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  #711  
Old February 25th, 2003, 11:49 AM
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Default Re: A pirates life for me...

Quote:
Originally posted by dumbluck:
IMHO, natural merchants is now underpriced. That's why I took it for my empire! "I shouldn't have told you that..."

PS: Bonus points if you can name that character/movie quote.
Hagrid, in HP:TSS, of course. DUH. 8)
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  #712  
Old February 25th, 2003, 06:48 PM
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Default Re: A pirates life for me...

Good points.
In order to get the rate down to 5 turns per facility, you'd need about 100M per planet.
With a 5 planet system, that's 500M, or +20% when concentrated, giving the other player's spaceport planet 3x the normal buildrate.
The spaceport finishes in about 10 turns, while the resource facilities finish in 7.
The natural merchants would end up ahead by +(first 7)2+3*2(7th to 10th)= 8 facility-turns @ 26% (100M per planet).
Which is 1400 resources, or 1000 research points.

Naturally, given a smaller number of colonies per system, the benefit of natural merchants increases exponentially.

A similar amount of points spent on resource gathering traits will allow you to vastly increase the productivity of those same colonies as well as your established planets.

For example: spending 1000 points, I can boost all resource production to +7%
With -98% production due to size, that makes for quite the jump, and boosts production even in your established systems by 49 points per facility (any resource extractor).

With 1000 points concentrated, I could add 26% to research.
For a new colony in an established system, that amounts to 13x more production or 100M extra people, or 130 research points per facility (182 if it were resource production).

Heh. You know what they say about Statistics
What do you think about natural merchants now?
(Note: I am still flexible, just trying to get a counter viewpoint out, and incite a little doubt in your race setups )
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  #713  
Old February 25th, 2003, 09:04 PM
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Default Re: A pirates life for me...

I am still convinced it should be a 1500-cost trait. I am so regretting NOT taking Natural Merchants in Tsunami (P&N 3.1b, we started a couple days before 3.1c came out).
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  #714  
Old February 26th, 2003, 05:31 AM
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Default Re: A pirates life for me...

Not to be annoying... but I've always assumed this was intentional - ALL the Nutty mounts are 80% tonnage structure - that's 80% of the STANDARD hitpoints, not 80% of the regular Version of the mount. In other words, a Large Nutty Mount APB has 24 kT structure. A Heavy Nutty Mount APB has 24 kT structure. A MASSIVE Nutty Mount APB has 24 kT structure. That WAS intentional... right? Or have I just forced you to release yet another tweak of P&N?
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  #715  
Old February 26th, 2003, 06:24 AM
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Default Re: A pirates life for me...

Alrighty, then.

1500 for natural merchants sounds fair, and nutty mounts give between 60% and 75% of the normal mounted hitpoints.
The nutty hitpoint multiplier now follows the weapon's size multiplier, raither than its damage multiplier as the other mounts do.

P&N 3.1c-PBW Revision #6.zip
So, anything else need tweaking?
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  #716  
Old March 5th, 2003, 06:29 PM
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Default Re: A pirates life for me...

so it's been one week, and nobody is suggesting any changes. SJ finishes his Last midterm today (good luck) and so we can probably start this game right away... right?

cheers
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  #717  
Old March 6th, 2003, 12:23 PM

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Default Re: A pirates life for me...

if you're refering to horrible doom, ZA for some reason is still asking the admins to update the game to revision 4... ???
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  #718  
Old March 7th, 2003, 12:43 AM
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Default Re: A pirates life for me...

4, not 6? Hmm, better let him know... {emails ZA}
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  #719  
Old March 7th, 2003, 12:45 AM
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Default Re: A pirates life for me...

Ya, it should be #6... unless SJ comes out with another revision
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  #720  
Old March 7th, 2003, 12:51 AM
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Default Re: A pirates life for me...

Well I do have a minor change ready, are there any other comments or tweaks to add?
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