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Home » Stars! Clones, Extensions, Modding » FreeStars » make PP what they are suppose to be
Re: make PP what they are suppose to be Tue, 02 August 2005 12:15 Go to previous messageGo to previous message
dreadlordnaf is currently offline dreadlordnaf

 
Crewman 1st Class

Messages: 27
Registered: April 2005
Location: Bulgaria
Orca wrote on Tue, 02 August 2005 11:24

Right now, nobody except an IS can keep a world inhabited against a lategame PP within 85 lightyears. And keeping them inhabited at 254 is dicey too, unless you can get freighters at all the points where the packets will end up after at year 1. And then keep them there against a PP that wants to destroy the freighters which now can't move. PP's flingers are plenty powerful - the packets act as scanners, and they can terraform (based on the amount of minerals striking the planet). Chance of perm terra is lower, but still rather nasty. Where they fall down is in terms of econ. Like SS, they're rather expensive, and like SS, they can't mine NAS for many points (in the PP's case, it quickly can *cost* them points to take NAS).

Any "official" freestars changes to accomodate strengthening PP are going to be slow and methodical to prevent breaking the pretty good balance Stars! has now. If you wanted to change the mod file, you'd be able to do that (some of your suggestions would be easy enough. Others, like collecting minerals/stealing minerals would require code changes).


Hmm i did the calculations with stars calc. Assuming late game, max defense coverage and a warp 10 driver on the target planet, it will take a PP race flinging a packet warp 16 to use 23,000 kt of minerals to kill the planet if its 80ly away. Assuming they want to take out more than just 1 planet, thats not exactly what i would consider a very effective kt-to-kill ratio. How many combat nubains could you make with those minerals instead?

Also terraform ability is based on packets caught regardless of size. Sending more to a world with a mass driver wont terraform it any faster than what i stated in my original post unless you have multiple worlds flinging them to one planet. Also perma-terraforming is a joke. Every 100kt u send has a 0.1% chance to permanently affect it. That means you need to send 10,000kt to have a 10% chance to get a permanent move in the variable by 1 point! You can only do this on minerals not caught either, which means usually on uninhabited worlds so you will lose a lot of the minerals. This ability drastically needs alteration.


[Updated on: Tue, 02 August 2005 12:24]

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