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Re: make PP what they are suppose to be Thu, 03 August 2006 04:16 Go to previous messageGo to previous message
tgellan is currently offline tgellan

 
Chief Petty Officer

Messages: 75
Registered: May 2006
Location: Luxembourg
Kotk wrote on Wed, 02 August 2006 22:27


You forgot to explain why such packet hulls are cool? Surprised Is it required for all packets?


Yes, the idea is to completely switch to that definition of packets, else there's no need for it... As you advance in CON, you get either larger packet hulls, or ones with more slots, and of course miniaturisation... I'd say on con0 you get a basic packet capable of holding +-1000kt, but with only a mech. slot or even none at all. (Don't nail me down on the capacity, that would have to be evaluated) That would be the very basic packet, PP would have a specific "scanning" package hull with integrated penetrating scanners in them, similar to JOAT in small hulls... At con26 I could imagine a packet hull with slots similar to a nubian, base capacity of 30Mt++ and requiring a mass driver 13 to be flung Twisted Evil , thus a PP only hull

Kotk wrote on Wed, 02 August 2006 22:27


Is it enough if i put 10 kt of boranium as "packet" cargo or one scout or whatever?


You could even send the empty hulls, or fill it up to it's maximum capacity, see these hulls as freighters, but once set on course, you can't any change speed/course and you can't transport colonists.

Kotk wrote on Wed, 02 August 2006 22:27


Does it sit at place like orbital in battle? Does it stack with other "packet" hulls on orbit?


Yes, definitively sitting there as orbitals, battle orders can't be set, they are exactly as orbitals. In space, or orbiting an empty planet they are not owned by anyone, thous neutral, or third party in battles. And they would stack with identical designs, yes.

Kotk wrote on Wed, 02 August 2006 22:27


How ships carried by such packet occur/act in battle?


As the crew is killed during packet transportation, any carried ship would either occur in battle, but shutdowned meaning battle movement 0, weapons and shields desactivated. Or as an alternativ not showing at all, and having damage assigned to them as to the packet hull. Eventually killing ships similar to stacked tokens... Eventually consider as an exeption to this rule, if the package was caught that turn by a mass driver, the station manages to man the ships before battle occurs, thus they would operate in starbase battles similar to a fleet passing through a stargate...

Kotk wrote on Wed, 02 August 2006 22:27


What becomes with rest of the crap in packet if the packet hull is destroyed?


Well BOUUUM Fire bounce , you just created a fast expanding gas cloud Twisted Evil

Kotk wrote on Wed, 02 August 2006 22:27


My impression from description you gave is that:
1) For transporting unmanned ships (with non-HE) i would use gates like now. Nod I see slight idea there for HE, if over warp 10 packets are possible lot earlier than now ... but probably MM as well (new UI equiping ships into other ships). Also there may be idea for non-IT if it can fit missile BB-s. Rolling Eyes


Yeah, the ship transportation should happed only at the time stargates become available, and as the first packages (now) are sent at warp7, these packages could travel already "safely" at warp 10, but damaging the ships in the progress... Later on you'll have ships getting transported at warp 13. Eventually adding a packet hull/component that will reduce the damage taken by the overflung packages for HE & PP only?
Kotk wrote on Wed, 02 August 2006 22:27



2) For transporting minerals i would use large freighters like now i do (with a non-PP). The difference is that i would start to probably use large freighters with PP as well with such a change unless the package ship is dirt cheap to build and faster than now and so on.


Well the idea was that the con0 hull should cost around the additional price a package of size 1000kt costs now, but doubled. So that should be about 2x100 res and about 2x100 mins or a quarter of that for PP... Maybe giving PP specific hulls, that do cost far less instead of having different prizes for different PRT on the same hulls.
Besides, currently I don't use many packets in any of my games, mainly due to the 10% loss on building them. But with this change, you have to build the hulls only once, as for freighters, so they become more interesting... Hm, just thinking about adding waypoint tasks to them, hm, that way one can use them to balance minerals in the way one uses freighters currently... Of course that works only as long as you have mass drivers on each waypoint...

Kotk wrote on Wed, 02 August 2006 22:27


3) For mineral bombing opponent planets i would use packets lot more rare if the packets cant be without hulls and minefields affect them and so on.



I don't know, consider that the mines will only damage the flung package, but not stop it! And I didn't say anything about the size reduced by a mine hit... but I consider a huge amount of iron stacked into a container weighting about 10MT hitting a mine, can't think that it will be damaged so much?
Ok, speed traps could stop them eventually, but a package of W13 will have to hit them 13 (!!!) times. On the other hand, as the hulls will have electric slots too, you can eventually create 98% cloaked packages. Immagine these babies for package bombing Twisted Evil Hm, maybe packages should be capped on cloaking to a value similar to starbases, thous 75% ???
Not to forget about mine sweeping / crash mine sweeping with them... So do you still think you wouldn't use them for attacks Twisted Evil

Kotk wrote on Wed, 02 August 2006 22:27


4) For PP scouting i would avoid it as well if it is not dirt cheap and minefields affectsd it and so on.


Could be solved by a PP individual hull, costing 10res, holding only +-50kt and having an integrated penetrating scanner. Of course, if that package is caught, the receiver gets the benefit of having ONE of these too...

Kotk wrote on Wed, 02 August 2006 22:27


5) I would not probably use the packet ship as missile warship platform in defense unless it is more cost efficient warship than BB or cruiser. Was your idea to make efficent defense fleets? Yep ... but strange?!? Shocked Even better if it stacks. Load all unneeded minerals into them if it increases their armor/shield value by lot. Confused


No, the idea was to have very restricted defense possibilities on packages, in order to defend inspace against weak skirmishers...
Loading minerals to boost defense is true, but consider the costs... 1kT of minerals for 1dp of armor or such... Rolling Eyes What I want to say by this, is that the damage to the package effectively destroys that amount of cargo...

Kotk wrote on Wed, 02 August 2006 22:27


6) I would not probably use such packet hull for delivering attack fleet because opponents driver (if present) would probably refuse to receive them and warsips stand duck in package and the minefield crap you described and so on ... too lot of pain. Wink


LOL, even worse, he will thank you heartly, as he still controls the planet, he becomes the owner of the package and all it's content Laughing Laughing Laughing

Kotk wrote on Wed, 02 August 2006 22:27


So say again? Whats cool? Surprised Probably i didnt get the idea what you told, because sounds real crap and some aspects are outright strange? Rolling Eyes


Does it sound better now?

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