Post by daniel911t on Oct 30, 2011 19:12:24 GMT -5
Cory,
This is my first post on this board! I love your game!
...Now that's out of the way:
Ships have two ratings, speed and agility, and like many others, I prefer fast and quick.
I have noticed that those ratings seem to be arbitrary and are not changed by adding sails or engines. I think they should be dynamic, and this is how I would do it:
speed=ratio of sails to hull
<1:1, slow
1:1, medium
2:1, fast
3:1 very fast
I also believe that this should be on a floating point scale, such that adding 1 sail makes you somewhat faster, but the amount faster depends on the size of your hull. larger hull, adding 1 sail has little affect. Teeny tiny hull, adding one sail makes a huge difference. This should affect both the text rating (slow, med, etc...) and actual travel dots/turn.
Agility would be the same thing, but ratio of engines to hull.
Why do this?
Adding engines or sails will have an actual effect on how fast you travel and move in combat, rather than simply reducing fuel consumption. It also allows you to buy a ship rated medium, medium, and build it into something very interesting. As the game stands, I tend to always add sails and engines, but what they do for me, and how much good are very hard to tell.
In your documentation you say 20 sails is good, 30 is great for fuel consumption. That sounds good, but what if you have some huge ship that already comes with 40 hull and 40 sails? Because your documentation states that 30 is the best, then is 40 best-er? Is there any reason to buy that sail command probe in this scenario?
I have frequently bought the extra 10 sails (nano + sail command) and have noticed that no matter what I do, the ships stats never change to the next faster level. Presently, if you buy a slow ship and strap on as many engines and sails as the game will allow, your ship is still slow and low.
That's my best suggestion. I love the game and have a lot of fun playing it. Thanks for taking so much time to make it, and to communicate with your fans!
-Dan
This is my first post on this board! I love your game!
...Now that's out of the way:
Ships have two ratings, speed and agility, and like many others, I prefer fast and quick.
I have noticed that those ratings seem to be arbitrary and are not changed by adding sails or engines. I think they should be dynamic, and this is how I would do it:
speed=ratio of sails to hull
<1:1, slow
1:1, medium
2:1, fast
3:1 very fast
I also believe that this should be on a floating point scale, such that adding 1 sail makes you somewhat faster, but the amount faster depends on the size of your hull. larger hull, adding 1 sail has little affect. Teeny tiny hull, adding one sail makes a huge difference. This should affect both the text rating (slow, med, etc...) and actual travel dots/turn.
Agility would be the same thing, but ratio of engines to hull.
Why do this?
Adding engines or sails will have an actual effect on how fast you travel and move in combat, rather than simply reducing fuel consumption. It also allows you to buy a ship rated medium, medium, and build it into something very interesting. As the game stands, I tend to always add sails and engines, but what they do for me, and how much good are very hard to tell.
In your documentation you say 20 sails is good, 30 is great for fuel consumption. That sounds good, but what if you have some huge ship that already comes with 40 hull and 40 sails? Because your documentation states that 30 is the best, then is 40 best-er? Is there any reason to buy that sail command probe in this scenario?
I have frequently bought the extra 10 sails (nano + sail command) and have noticed that no matter what I do, the ships stats never change to the next faster level. Presently, if you buy a slow ship and strap on as many engines and sails as the game will allow, your ship is still slow and low.
That's my best suggestion. I love the game and have a lot of fun playing it. Thanks for taking so much time to make it, and to communicate with your fans!
-Dan