Won't be able to achieve much as long as the devs idea of picket ship is "pure PD".
I'd love to see high-tech hull sections that give additional component slots, relative to the low-tech versions. Like a better Destroyer hull with a second Auxiliary slot, or a corvette with one more small defense slot.(and, on a sidenote, I'd like to see more of the latter for increased variety and to fill up the tech tree)
I would start with thatIf someone could point me in the direction of tutorials meant for retards like me I'd appreciate it.
Short answer: no
Longer answer: Your larger ship would have to deal with the Square Cube Law with regard to multiple systems, including the superstructure and the thruster exhaust. As the volume and expected mass of the ship increases by the cube of the multiplier, the surface area of the cross sections of the superstructure (if increased proportionally) only increases by the square. This means that a larger ship, assuming it has the same proportional superstructure, cannot handle as much acceleration without failing (either in the direction of main thrust or in turning) as a smaller ship. If the thrusters scale in the same way, they also do not provide as much proportional exhaust pressure as a smaller thruster. If the larger ship wants to commit a significantly larger percentage of its internal volume to superstructure, it can handle as large or larger compression and lateral stresses; it could then also apply a much larger percentage of its rearward-facing surface area to thruster exhaust in order to actually catch up to and pass a smaller ship.
Normally the only time the superstructure issues wouldn't apply is if the materials used are so strong as to take up such a negligible percentage of the ship's overall cross-section that massive increases in their absolute amount have virtually no impact on the usable volume. Unless you have reactionless drives, in which case neither would apply, but that's not how they're defined thus far within the game.
Unless of course someone wants to claim that since we have space dragons and psionics, we don't have to worry at all about anything approaching science, engineering, physics, math, logic, etc. Ever.
While a fully fitted out corvette with all the best technologies might be two to three times more effective, it also costs up to ten times as much due to the fact that component mineral cost scales far more than their actual effectiveness, particularly for weapons.
In order to address this, we've gone over the cost of essentially every component and ship hull in the game.
The armour and evasion formulas are so damn lazy it makes the whole combat system unbalanceable. But apparently we need to know exactly who domestic slaves are servicing at all times. There are only 3 weapon mechanics that differ by more than numerics and that is already apparently too hard for PDX. I would suggest that we need some energy storage and ship abilities to actually make it interesting but I don't think PDX would be able to balance that in time for the game to start in 2200. Despite having a system that tracks the location of every ship and every non-instant projectile as well as fighters, the actual complexity of the combat is below most freemium web games. It achieves a complete tedium and lack of interest in every aspect of naval warfare from technology to ship design to fleet building to logistics to fleet composition to battle deployment to battle control. On top of this sterile system is a toothless AI that spends all game sniffing glue so that RPers can jizz themselves about their great empire and buy more DLC.
Components already cost energy, namely the energy it takes to run a mine.Instead, make components cost energy as well, representing the amount of processing required to produce it, and scale that instead. This not only makes more sense, but would make energy more important towards the end game, making things like Dyson spheres more important.
As far as I know, PDX refuses even acknowledging this question.I still don't understand why there is only one line of combat computers per ship type. Why not let the player decide whether they want to design their destroyers as picket, artillery, or frontline vessels?
I heard they used to exist but they were removed to enforce that each ship has a particular job.I still don't understand why there is only one line of combat computers per ship type. Why not let the player decide whether they want to design their destroyers as picket, artillery, or frontline vessels?
They used to have an offensive & defensive computer with different stats, but they were all the same options for all ships. Thus, if you wanted fire rate on your artillery ship, you needed an offensive computer and it would charge in to soak all damage.I heard they used to exist but they were removed to enforce that each ship has a particular job.
Wouldn't it be plausible to make the targeting algorithm more 'optimal', the higher it's equipped AI is?we've also made some changes to the targeting algorithm to make it less 'optimal'.
Wouldn't it be plausible to make the targeting algorithm more 'optimal', the higher it's equipped AI is?
...I actually think I would love to see idea standing behind that type of algorithm.The problem is that the "optimal" solution was actually bad, because "shoot all your guns at the one that produces the highest expected damage" means ships keep changing target and not removing enemy guns from the battle.
...I actually think I would love to see idea standing behind that type of algorithm.