Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! Clones, Extensions, Modding » FreeStars » Ship Crew
icon3.gif  Ship Crew Tue, 04 May 2004 14:17 Go to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

Messages: 383
Registered: January 2004
Location: South Africa
If we want to make Freestars even more Realistic Twisted Evil we could make it so that each hull would also require a certain amount of pop. This would make thousands of chaff a bit more... costly to lose and make PGR a more critical factor.

I'm only talking minimal crew. Automated scouts (Probes) would obviously not have any crew but say a frigate hull, It would need 100 crew. A destroyer would need 200. Freighters could take a bit more. And a nubian could need more that 1000 crew. Starbases would also need a lot of crew with Carriers (If it were ever incorporated) taking the most.Certain races could need more or less crew for certain hulls for example.

This crew would permanantly be "Locked" into the hull. If the ship was originally created by the owner (aka not a tranfered ship) then the pop would be resettled on the planet it was scrapped on. If not then the pop would "dissapear" so that this cant be used to transfer pop.

Just a thaugh.



"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

Report message to a moderator

Re: Ship Crew Tue, 04 May 2004 14:39 Go to previous messageGo to next message
Sotek is currently offline Sotek

 
Chief Warrant Officer 2

Messages: 167
Registered: November 2002
That certainly does interesting things... if you do that with carriers, you'd make carriers act as fighter generators; a unit of pop and X minerals (in hold) produce fighters, and if they survive the battle you keep them.

Fighters need an incremental cost to loss if you want them to be different in any rational way.

Report message to a moderator

Re: Ship Crew Tue, 04 May 2004 14:43 Go to previous messageGo to next message
Orca

 
Chief Warrant Officer 1

Messages: 148
Registered: June 2003
Location: Orbiting tower at the L5 ...
We already have an entry for "crew" - you'd just need to modify the components file for the appropriate components to bring crew above 0. Note that high growth rate *already* has an advantage as it is however - do we really want to increase that dominance?



Jesus saves.
Allah forgives.
Cthulhu thinks you'd make a nice sandwich.

Report message to a moderator

icon5.gif  Re: Ship Crew Tue, 04 May 2004 16:19 Go to previous messageGo to next message
Hyena is currently offline Hyena

 
Master Chief Petty Officer

Messages: 109
Registered: January 2004
Why would frigates require a larger crew than destroyers? They're a higher tech level and they're usually all-around more effective, but they're smaller and cheaper to build. I think they would take up the same if not less.

If you compare them to actual navy these days, destroyers do take more of a crew than frigates.

And, by the way, you kind of contradicted yourself there. You said that the crew idea would make chaff more costly to lose, yet you said scouts wouldn't require any crews. If that's true, players would just use scouts as chaff and suffer no penalties.


[Updated on: Tue, 04 May 2004 16:20]

Report message to a moderator

Re: Ship Crew Tue, 04 May 2004 16:42 Go to previous messageGo to next message
ForceUser is currently offline ForceUser

 
Lt. Junior Grade
Stars! Nova developer
Stars! Nova developer

Messages: 383
Registered: January 2004
Location: South Africa
I said that a frigate would need 100 and a destroyer 200 while FREIGHTERS would need more (To move around the cargo and serve as Medics for cryo pop)

Besides, these numbers are just examples.

With the (Probe) thingy I meant a new hull with only an engine and a scanner slot with extra feul built in. None of the probes that Humanity has ever sent out of earth's atmosfere has had a friggin weapon Laughing

I think You could actually have a new "Chaff" Hull almost like a mini frigate with 1 engine, 2 general slots apart from each other so that you can get 1 feul pod or armour or shield or whatever with a gun.

ForceUser



"There are two types of people in the world. AR players and non-AR players" Nick Fraser

Working on some new stuff: http://sourceforge.net/apps/mediawiki/stars-nova/index.php?t itle=Graphics
And the Mentor Database www.groep7.co.za/Mentor/ ZOMGWTFBBQ!! it still works lol!
Check out my old site with old pics at www.groep7.co.za/Stars/

Report message to a moderator

Re: Ship Crew Tue, 04 May 2004 20:53 Go to previous message
Coyote is currently offline Coyote

 
Lt. Commander

Messages: 906
Registered: November 2002
Location: Pacific NW

It would work okay as a LRT maybe, for HE especially, where your mineral costs are reduces at the cost of having to provide people. Call it "Primitive Robotics" or something.
Simply requiring this to be the case will just decrease balance.
[img]http://instagiber.net/smiliesdotcom/contrib/edoom/buzz_saw.g if[/img]


[Updated on: Tue, 04 May 2004 20:56]

Report message to a moderator

Previous Topic: Ooh, I've got a suggestion
Next Topic: Freestars Website
Goto Forum:
  


Current Time: Fri May 03 02:22:52 EDT 2024