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New Income Calculations


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#1 johnchm.10

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Posted 05 March 2014 - 07:24 AM

so I just got an idea for a new way to calculate income generated from Transports and Freighters.

it might seem a bit disjointed, so please bear with me

 

(.01*a)+[(1*b)+(.5*c)+(2*d)]+(.01*e)+(.01*f)+(1*g)=h

 

if you want to modify the formula, by all means, modify it

 

where

a= the canon cargo capacity of the craft

b= number of lasers (1 is a single mount medium laser. this and the next two items are where it can get a bit complicated. more on this later)

c= number of ion cannons (again, 1 is a single mount medium ion)

d= number of concussion missile launchers (again, 1 is a single medium launcher)

e= sublight speed in MGLT

f= combined Hull and Shield ratings in SBD and RU respectively

g= hyperdrive rating

weapons rules

 

Laser              Light      Medium       Heavy

Single             .5              1                  2

Double            1               2                  4

Quad               2              4                    8

Rapid Quad    1               2                    4

 

Ion              Light      Medium       Heavy

Single             .25            .5                1

Double            .5              1                2

Quad               1              2                 4

Rapid Quad     .5             1                 2

 

Missiles                           Light                    Medium                 Heavy

number of launchers       1 per launcher    2 per launcher       4 per launcher

 

Hyperdrive rules

Class         Multiplier

5                   .5

4                    1

3                    1.5

2                     2

1                     4

 

an example

 

a Stock YT 1300 as depicted in-mod

(.01 cr*100 Metric Tons)+(1cr*1 Laser Turret)+(.01 cr * 88 MGLT)+(.01 cr *(120 SBD+76 RU))+(1* 2(class 2 hyperdrive))= 6.84 cr/week/ship

 

how it works is this. 1 credit per week for every 100 metric tons of cargo that can be carried by a ship (although it occurs to me that Freighters might need a reduction so that they get 1 credit every 1000 metric tons of cargo) + the sum of armaments that the ship has to deter raiders + 1% of Sublight speed, for use near a gravity well or the end points of a trip or whatever + the durability of the ship + the SuperLuminal speed of a ship when going from point to point 

 

modified method. ship used: GR75

(.001*19000)+0+(.01*55)+(.01*400)+(1*.5)=19+.55+4+.5=24.05CR/Week/ship

 

Why I am bringing this idea forward

it occurs to me that it would be a little difficult for a ship to have the same dimensions but have increased cargo space from model to model, but it doesn't really make much sense to upgrade a ship that is supposed to bring you income if the income doesn't get upgraded.so i figured that instead of increasing the Cargo Space( again, physical impossibility), increase the value of the current cargo. you increase the value by increasing how capable the ship is when it comes to delivering the cargo. with the two ships listed, the GR75 and the YT1300, the GR75 makes more money in the cargo-hauling department because it can haul more cargo, but because the YT1300 is faster and comes out of the factory with a turret installed, the latter can get to a destination in a shorter period of time, and can defend itself from (in this case a very light) attack, so it has a quicker turnaround time.

 

Pro's of the new method

it provides a realistic method of increasing the income of a freighter or transport without having to change the dimensions

its more scientific

does away with the arbitrary "late model ships have 150% income of base models" system

 

Cons

figuring out the best formula could take some work. what I put down seems fine to me, but you guys might disagree

a lot of new modifications to the XMLs will need to be made

some ships might not make as much as they used to



#2 evilbobthebob

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Posted 05 March 2014 - 09:42 AM

I should note that PR has created his own formula for working out freighter income, which is roughly along the same lines as yours (though more based purely on cargo volume). However, light freighter income (e.g.YT-1300) is going to be a different style entirely to a flat income stream and is instead percentage based.


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#3 a.fake.name

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Posted 05 March 2014 - 07:48 PM

Question: Can freighters/transports be set to give an income boost in skirmish maps, and if not can the mention of income be removed from the infocards in skirmish ?

Also another income related question: All research/ships will, when you ahve more than enough credits, build at a maximum rate.
Can that be formulated into a 'credits per week' stat so that a player may more easily budget things ?
Add that, and a 'standard build time' statistic (in terms of ingame weeks) to infocards, and it would greatly ease gameplay I believe.


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#4 evilbobthebob

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Posted 05 March 2014 - 07:55 PM

I believe freighters already do boost income in skirmish, but that boost was reduced somewhat to increase the importance of mining facilities.

 

We have changed from pay-as-you-go to pay-up-front for various reasons. Along with this change has come new tooltips for space, formatted similarly to land units. This includes build time in in-game hours/days/weeks.


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#5 a.fake.name

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Posted 05 March 2014 - 07:57 PM

FUCK YES.

While I like the pay as you go, having everything in tooltips/infocards laid out and easy to make sense of makes for ease of play.


Playing PR when stoned is awesome

 


#6 johnchm.10

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Posted 05 March 2014 - 10:20 PM

lol. i hate test days. i miss so much on these boards

anyway. thats cool, switching up the PAYG to PUF. can't tell you how many times I've been researching certain large and expensive ships and have had to wait many turns because im out of money

 

lol. i hate when i come up with an idea then find out that something similar is already in the works



#7 a.fake.name

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Posted 06 March 2014 - 02:25 AM

Welcome to the club John, great minds think alike, etc.
 


Playing PR when stoned is awesome

 




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