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Post by grävling on Mar 26, 2017 0:37:29 GMT -5
Interesting that everyone is talking about how "fragile" officers are. I am not seeing this in any of my games. I imagine it is just a perception thing that is going around. There is no code that targets officers over standard crew for any reason I think the reason officers seem more fragile is that you cannot get medical jobs into your crew, and doctor points are relatively uncommon, so when your medical specialist bites it, that's a pretty horrible hole to fill, which cannot be done quickly. As opposed to losing your top Hyperwarp Navigator -- sad, but there are plenty more where that came from. Losing a top explorer or spy doesn't have the same sort of impact because you can just stop exploring or spying until your replacement gets better at his job. Losing your officer engineer mostly means things cost more for a while. When your doctor is incompetant, crew die, and injured crew lose morale and leave, so it is really noticable.
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Post by Cory Trese on Mar 26, 2017 10:40:10 GMT -5
I think it's just a mindset thing. In games where I don't focus on combat, losing an officer is a big deal, because I "care" about them (took a damn long time to build them up). I would be very pissed and gripe about imbalance if a senior officer died from two torp hits in a single turn. But no, it's not common, just highly memorable. In games that are combat heavy, damage is inevitable and essentially everyone is replaceable. There is a steady rotation of crew-->officer as people die off from ship and crew combat, and there is less a big deal if I am mentally prepared for it and plan ahead by having spare/backup crew on board. Great post. I think you hit it on the head here: "But no, it's not common, just highly memorable." I think you've got the right idea with thinking about replacing people before they die. Have a succession plan and some crew in waiting.
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Post by fallen on Mar 26, 2017 10:42:28 GMT -5
grävling - yeah, I guess that's just word choice. That doesn't describe "fragile" so much as "valuable" to me. Thanks for clarifying!
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athios
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Post by athios on Mar 27, 2017 19:50:39 GMT -5
Easy fix, Armor max is actually 20 in the rules so you're just seeing a basic overflow check that's missing. Ohhh, so that's why you said We didn't include Large size armor on purpose, that's part of the ship design balance. A large compartment armor (if it existed) would probably be equivalent to +18 Armor, which would push any existing ship over the limit. I get it now.
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Post by Cory Trese on Mar 27, 2017 19:52:36 GMT -5
Yeah, exactly athios. I'm looking into some math that basically means that each unit of armor is slightly less effective when stacked. Trying to find a way to code it that supports both 60 compartment Battleships and 12 Compartment skiffs.
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athios
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Post by athios on Mar 27, 2017 19:54:38 GMT -5
60 compartment Battleships OMG, that is going to exist?? My jaw is on the floor right now.
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Post by Cory Trese on Mar 27, 2017 20:02:21 GMT -5
I know for sure the math works up to 12,000 Mass with 40 Components.
I suspect that we will be able to push up to 18,000 and 60 Components.
But, the question won't be are they functional but ... are they fun? Balanced? Manageable?
I'm not convinced BattleCruisers (12K / 40) are going to be fun.
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Post by xdesperado on Mar 27, 2017 21:53:56 GMT -5
I know for sure the math works up to 12,000 Mass with 40 Components. I suspect that we will be able to push up to 18,000 and 60 Components. But, the question won't be are they functional but ... are they fun? Balanced? Manageable? I'm not convinced BattleCruisers (12K / 40) are going to be fun. Can't speak for others but GIMMI DEM BIG BAD BOYS! Combine with the small craft we'll be getting and a decent number of officers and I'll be ready to terrorize Pirates and Rychart Zealots throughout the universe
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athios
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Post by athios on Mar 27, 2017 23:17:38 GMT -5
Given the diverse approach and likings of the forumites here, I'm pretty sure it will be fun for someone who loves to micromanage but I guess it depends what the overall impact will be. I'm guessing in general you'd need a pretty broad degree of hands-off attitude to deal with 80-120 crew, otherwise you'd be so tied up by minutiae that you won't be playing "the actual game". It would certainly change how we manage combat, both when fighting with — and against — these giant beasts. Hope the enemy upgrade engine will be ready for testing soon.
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Post by grävling on Mar 28, 2017 1:50:43 GMT -5
I am sure that playing them will be fun. Running into them when you aren't in a fighting build -- not so much.
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Post by xdesperado on Mar 28, 2017 1:56:21 GMT -5
I am sure that playing them will be fun. Running into them when you aren't in a fighting build -- not so much. Run! Runaway!
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Post by Brutus Aurelius on Mar 28, 2017 7:11:44 GMT -5
I know for sure the math works up to 12,000 Mass with 40 Components. I suspect that we will be able to push up to 18,000 and 60 Components. But, the question won't be are they functional but ... are they fun? Balanced? Manageable? I'm not convinced BattleCruisers (12K / 40) are going to be fun. I want a Battlecruiser. The Xeno will never stand a chance!
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athios
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Post by athios on Mar 28, 2017 12:21:17 GMT -5
I want a Battlecruiser. The Xeno will never stand a chance! Until you realize that you are fighting against a Xeno Battleship...
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Post by Brutus Aurelius on Mar 28, 2017 12:28:43 GMT -5
I want a Battlecruiser. The Xeno will never stand a chance! Until you realize that you are fighting against a Xeno Battleship... Then it'll be a fair fight!
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Post by Cory Trese on Mar 28, 2017 12:50:41 GMT -5
Until you realize that you are fighting against a Xeno Battleship... Then it'll be a fair fight! you know that's not true
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