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2018-07-24 Turrets, Sensors, World Building Limit

#39
Due note of course that if a smaller planet/moon doesn't at least have a minimum size allowance then they may as well not bother with weapon bases and just use shields / turrets, or not use them as all, because they would simply not be able to produce the bay size requirement to produce any kind of threat (not to mention needing a lot of volume dedicated to whatever industry you chose to colonize the moon for), not to mention also requiring sufficient air production industry somewhere in system (or ice harvesting on moon and production there), not to mention possible population requirements for larger bases.

Speaking of population requirements, I would also be up for harsh pop requirements for non-terraformed / hostile environments that have to be mediated with robot production, which requires maintenance via production/power/funds, in order to produce labor / manpower, and let economic factors be the more limiting factor for building up worse/smaller planets be a major factor.

Other than that, would start the smallest moon at 3/4th the max ship size, scaling up to 2x for largest planet size and ringworld arc (keep em the same, ringworlds will naturally have many many arcs to do defense with).

Edit: may as well include this other note: assuming current q scaling system for ship size limits:
At Q1, you can -> build a Q1 sized ship and a .... Q255 sized defense system on a 1x scaling planet.
Q2 to Q254-> see previous note

Edit 2: assuming a full restart and the ability to build the max sized planetary defenses from the start, how long would it take new ship QL production to become able to attack new city bases?

Edit 3: more info, of course, for defenses: lets also assume our planets and moons and whatnot have defense stations built and nearby local support. This means a moon has up to 1.0x ship volume (dependant on QL) space station for defense plus whatever volume on the ground there is, plus potentially the nearby planet's space station as well plus planetary volume (assuming defenses that can reach, which is a pretty big assumption right now), plus whatever other nearby moons there are for that planet (also a major assumption for defenses that can reach). I would at least fully expect a defended planetary orbit to be able to repel a decent sized amount of attackers, just need to figure out how ship scaling itself works as well because that is a bit weird with planetary volume factor. Also: https://youtu.be/Vm4SRF4ppvg?t=39 (still think we probably need local ship defenses too)

Edit 4: Oh, right, theres more. For any given player, we can assume 1 to 6 personal ships, simply due to how the avatar / demi avatar system works. Probably assume at least 7, really, because they will of course have access to at least one habitable. AI ships arent quite the same as player ships of course, but in a raw standoff they still count for power, so at least need to keep this in mind.
+Addendum: overall need to think about how this planet / city transition is going as well, because the old system was more about building a city and keeping it that way; even if you got conquered you could just conquer it back before they could delete the buildings... while the new system seems to be more of a "less, more important planets" thing where you can build much bigger things but take awhile to pop up and you need all the defense you can because if you lose a city overnight to bombardment its just gone, which basically makes PvP play pretty scary... though of course they have to be able to hurt your cities first (see above)
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RE: 2018-07-24 Turrets, Sensors, World Building Limit - by Ikkir Isth - 07-25-2018, 06:34 PM

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