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Home » Stars! 2.6/7 » The Academy » NRSE, IFE, and Prop Cost *very long*
Re: The Years Before Warp 10 *very long* Sun, 02 October 2011 21:44 Go to previous messageGo to next message
neilhoward

 
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Iconian wrote on Sat, 04 August 2007 18:29

THE YEARS BEFORE WARP 10

2400 should be the only year without ships moving at w10 for a race without IFE or NRSE. The cost of IFE is approximately 1% additional MPGR and 1 additional mine operated. Combined, this more than compensates for minerals and colonists lost to exploding engines. Such a race can push QJ5 ships around at w10 cheaper than another moving w9 with the FM.

QJ5 Scouts cost ~2/3 res of those with FM and 1/2 minerals, and if your HW is cursed with a 30% Iron concentration, QJ5 is even more valuable.

By the mid to late 2420s, the FM engine should be of no consequence except to the suckers that paid 74 points for it.
Confused3

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Re: NRSE, IFE, and Prop Cost *very long* Sun, 02 October 2011 22:21 Go to previous messageGo to next message
Eagle of Fire

 
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Your posted something similar in the IT forums... But this time it gets even more ridiculous. Am I reading this well? You are suggesting that every players should risk having their ships blow up at W10 with QJ5 since the very first turn of the game?

Also, the fuel usage would stop you from being able to do anything. QJ5 is not fuel efficient above W5!



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Re: NRSE, IFE, and Prop Cost *very long* Sun, 02 October 2011 23:55 Go to previous messageGo to next message
neilhoward

 
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Eagle of Fire wrote on Sun, 02 October 2011 19:21

Am I reading this well? You are suggesting that every players should risk having their ships blow up at W10 with QJ5 since the very first turn of the game?

I overstate the application. Obviously it is neither necessary nor desirable to have every ship travel at w10 every year, and using boosters is certainly not a tactic for every player (some folks can't deal with Micro). If the game is a blitz (turns generate multiple years and have a 10 minute limit) then MM is to be avoided and IFE is more attractive.
Quote:


Also, the fuel usage would stop you from being able to do anything. QJ5 is not fuel efficient above W5!

Every time a FM ship returns to a SB with surplus fuel is a mineral, resource, and fuel inefficiency. Fuel is free and unlimited at SBs. A FM PVT can make 3 full w9 jumps, but a QJ5 PVT with boosters can travel as far as the a player plans ahead. The cost difference between the FM and QJ5 PVT is less than the cost of boosters and the occasional exploding ship. Some maths are hard, but excel helps. IMNVHO IFE, NRSE, and Prop - 50% are all a waste for most games, unless you just really don't like playing Stars! Twisted Evil


[Updated on: Mon, 03 October 2011 01:36]

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Re: NRSE, IFE, and Prop Cost *very long* Mon, 03 October 2011 07:28 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Eagle of Fire wrote on Mon, 03 October 2011 04:21

You are suggesting that every players should risk having their ships blow up at W10 with QJ5 since the very first turn of the game?

He seems to. Just when a single colonizer traveling slower than warp9 all the way might mean a lost border outpost, he can compensate for having 10-20% of them blown up for no apparent gain. Shocked

I'd certainly like to know how can any race compensate for that kind of operating expenses and lost opportunities. Sherlock

Quote:

Also, the fuel usage would stop you from being able to do anything. QJ5 is not fuel efficient above W5!

Nod



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Re: NRSE, IFE, and Prop Cost *very long* Mon, 03 October 2011 08:00 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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neilhoward wrote on Mon, 03 October 2011 05:55

Obviously it is neither necessary nor desirable to have every ship travel at w10 every year, and using boosters is certainly not a tactic for every player

Even with IFE and boosters and plenty of MM, not every pop transport can be coaxed to travel at warp9 or even warp8 in these first critical turns. Hit Computer

I want to know how you regularly get Warp10 jumps without the FM engine. Pretty please? Rolling Eyes


Quote:

Every time a FM ship returns to a SB with surplus fuel is a mineral, resource, and fuel inefficiency.

Which is not often in my early years, but can happen... Whip


Quote:

Fuel is free and unlimited at SBs.

Of which you start with just the one, usually at the center of an ever-expanding circle of shipping routes. Unless you mean to add lots of cheap Docks along the way?


Quote:

A FM PVT can make 3 full w9 jumps, but a QJ5 PVT with boosters can travel as far as the a player plans ahead.

Assuming these are *very* cheap boosters. What design do you use? Scouts? DDs? Other?


Quote:

The cost difference between the FM and QJ5 PVT is

exactly 5I, 1G and 7 Res, with the FM costing 0 of the all-important G. What kind of hull do your boosters use that's cheaper than that?


Quote:

less than the cost of boosters and the occasional exploding ship.

It can be argued that the cost of an exploding Colonizer is as high as the value of an average green planet times the years you could have owned it, and that's not including the costs of waging a war for it. Deal


Quote:

Some maths are hard, but excel helps.

Forget Excel. I want to start with the costs as stated by Stars! own item catalog, if you'll humour me.


Quote:

IMNVHO IFE, NRSE, and Prop - 50% are all a waste for most games

Indeed, Prop cheap seems like overkill for a quite secondary tech, and many players can make do without the killer IFE+NRSE combo. But -IFE-NRSE is not all advantages as you seem to imply.



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Re: NRSE, IFE, and Prop Cost *very long* Mon, 03 October 2011 11:08 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
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m.a@stars wrote on Mon, 03 October 2011 05:00


SNIP
Indeed, Prop cheap seems like overkill for a quite secondary tech, and many players can make do without the killer IFE+NRSE combo. But -IFE-NRSE is not all advantages as you seem to imply.



Indeed when I take IFE+NRSE I also take Prop expensive. I don't think that Neil's math actually works as he expects.

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Re: NRSE, IFE, and Prop Cost *very long* Mon, 03 October 2011 23:37 Go to previous messageGo to next message
neilhoward

 
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m.a@stars wrote on Mon, 03 October 2011 05:00


I want to know how you regularly get Warp10 jumps without the FM engine. Pretty please?

I will let you figure that out for yourself.

Quote:

The cost difference between the FM and QJ5 PVT is
exactly 5I, 1G and 7 Res, with the FM costing 0 of the all-important G. What kind of hull do your boosters use that's cheaper than that?
You forgot the 75 race wizard points of the FM cost, making quite a few hulls cheaper.

Quote:

It can be argued blah blah blah mealy mouthed namby pamby mumbling
tl;dr ROFLMAO


Quote:

Forget Excel. I want to start with the costs as stated by Stars! own item catalog, if you'll humour me.

Start with the race wizard instead. Non-IFE engines can do the same thing the FM does, with a difference in degree but not class. The RW cost of IFE applied to economic growth however, does something the FM cannot: all else equal, twice the population and resources after 70 turns. (1.01^t)

Quote:

But -IFE-NRSE is not all advantages as you seem to imply.

I do not seem to imply it. I directly state it, and I am not the first.

Cheers

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Re: NRSE, IFE, and Prop Cost *very long* Mon, 03 October 2011 23:51 Go to previous messageGo to next message
neilhoward

 
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Teasing aside, I am not a very good at the game even *with* the FM, which does make the early game easier. I like the idea of of putting in extra MM for massive returns, even if it does not pay off before I am usually beaten.

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Re: NRSE, IFE, and Prop Cost *very long* Tue, 04 October 2011 03:57 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!

"The only valid test is combat; the only valid result is victory" (SFB designer Steven V Cole)

Gentlebeings, stop arguing, start fighting. Wink

BR, Iztok

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Re: NRSE, IFE, and Prop Cost *very long* Tue, 04 October 2011 04:16 Go to previous messageGo to next message
neilhoward

 
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great idea

[Updated on: Tue, 04 October 2011 04:17]

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Re: NRSE, IFE, and Prop Cost *very long* Tue, 04 October 2011 12:53 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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neilhoward wrote on Tue, 04 October 2011 05:37

75 race wizard points of the FM cost, making quite a few hulls cheaper.

Oh ho! So there's a place in the RW that makes hulls cheaper!! How could I have overlooked that! Twisted Evil


Quote:

Non-IFE engines can do the same thing the FM does, with a difference in degree but not class.

Indeed degree. Same as running is just a degree of the more general class "walking". Heh.


Quote:

The RW cost of IFE applied to economic growth however, does something the FM cannot: all else equal

But all else is not equal, because there's the FM making it definitely as non-equal as can be. Deal


Quote:

I directly state it, and I am not the first.

Fine, then. Where's your 25k+ by 2450 testbeds backing up your non-empty words? Rolling Eyes



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Re: NRSE, IFE, and Prop Cost *very long* Tue, 04 October 2011 12:55 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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neilhoward wrote on Tue, 04 October 2011 05:51

the FM, which does make the early game easier.

... and by a significant degree. Deal


Quote:

I like the idea of putting in extra MM for massive returns

I'm already putting lots of MM for decent results. But I'm always open to novel ways to use MM in achieving even better results. Twisted Evil



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Re: NRSE, IFE, and Prop Cost *very long* Tue, 04 October 2011 12:59 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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neilhoward wrote on Tue, 04 October 2011 05:37

Start with the race wizard instead...

The RW cost of...

I am not the first...


On a not entirely unrelated note, do you realize how many people before have found clever ways to juggle the RaceWizard in building supposedly "super" races that alas have been shown to not work at all in a game? Sherlock



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Re: NRSE, IFE, and Prop Cost *very long* Tue, 04 October 2011 21:03 Go to previous messageGo to next message
neilhoward

 
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Yep. And most of them were better players than yours truly.


[Updated on: Fri, 07 October 2011 21:35]

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Re: NRSE, IFE, and Prop Cost *very long* Thu, 06 October 2011 14:13 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Perhaps you should familiarize yourself with the art of getting over 25k resources by 2450. It is one of the standard benchmarks for good reasons. Work at computer


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Re: NRSE, IFE, and Prop Cost *very long* Fri, 07 October 2011 02:40 Go to previous messageGo to next message
neilhoward

 
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There have been some requests for a demonstration of using boosters, so I started testing last month. I am able to get a decent race to 25k without IFE, so I am using a handicap to demonstrate the viability of eschewing it.
Quote:


OBRM, NAS, LSP, RS
0.25g - 3.92g (17 - 83)
-132șC, 132șC (17 - 83)
62mR - 90mR
18%
1000
10, 9, 15
Factories cost 1 kT less of Germanium to build
9, 4, 15
Weapons Research Costs 50% less
Construction Research Costs standard amount
left over point set to defences
Parameters -
Small, Normal, Distant, ACC BBS, CPFA
1x each Expert Robotoid, Cybertron, & Macinti
Generate universe with I&G HW min conc near at 30


I will post a link later for full turn archives, and my spreadsheets to show how I use/justify w10, and boosters. Hopefully some people will point out ways to improve fuel management. Every game should have more ships exploding.

Thanks for your work on the Overall Planet Calculator BTW.

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Re: NRSE, IFE, and Prop Cost *very long* Fri, 07 October 2011 14:51 Go to previous messageGo to next message
Eagle of Fire

 
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I wonder why you are wasting so much time trying to "prove" one of the most basic strategies around...


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Re: NRSE, IFE, and Prop Cost *very long* Sat, 08 October 2011 15:59 Go to previous messageGo to next message
joseph is currently offline joseph

 
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He's not wasting time proving boosters (thats been done - seriously anyone who doesnt use some form of booster for your colony missions - find out how and do it!)

What he is looking into is the "Benefit" of going at W10 even if it blows you up.

His claim is that sending all your ships at W10 gains you more through early colonisation than it costs you through lost ships/colonists when they go boom!

I must say my estimation is that he is wrong, but I would be interested to see his maths...



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: NRSE, IFE, and Prop Cost *very long* Sat, 08 October 2011 16:47 Go to previous messageGo to next message
joseph is currently offline joseph

 
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In the limited sense of a world that is 1 W10 hop away (and 2 years at w9) it works

Assume a colony ship plus scout*** = 48 res
Privateer with 3 fuel pods = 65 res (each*)
Blows up 10% of time so the cost every time you do this is 4.8 plus 6.5* = 11.3 res
Plus the cost of the lost pop (275kT * 10% = 27.5kT)

Benefits of colonising early
Pop make resources (27 res from 275pop) * 80% as one of the 2 fleets will blow up 20% of the time = 22 res
Plus pop grows when it get there (275 * growth rate * hab/100) * 80% as one of the 2 fleets will blow up 20% of the time

So assuming your growth * hab give you a better return on your pop than 12% on the planet, then you are better off for pop.
And you will be around 10 res up on the deal (1 colony and 1 priv)
***although the cost of the scout you will have to crash colonise will be 18
So if you are using 2 privs (which is a fairly normal homeworld 1 year growth)
Cost is 4.8 + 13 ***+18 = 35.8 and benefit is 42 res so gain is around 6 res

It is however a SMALL advantage, and if you try to go 2 years at w10 then you are looking at a loss (because you get the same benefit ie 1 year earlier but have double the costs)
Cost 2X(4.8 +13) ***+18 = 53.6 benefit = 42 res so loss is 11 res
and even with 20% growth on the planet you are still losing a bit of pop!



Joseph
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Re: NRSE, IFE, and Prop Cost *very long* Sat, 08 October 2011 22:14 Go to previous messageGo to next message
Eagle of Fire

 
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Quote:

He's not wasting time proving boosters (thats been done - seriously anyone who doesnt use some form of booster for your colony missions - find out how and do it!)

What he is looking into is the "Benefit" of going at W10 even if it blows you up.

Yup. Exactly as I said: it already been proven long ago. In fact, I use that strategy every game! But not constantly and only on very case specific scenarios. And usually only on early scouts.
Quote:

His claim is that sending all your ships at W10 gains you more through early colonisation than it costs you through lost ships/colonists when they go boom!

I must say my estimation is that he is wrong, but I would be interested to see his maths...

Well, this is the nonsentical part... You are basically doing a gamble here. If you indeed end up at your destination world next turn then everything is well. If you don't... Well, you simply don't. There is no in between.

I played CE in the duels, hoping to gain points there and trying to minimize its effects. In theory it was easy. In practice it was practicable though quite annoying... But that didn't stop me from having almost no problems with numerous scouts and then having a particular colony fleet failing to engage its engine 3 (!!) turns in a row in a critical moment, over a long range flight...

That's the nature of luck. You can do 3 games in which you don't blow up a single time then the 4th you lose every ships and destroy your game in this way. Is it worth the gamble? You decide. Is it the ultimate truth everybody should know and use? Certainly not.



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Re: NRSE, IFE, and Prop Cost *very long* Thu, 13 October 2011 13:04 Go to previous messageGo to next message
jools is currently offline jools

 
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There seem to a few points that the pro-ramscoop camp have missed (either that or I can't read properly...)

If you avoid NRSE and take prop normal/cheap then the higher prop level you have will give you better terraforming, it will be a long time before the NRSE player will get to the grav 15% terraforming that the player TGMS player will enjoy.

Secondly, bombers are made significantly cheaper and less reliant on SFXs by having ramscoops.

Thirdly, the IFE/NRSE combo doesn't look so cheap compared to -IFE/-NRSE prop cheap when you take into account other LRTs you might like.

e.g. if you want to take OBRM, RS, NAS and ISB then adding IFE/NRSE starts to hurt in terms of RW points.

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Re: NRSE, IFE, and Prop Cost *very long* Sat, 15 October 2011 05:53 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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jools wrote on Thu, 13 October 2011 19:04

it will be a long time before the NRSE player will get to the grav 15% terraforming that the player TGMS player will enjoy.

You are assuming the NRSE player won't have a much bigger econ and hence more than enough Resources to throw into Research.


Quote:

the IFE/NRSE combo doesn't look so cheap compared to -IFE/-NRSE prop cheap when you take into account other LRTs you might like.

e.g. if you want to take OBRM, RS, NAS and ISB then adding IFE/NRSE starts to hurt in terms of RW points.

Of course. The Race Wizard favors you in that. The Race Wizard favors all kinds of things that aren't necessarily good in-game. Rolling Eyes

But what about the growth benchmarks? The wartech benchmarks? What is the in-game performance of your choices? Sherlock



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Re: NRSE, IFE, and Prop Cost *very long* Tue, 01 November 2011 13:53 Go to previous messageGo to next message
jools is currently offline jools

 
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Your points are valid, but I never intended my post to be the definitive answer to the "Is NRSE really a good idea?" I just noticed that most of the posts were pro-NRSE and there were some points that no-one else seemed to pick up on.

But to answer your questions, the NRSE player may have a much larger economy, but I think it is much more likely they will have a slightly larger economy which still makes researching prop painfully expensive.

To answer your other point I would say that benchmarks are great in test beds, but in real games (as I'm sure you know) the most carefully crafted plans often have to be scrapped because of unexpected events....

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Re: NRSE, IFE, and Prop Cost *very long* Tue, 01 November 2011 15:12 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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jools wrote on Tue, 01 November 2011 18:53

in real games (as I'm sure you know) the most carefully crafted plans often have to be scrapped because of unexpected events....

... particularly if you don't testbed your designs beforehand. Rolling Eyes



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Re: NRSE, IFE, and Prop Cost *very long* Tue, 15 November 2011 21:05 Go to previous messageGo to previous message
neilhoward

 
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Embarassed
OK, I have been doing my homework and I must admit that the cases I make for both risky w10 and -ife or -ife,-nrse, are much more overstated than I thought. Both risky w10 and eschewing ife can pay off with big dividends, but their applications are deeply dependant on other race parameters, type of game ~(size*density/number of players), and difference of play styles.

I still believe that first: risky w10 (if accommodated by race configuration & whole-game strategy) can help *EVERYONE*, but only on a trip by trip basis.

Likewise, *EVERYONE* can benefit from using boosters (even WITH ife).

And last: depending on game type, playstyle, and other racial considerations, -IFE,-IFE/NRSE is not only viable but should be recommended.

So I have 3 projects to finish:
1 Risk/reward calculator for risky w10
2 Comprehensive guide to boosters
3 ife/nrse/ce matrix

I should have working models by the 6th, if I am diligent.
For #3, I don't have enough maths to know what maths I am missing Very Happy

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