|
|
|
|
November 10th, 2003, 01:56 AM
|
|
Captain
|
|
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Abilities Question
Due facility abilities work on ships?? Specifily if I mod a vehicle size that has the 'Solar Resource Generation-whatever' will this work? (Trying to fake a cruise ship, a ship that can carry population from place to place but also make a few $$ off of the tourists....or a starbase that does the same thing...Think the Wages of Sin in Webers new book.)
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
|
November 10th, 2003, 02:32 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Abilities Question
Not that particular example, no.
You can give a component that provides -110% to maintenance costs, though.
That way, the ship will actually make money each month instead of costing money.
This can lead to exponential growth of an empire, though, as Spaceyards continually pump out the profitable ships, and then squeeze extra spaceyards into the queue as income allows.
__________________
Things you want:
|
November 10th, 2003, 03:02 AM
|
First Lieutenant
|
|
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Abilities Question
Well, you could make a specific ship hull with the negative maintenace, and make it so there's not enough room for a shipyard...
|
November 10th, 2003, 03:10 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Abilities Question
That would merely slow down the growth... it'd still be exponential.
When you double the number of money-making ships, you can double the number of money-eating spaceyards that are producing more money-making ships.
As long as you balance the growth rate with standard races, it shouldn't be too much of a problem.
In practical terms its a similar situation to the Zero-maintenance races in Stock Classic SE4.
__________________
Things you want:
|
November 10th, 2003, 03:42 AM
|
|
Captain
|
|
Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
Posts: 907
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Abilities Question
Thanks SJ, will have to think long and hard on this before I implement it in a mod. Could be neat depending on how I do it (maybe with a component and then a mount so its restriced to a certain size of ship...hmmmm).
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
|
November 10th, 2003, 05:18 AM
|
First Lieutenant
|
|
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Abilities Question
I think if the payback was fairly small, you wouldn't have to worry about out-of-control growth too much. I forget, though, would the amount you get back vary with how much Maintenance Reduction you bought as a characteristic... ie, would someone with 120% maint reduction earn more than someone with 5% maint reduction???
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|