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Critique race design Thu, 13 December 2007 22:37 Go to next message
knightpraetor is currently offline knightpraetor

 
Chief Warrant Officer 1

Messages: 154
Registered: October 2006
So i picked this race up from someone else..i don't get why you would bother with some of the settings..but yes...critique


PP
IFE, NRSE, ISB, OBRM, RS

(question, i've forgotten, after taking more than how many LRT's does it get more expensive?)

Grav immmune
temp -164 to 28
26-90mr
1/3 19%

1/2500
7/25/14 ( i don't understand why that shouldn't be 5/25/5...are they trying to use captured factories..that seems dangerous to rely on..and a waste of poitns)

11/3/15 (i don't usually play races that can mine..been doing AR or using premades usually..so i don't know what's considered the allowable range for effective mining..so an explanation of what sort of settings are usable here would be nice)

Energy, const, weapons cheap, electronics normal, bio and prop expensive

no tech trading in game..

so what would you consider optimal for tech pricing for a PP? and is there a difference between how many expensive you would go in a tech trading allowed vs disallowed game?

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Re: Critique race design Fri, 14 December 2007 01:33 Go to previous messageGo to next message
Sulpholobus is currently offline Sulpholobus

 
Petty Officer 1st Class

Messages: 62
Registered: December 2004
Location: Hotwater

knightpraetor wrote on Fri, 14 December 2007 13:37

So i picked this race up from someone else..i don't get why you would bother with some of the settings..but yes...critique


This race is actually in a game?


Quote:

PP
IFE, NRSE, ISB, OBRM, RS

(question, i've forgotten, after taking more than how many LRT's does it get more expensive?)


LRT's here are fine. (More expensive after 4 IIRC)

With PP there is good argument for taking NAS: they can pen scan with packets.

Quote:

Grav immmune
temp -164 to 28
26-90mr
1/3 19%


This looks like a -f (i.e. factoryless race) hab settings ... although they don't need to be this wide. 1/4 usually suffices.

Quote:

1/2500


Eh? -f races rely on resources from their pop. This setting is for HP (hyper production i.e. lots of factories = lots of resources)races that intend building lots of factories. This should be 1/1000 for a -f. You don't need an immunity with a HP race as it is the growth in factories, rather than pop that builds your economy.

Quote:

7/25/14 ( i don't understand why that shouldn't be 5/25/5...are they trying to use captured factories..that seems dangerous to rely on..and a waste of poitns)


I don't understand either. 15/7(8)/n where n is as high as you can make it would be OK for HP settings. I think Ptolemy has suggested that 14/8/n is a good allround option for HP.

As you say, for a -f the factories settings given don't make sense.

Quote:

11/3/15 (i don't usually play races that can mine..been doing AR or using premades usually..so i don't know what's considered the allowable range for effective mining..so an explanation of what sort of settings are usable here would be nice)


These are reasonable settings although 10/3/n where n is the same as the no. of factories operated for either HG (High Growth? - the most common type of factory settings of 12/9/13+ with g checked) or HP will usually suffice. IIRC Iztok strongly favours better mining efficiency for HP's to make up for the amount og G used in building factories.

Quote:

E
...

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Re: Critique race design Fri, 14 December 2007 10:47 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
The resource settings are wack in this design. What are the game settings? Size/density make a difference in how long you have to develop your economy before you have to switch to war production, and AccBBS/Max minerals make a difference for how fast your econ builds. You need to know these settings before you can design your race.

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Re: Critique race design Fri, 14 December 2007 10:58 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
knightpraetor wrote on Fri, 14 December 2007 04:37


1/2500
7/25/14 ( i don't understand why that shouldn't be 5/25/5...are they trying to use captured factories..that seems dangerous to rely on..and a waste of poitns)

... maybe this is noted down wrong, could be: 14/7/25? Haven't seen the race in the RW though, so possilby this puts the race into the red ...

mch

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Re: Critique race design Fri, 14 December 2007 20:09 Go to previous messageGo to next message
Sulpholobus is currently offline Sulpholobus

 
Petty Officer 1st Class

Messages: 62
Registered: December 2004
Location: Hotwater

Micha wrote on Sat, 15 December 2007 01:58

knightpraetor wrote on Fri, 14 December 2007 04:37


1/2500
7/25/14 ( i don't understand why that shouldn't be 5/25/5...are they trying to use captured factories..that seems dangerous to rely on..and a waste of poitns)

... maybe this is noted down wrong, could be: 14/7/25? Haven't seen the race in the RW though, so possilby this puts the race into the red ...

mch


I checked the RW for the race parameters given - 0 RW points left over. Clearly 14/7/25 would not be possible with other settings given.

Sulpholobus.

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Re: Critique race design Sat, 15 December 2007 21:23 Go to previous messageGo to next message
knightpraetor is currently offline knightpraetor

 
Chief Warrant Officer 1

Messages: 154
Registered: October 2006
shrugs so probably just a bad design...poor friend of mine has to use this...

he took over a position in the game..

this is like having a 20% resource handicap almost:(

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Re: Critique race design Sun, 16 December 2007 05:21 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
knightpraetor wrote on Sun, 16 December 2007 12:53

this is like having a 20% resource handicap almost:(

Since the idea of the race appears to be:
1) not build factories but to steal them; and
2) chances are you'll be pretty unsuccessful at doing that because you lack the resources to build anything in sufficient numbers to can defend what you have stolen; and
3) The hab scheme is so crap that a big chunk of your starting greens will never be 100%/high 90% without going the whole 30% so pop possibly won't grow as much as you'd hope with a 1-imm 1 in 3 hab;

I'd think it's more like a 66% resource handicap. :S

On the flipside, I'd love to see some suggestions for viable PPs since they seem to be difficult to build with their big RW point shortfall.

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Re: Critique race design Tue, 01 April 2008 13:32 Go to previous message
dethdukk is currently offline dethdukk

 
Chief Warrant Officer 3

Messages: 200
Registered: June 2005
Just remembered this design... the person who made it hasnt replied yet, so I'll reply for him. I dont know about the 1/2500 setting, I think it was part of the game rules... yes, it was. He made a -F race for a game that required that it be 1/2500, hoping he could pop-drop peaple who were HP, and take over a semi good amount of their factories.


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