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Resource storage Mon, 07 November 2005 07:46 Go to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
Has anyone done any research into this area?

SCENARIO

A race with UR wants to build ships to store resources until it reaches a certain tech level so that it scraps all such ships and builds the higher level tech ships.

QUESTION

What is the best way to store resources such that the resource loss is minimal?

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Re: Resource storage Mon, 07 November 2005 08:38 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Never tried it, but wouldn't it just be better to spend those resources into getting the tech levels faster? Afterall you do lose resources ...

mch

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Re: Resource storage Mon, 07 November 2005 10:44 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
The question is not how to "store" resources, the problem is spending them later.

You can maximally double the resource output in a single turn, so if you store "very much" this is the max you can gain.

You do gain 50% in a turn if you scrap the same amount you alread got on a planet. Basically the less you scrap, the higher the %ige is you gain "or the more yuo dont lose".

One scenario is:
You spend 100% of your resources in building ships for x turns, after that for again x turns you scrap everything and gain a 50% boost each of those x turns, or on the other hand lose 50% of what you invested first. Scrap less and you gain a higher % back but it takes longer, scrap more and you gain a higher % quicker.

Maybe you are also fooled by the false formula in the stars help file, the correct foruma of resource gain by UR is:

(resource the ship costs * resources on the planet)/(resources the ship cost + resources on the planet)

Basically Micha is right (as usual):
There is _always_ something to build even with the bad tech (chaff, minelayers, ...)

Another reason for not "storing" is that with better tech your ships will automatically be worth less once you got that tech (maybe some MT comes, gives you some const levels and bumm: your ships are worth 10% less than before).

Whatever, dont do that if you are not 100% sure you need to.

Smile

Robert



2b v !2b -> ?

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Re: Resource storage Mon, 07 November 2005 11:16 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
Thanks for the replies. It is a strange question since you would not normally store resources. But I am thinking for a particular unusual game and unusual tactics Smile In terms of deterioration to to miniturisation (I think this is what Robert was referring to) - this is part of the question. For example, would it be better to use QJ5 engine and scout ships + blue laser? What are the rounding effects?

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Re: Resource storage Mon, 07 November 2005 12:46 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
There will be quite significant losses in recycling. UR never give 100% back and also miniaturization lowers the cost of ships. UR is usually waste to use as intentional "resource battery" only. Appearance of scrappable ships should have some cogoals ... in other words the built ships must have some good use UR or no. Nod Other thing to think about is that UR gives lower return if you scrap lot at once at one place versus less but constantly over longer period and multiple places. Wink

Even if you think to build them ships as a resource battery in jump start game then i would choose some useful designs... lets say ... armed or cargo chaff. Even that only if i expect to need less resources for researching max tech than the jump span gives. Max tech is simply too sweet thing to have. Very Happy My own secret trick is to avoid joining these jump start games in general. Confused I built that attitude after being in several boring ones. Nod

Effects of miniaturization are easy to check using that battlesim testbed game:
http://www.starsfaq.com/download.htm
There you can easily see what any ships cost at max tech. Wink


[Updated on: Mon, 07 November 2005 12:55]

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Re: Resource storage Tue, 08 November 2005 03:11 Go to previous messageGo to next message
Robert is currently offline Robert

 
Lt. Junior Grade

Messages: 393
Registered: November 2002
Location: Dortmund, Germany
If you _know_ what you are going to research, then you need a "store" that will stay most likely at the tech level you got.
Say a scout with org-armor if you dont research any more bio.
Or if you do not research one particular field at all then build only whats available from start, because the miniaturization is calculated by the lowest of your fields for that...

Whatever - to avoid losses to miniaturization I would build just "level 0 items" and _not_ research one field you can easily live without (usually bio).

Still - I am not sure that is a good idea, or I cannot imagine a proper situation for it...

Confused3



2b v !2b -> ?

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Re: Resource storage Tue, 08 November 2005 10:41 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I can think of a case where it could be a good idea: When you have an ally who is giving you tech (say weapons 16) and you already have other techs high enough to make some good jugg BBs. And you need to build them fast once you get the tech. Might also be useful if one race is trying to transfer resources to another, say for building PRT specific parts - the receiving race needs UR then. However, it's probably a better idea to build support ships that you can now, and just build the BBs later, things like chaff, freighters, and SFX, they'll all be useful in a war. If you overbuild chaff (highly unlikely, I find you can always use more chaff) you could scrap that for resources.

The best item depends a lot on what techs you have and what you'll be getting, but in general you probably want to minimize (iron+germ+bora/10)/resources (btw, the 10 is arbitrary, and so are the 1's for iron and germ) - best is to find something that requires few minerals and lots of resources - even with UR you do lose some minerals. One of the best items is the RNA scanner, note that the DNA scanner isn't as good. They're also good because they use bio, unlikely to be a tech you'll be getting better in.

Note: I've done the opposite thing to ship minerals, build a ship with mineral expensive parts (and resource cheap) and gated it somewhere, scrapped it. This was without UR. I knew I needed a bunch of minerals at a far planet (germanium to build an armed dock on a g poor world), but there was no way to ship them there in time. IIRC I needed it in 4 turns, and it was over 500ly from the closest source of germ. In that case, for germ, computers were the best option, so I built frigates with 3 computers... (btw, this was against the AI, so I probably could have done fine without doing that... and probably should have just built ships and gated them there)



- LEit

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Re: Resource storage Tue, 08 November 2005 11:30 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
LEit wrote on Tue, 08 November 2005 09:41

However, it's probably a better idea to build support ships that you can now, and just build the BBs later, things like chaff, freighters, and SFX, they'll all be useful in a war. If you overbuild chaff (highly unlikely, I find you can always use more chaff) you could scrap that for resources.


Naked frigates/scouts are handy too. For example, most people don't expect collision sweeping with an attack in the same turn. Means you need less ships for a attack.

I'd rather spend the resources on "something", even oneshot collision sweepers, rather then losing a significant % to scraping with potentially no gain.
Quote:


Note: I've done the opposite thing to ship minerals, build a ship with mineral expensive parts (and resource cheap) and gated it somewhere, scrapped it. This was without UR.



I do this, but with obsolete ship designs. A orbital fort is considered a SB for scraping, IIRC, and that is easy enough to put up with a gate if you tote along some extra mins with the colonizer.

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Resource storage Sat, 12 November 2005 21:59 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

A race with UR wants to build ships to store resources until it reaches a certain tech level

The tactic can be useful and has broader similar applications.

Variation occurs in PRT, BET or not, and what techs are being researched, whether stockpiling minerals is bad or good etc.

Super fuel exports can be nice, relatively few minerals wasted and may not miniturize further as you recieve in trade techs other than con. BUT... when fearing an SS you may want a little mineral intensive storage as robber baron insurance such as missile boats.

Sometimes nice to have short term minelaying / freightering / minesweeping / scout / overcloaking work done before scrapping so ships may reflect the current need.

Components on a starbase cost half of normal, so sometimes UR boost earns profit for a special short term battle. Can be crucial to squeeze out a stargates a turn faster.

Special one-time counterdesign suprises can be powerful... for hulls metamorph, battlecruiser, dreadnaught, nubian especially. UR can give the extra boost needed to pull such off. Killing off all his bombers, sapping his shields first round with suicide sappers (so your missiles do 4x damage... no shields to bring down and armour hurt twice as fast), suicide killing his chaff first round, etc....









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Re: Resource storage Wed, 07 December 2005 11:52 Go to previous messageGo to next message
absimiliard is currently offline absimiliard

 
Crewman 2nd Class

Messages: 16
Registered: February 2005
Just as an aside I can think of a reason to do some resource storage.

Say you are a UR race designed to use UR as a startup boost. (by scrapping starting ships over HW and then scrapping ships over colonies to boost their initial production.) This is a reasonable strategy, as several posters proved by working out the math.

Now, say you know a conflict is coming soon, but not quite yet. You know you'll need to build fast when that conflict comes, and possibly need to counter-design as well, but you don't know precisely what you'll need to build yet. Easy enough supposition, counter-design is after all a UR strong-point and what you build should be based on what your soon-to-be opponent is using to fight you.

In that circumstance I can easily see storing some resources with the intention of spreading across all your ship-building planets when it comes time to do your building.

Mind you, I would say you shouldn't build dedicated resource-storing ships. However building say a bucket of minelayers and laying some mines until you plan on scrapping them would accomplish the goals you have and be actually useful in the short-term as well.

So I guess, I can easily how you might want to store resources for later use. I just wouldn't advocate doing it with useless ships, do it something useful but not essential.

-abs

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Re: Resource storage Wed, 07 December 2005 20:42 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

The largest problems I see with UR are:
1. You always have a resource loss from what you build - i.e. using ships for storage isn't all that useful.
2. The LRT cost - the points used are better spent on econ or habitability range.


The gains - yes, you can get a resource boost from scrapping some ships and you recover more of the minerals from the ships. On the offset of those gains is the fact that, unless you are scrapping useful ships that you use constantly - chaff or sweepers or minelayers - for example, you aren't going to have all that many ships of a given class that you will be scrapping to make a slot for an updated design. This makes the usefulness of the LRT more limited.

Take an example of an IS:
at con 8 the IS race starts building large freighters. Later when the super freighter is available the IS scraps all large freighters over several turns while replacing the entire freighter fleet with super freighters. Even a monster IS at this point isn't likely to have much over 100 large freighters. At 50% of the resource build cost it's only a few k resources at a time when expenisve tech levels are costing in the 10's of k's. Not a great boost.

Overall, I'd rather have a 19 or 20% growth race and move the minerals and pop where I need them to build the resources of a given planet up rather than get a one turn boost of less than what I spent oiginally.

One potential use of UR though would be to get the turn boost on early worlds to get more factories built faster. But, I suggest that it is better to use the points spent on UR to have cheaper factories to begin with.


Ptolemy


[Updated on: Wed, 07 December 2005 20:48]





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Re: Resource storage Thu, 08 December 2005 09:07 Go to previous messageGo to next message
absimiliard is currently offline absimiliard

 
Crewman 2nd Class

Messages: 16
Registered: February 2005
<One potential use of UR though would be to get the turn boost on early worlds to get more factories built faster. But, I suggest that it is better to use the points spent on UR to have cheaper factories to begin with.>

This is exactly the circumstance I'm talking about. Recently I've been test-bedding an HP race that uses UR to boost it's initial factory production. I don't care about late-game resource storage, not why UR is there. But the UR versions are substantially faster at getting through the "weak" period of HP growth since my HW develops faster, and then by shipping resources to my colonies they also build up faster as well.

In the case of the races I've been testing I can see storing some resources for later fleet-building as being useful. But only if I was already taking UR for other reasons. I surely wouldn't take UR just to store resources. Heck, even if I can think of reasons to store resources in exotic circumstances I'm not sure I actually would do so in a real game.

-abs

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Re: Resource storage Thu, 08 December 2005 14:04 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
absimiliard wrote on Thu, 08 December 2005 16:07

Recently I've been test-bedding an HP race that uses UR to boost it's initial factory production. I don't care about late-game resource storage, not why UR is there. But the UR versions are substantially faster at getting through the "weak" period of HP growth since my HW develops faster, and then by shipping resources to my colonies they also build up faster as well.

Other thing to notice that UR seems to favor IT-s. Nod
1) IT got quite decent prebuilt "resource storage" at turn 0.
2) IT has to build orbitals asap anyway, boosting then gate building may speed expansion by a vital turn or two.
3) IT's common strategy is to outmaneuver opponent when Jugger or Arm BB is the best ship. That strategy is making "resource storages" of obsolete ships in huge portions. Very Happy
4) For IT it is very simple thing to spread the resource booster or "storage" scrappers so he got most painless UR MM.
5) IT profits less from other "good" LRT-s like TT, ISB or IFE. Having something good is nice. Wink

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Re: Resource storage Fri, 09 December 2005 01:29 Go to previous message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

I don't care about late-game resource storage

late game it is more about faster counterdesign and extra minerals, and free ship slots.

UR does give a boost to all stages of the game, unlike some stuff like IFE which is mainly beginning boost.

UR works for what friends scrap over your planets, so good team game potential.

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