place with only military units in it and these civilian classes help give it life. Realistically speaking, any army is only as good as its bankroll and supply train, which is what freighters are meant to represent. In v1.0, these units produce income in proportion to their population cost, mainly due to the fact that I was restricted from modding in alternative methods of income generation. With the latest changes, things just got a whole lot more interesting in what is just the first part of a veritable rethinking of the game's economy.

Freighters obviously produce income by hauling cargo. Thanks to numerous roleplaying sourcebooks, most ships have a well-documented cargo capacity expressed in metric tons. The problem: these numbers represent a measurement of weight opposed to volume and thus can vary widely between ships of a similar size, not to mention they also depend on the extent of local gravity. For the sake of balance, that's what made me discount using them as the basis for a direct scalar conversion of income when I originally explored the idea. So that's not what I've done here.

Instead, freighter income is now based on a relative scale of cargo capacities from ship to ship. In other words, if one ship has a greater tonnage than another, it will also produce relatively more income, just not the same as you would get from directly comparing the two. The exact values are also partially derived from the volume of the ships themselves with prudence given to economies of scale in bulk freighters, which is just my in-universe way of saying that balance played a small role. The foremost example of this is in light freighter/transports, which have cargo capacities some orders smaller than anything in the freighter class, yet still produce comparable incomes. They are, however, fast enough to run blockades and evade customs patrols, so it's assumed that transports can haul illicit, and therefore more lucrative, goods. So it's not an exact science, but it's a lot more interesting than having every freighter be equal.

When that was the case, there was no reason to have more than one light freighter and one bulk freighter per faction; after all, why spend credits researching a ship that isn't meaningfully better? Since freighter income now varies, there's suddenly quite a good reason: more credits. And that can only mean more ships. To fill this need, I've revived the classic modular conveyor and container transport designs under the designations MCF Modular Conveyor and CTF Container Transport, as well as given the BFF Bulk Freighter a makeover to match.

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First, my reasoning for the prefixes. Since these are descriptive of a specific model of ship, just using "modular conveyor" or "container transport" would be insufficient; those are ship classes, like an "assault frigate". The X-wing series only gave us the model name for one of these units, the BFF-1 Bulk Freighter. Unraveling the "BFF-1" designation, I surmised that it stood for its class attached to its role, followed by the model number. That would yield "Bulk Freighter, Freighter - Model 1". They're all designed to haul XTS cargo containers, so if you assume the trio is part of a cross-company product line akin to the DX/ATR/ETR series, you can produce the names for the other two. Hence, MCF and CTF.

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.

As I mentioned earlier, the extent of income upgrades has already been reduced from 400% to 250% of the starting value for v1.1. This was, however, for the old system. As a final point, I want to mention that this is still the case. All income upgrades are relative to their initial numbers; they are not fixed by any means. So that should be added incentive to research up.

Stay tuned for Part II in the series!

Edited by Phoenix Rising, 12 September 2008 - 07:21 PM.


#2 Kitkun

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Posted 04 September 2008 - 02:44 PM

More ways to make money = Good.

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#3 Tropical Bob

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Posted 04 September 2008 - 02:58 PM

Sheeeeee-it. I'm so freakin' ready for v1.1 to come out.

#4 TheEmpire

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Posted 04 September 2008 - 08:37 PM

Wow. I need more freighters to win because of how high the tech prices are! But really good on the ships. I look forward to crushing the rebels with economic power...
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#5 Pred the Penguin

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Posted 04 September 2008 - 10:15 PM

lolz...

I didn't understand much of that.

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#6 Phoenix Rising

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Posted 05 September 2008 - 02:08 AM

Yeah, to be honest, I didn't expect v1.1 to take this long, but I'm also doing a lot of things with it that I didn't think I would either based on your feedback. And not everything has been revealed yet.

#7 Kaleb Graff

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Posted 05 September 2008 - 02:23 AM

Show it to us soon! Also, this looks very interesting. I can't wait for 1.1.

#8 slornie

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Posted 05 September 2008 - 12:10 PM

Wow, thats a very detailed update.

It sounds like a lot of thought went into this change, i look forward to seeing how it plays in V1.1 =]
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#9 Vitek

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Posted 05 September 2008 - 03:12 PM

I don't understand it much as well. :p But it will be surely great.:p
Is there some ETA yet?

#10 Ghostrider

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Posted 05 September 2008 - 03:49 PM

I don't understand it much as well. :p But it will be surely great.:p
Is there some ETA yet?



I think what he is trying to say is that freighters create income, partially based on their cargo capacity, and not all freighters/transports are the same. Some will create more money than others.

And all can be upgraded to make a lot more money than at the start.

#11 Phoenix Rising

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Posted 05 September 2008 - 05:18 PM

I guess that's what happens when I write posts when I'm tired :p...

Ghost is essentially right though. Not all freighters are created equal and income is now a variable stat. That goes for anything from the YV-666 to the Action IV to the Super Transport.

#12 Pred the Penguin

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Posted 06 September 2008 - 02:32 AM

But what would compel you to research all kinds of freighters than just creating the most profitable ones?

That's the part I don't understand. O_o

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#13 Phoenix Rising

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Posted 06 September 2008 - 03:19 AM

The tech tree. You don't get the most profitable ones right away; they need to be researched. As for the retrofitted starfighter carriers (Quasar Fire, Super Transport), the choice is whether or not to upgrade them. Finally, light freighters in the transport class are often better equipped for combat, but less profitable than their larger counterparts. So there are a lot of ways to go about it.

#14 Badwolfwho

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Posted 06 September 2008 - 05:05 PM

Will the Star Galleons be part of the tech tree for the Empire?

#15 Phoenix Rising

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Posted 07 September 2008 - 05:34 AM

I haven't added the Star Galleon yet, but that's not to say I couldn't.

#16 skie9173

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Posted 07 September 2008 - 06:37 AM

Or that any of us could try to add it and give PR a break.
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#17 keraunos

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Posted 07 September 2008 - 01:54 PM

Is it possible to create some kind of max_cap for income? So that starships will be dispersed evenly among planets, not put in force in the very rear?

BTW, great work :mellow:

#18 Kaleb Graff

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Posted 08 September 2008 - 12:01 AM

Is it possible to create some kind of max_cap for income? So that starships will be dispersed evenly among planets, not put in force in the very rear?

BTW, great work ;)

That's a good idea. It would make sense both in universe (You can only move so much freight) and to make gameplay better.

#19 keraunos

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Posted 08 September 2008 - 01:39 PM

That's what I thought ;) As always, I'm afraid that it's hardcoded. Another matter is AI, but, since AI disperses its units anyway, cap should probably be made human only. Alternative is always to advise some kind of house rule. Phoenix, could you think about this? Advised type-specific or income-specific ratio?

#20 Phoenix Rising

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Posted 08 September 2008 - 04:59 PM

I had wanted to reduce income by half for freighters at planets not on the front line, but it's probably not possible. Same for capping planetary income. As for a house rule, allow perhaps two population worth of freighters per constructed starbase level per planet.



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