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Post by goduranus on May 11, 2017 19:02:19 GMT
The cost limit is still no good, at this price range 50MW lasers will destroy the turrets too easily, and you can't afford Para-aramid fiber to armor them. To have a fight between stock like ships there needs to be some limit on laser power as well, like <1MW or something.
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Post by thorneel on May 11, 2017 19:42:49 GMT
If you want to both avoid lag and min-max, one (partial) solution is to restrict to stock components.
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Post by goduranus on May 11, 2017 20:52:59 GMT
Is that a submission? I challenge you, with a ship in your own style. Edit: this ship solos Vesta Overkill.
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Post by Rocket Witch on May 11, 2017 23:02:36 GMT
By contrast, give me 10 kt and 150 Mc to work with... What about having tiers for different cost ranges? I assume this is going to work like the tournaments run for Battleships Forever, where two ships/fleets are let loose on each other both under AI control, perhaps with a best of three constituting each round. So you'd have something like: ≤1 kt 1.1 – 3 kt 3.1 – 6 kt 6.1 – 9 kt etc. With whatever corresponding costs. And not filling out the mass/cost budgets with a single ship means more ships in the fleet, so you could have 3x 330t ships in the ≤1kt category. All values I've given are examples of course. A good point to pick for the finalised cutoffs might be the points where certain crew requirements of a ship (no. of astrogators and a couple other roles) jump up depending on its mass. I don't know where these points are but they're not too hard to find if you just put a propellant tank in ship design and keep changing its mass.
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Post by princesskibble on May 11, 2017 23:58:51 GMT
My 3 Mc rocket! I tested it and accidentally blew up every single module on Xiping's probe Missiles are the best! The lag is worth it!
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Post by apophys on May 12, 2017 2:30:43 GMT
10 Mc feels like a good upper limit for heavily optimized designs. It allows you to have a drone carrier ship without the crew module taking up a large percentage of the mass/cost and thus making it a terrible carrier.
Weight tiers seem interesting, but I think it overcomplicates things. All we really need is an even playing field that won't fry computer hardware.
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Post by goduranus on May 12, 2017 3:20:26 GMT
My 3 Mc rocket! I tested it and accidentally blew up every single module on Xiping's probe Missiles are the best! The lag is worth it! I wonder if I could stop all those missiles with my point defense, could you post that craft? 400 is a lot of missiles but not too overwhelming.Hmm, maybe I'll need to install some countermeasure launchers. That'll at least stop of flak missiles. Also, darn over half the cost of that ship is the power source. so if you picked a cheaper reactor it could hold over 1500 missiles. Although it's not realistic, I think we need laser and missile launcher range limits, missile ammo limit, and rate of fire limit to keep us from gravitating toward realistic but non fun fighting styles? Or missile swarm or laser would be too hard to beat. Say laser no more than 1MW or more than 100km, and no more than 100 missiles with launcher cycle rate no less than 2 seconds. Or is that too many rules? Also what about missile guns, and payload guns by extension? If missile guns get a limit, maybe the same limit should apply to payload guns as well?
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Post by princesskibble on May 12, 2017 4:18:28 GMT
My 3 Mc rocket! I tested it and accidentally blew up every single module on Xiping's probe Missiles are the best! The lag is worth it! I wonder if I could stop all those missiles with my point defense, could you post that craft? 400 is a lot of missiles but not too overwhelming.Hmm, maybe I'll need to install some countermeasure launchers. That'll at least stop of flak missiles. Also, darn over half the cost of that ship is the power source. so if you picked a cheaper reactor it could hold over 1500 missiles. Although it's not realistic, I think we need laser and missile launcher range limits, missile ammo limit, and rate of fire limit to keep us from gravitating toward realistic but non fun fighting styles? Or missile swarm or laser would be too hard to beat. Say laser no more than 1MW or more than 100km, and no more than 100 missiles with launcher cycle rate no less than 2 seconds. Or is that too many rules? Also what about missile guns, and payload guns by extension? If missile guns get a limit, maybe the same limit should apply to payload guns as well? Could nuclear reactors be cheaper than the Sr-90 RTG I used? I think thats too many rules but I like realism :3 CombustionRocketModule 1.52 km/s Hydrazine Combustion Rocket
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Post by randommechanicumguy on May 12, 2017 6:42:51 GMT
I wonder if I could stop all those missiles with my point defense, could you post that craft? 400 is a lot of missiles but not too overwhelming.Hmm, maybe I'll need to install some countermeasure launchers. That'll at least stop of flak missiles. Also, darn over half the cost of that ship is the power source. so if you picked a cheaper reactor it could hold over 1500 missiles. Although it's not realistic, I think we need laser and missile launcher range limits, missile ammo limit, and rate of fire limit to keep us from gravitating toward realistic but non fun fighting styles? Or missile swarm or laser would be too hard to beat. Say laser no more than 1MW or more than 100km, and no more than 100 missiles with launcher cycle rate no less than 2 seconds. Or is that too many rules? Also what about missile guns, and payload guns by extension? If missile guns get a limit, maybe the same limit should apply to payload guns as well? Could nuclear reactors be cheaper than the Sr-90 RTG I used? I think thats too many rules but I like realism :3 ]I think we only need three requirements. Mass, cost, and missile count, if we limit that last one then there won't be a need for 1 gw or whatever lazers
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Post by goduranus on May 12, 2017 7:37:29 GMT
Could nuclear reactors be cheaper than the Sr-90 RTG I used? I think thats too many rules but I like realism :3 CombustionRocketModule 1.52 km/s Hydrazine Combustion Rocket
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You got megacredits of RTGs on there, a 100kw Fission only costs 100 credits. There would have to be a limit on lasers or they are too good. The original game balancing didn't consider double frequency doublers, which makes lasers outrange everything.
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Post by princesskibble on May 12, 2017 8:31:52 GMT
Could nuclear reactors be cheaper than the Sr-90 RTG I used? I think thats too many rules but I like realism :3 CombustionRocketModule 1.52 km/s Hydrazine Combustion Rocket
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You got megacredits of RTGs on there, a 100kw Fission only costs 100 credits. There would have to be a limit on lasers or they are too good. The original game balancing didn't consider double frequency doublers, which makes lasers outrange everything. Are lasers still weak against weak counter-lasers? Are they in real life? If only there were solar panels v.v heres my nuke version armed with 3 times the missiles! It really worked!
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Post by goduranus on May 12, 2017 8:43:34 GMT
Counterlasers can be spoofed by placing fake turrets on your ship as fodder, AI doesn't prioritize lasers first so it will waste time burning down fodder turrets.
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Post by randommechanicumguy on May 12, 2017 10:11:30 GMT
Counterlasers can be spoofed by placing fake turrets on your ship as fodder, AI doesn't prioritize lasers first so it will waste time burning down fodder turrets. And that my friend is one of the best counters to lasers that doesn't break a computer Scratch that this will only make missles more of a thing
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Post by vegemeister on May 12, 2017 11:07:43 GMT
Counterlasers can be spoofed by placing fake turrets on your ship as fodder, AI doesn't prioritize lasers first so it will waste time burning down fodder turrets. Is that new? I though the AI prioritized active lasers. I still see "Active Lasers" at the top of the list in Weapons Doctrine/Target Prioirities.
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Post by gedzilla on May 12, 2017 11:25:18 GMT
The limits in this seem very low.
how about 3kt and 40MC ?
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