|
|
|
|
April 17th, 2001, 02:13 AM
|
Corporal
|
|
Join Date: Apr 2001
Location: A little city in the corner of the U.S.A.
Posts: 110
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Changes to the units
I think afew people have posted this already, so I doing this to remind everyone.
Changes need to be made to the units. First of all, it would be nice too have them built faster. I don't know about you, but waiting three years for a couple of simple mines seems wierd. Since the units are far smaller than the ships, they sould build much faster. In real life, an entire planet could build a thousand fighters or satelites in one month.
It just seems like a patch would have dealt with this by now.
Since I can't stop you, post any opinions please.
------------------
Rules? What Rules?
__________________
I was Maverick, now I'm Coal.
This is it. That moment they told us about in high school, where one day, algebra would save our lives.
Brain fart, you win again!
|
April 17th, 2001, 02:21 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Changes to the units
I don't know, I've never had a real problem with building units... then again I don't really use fighters & mines, just troops and weapon plats... and only the weapon plats take time (as they should IMHO).
You could always mod this yourself, just reduce the resource costs for "smaller componets" and unit "hulls".
|
April 17th, 2001, 02:48 AM
|
Sergeant
|
|
Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
Posts: 215
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Changes to the units
The hulls are the expensive part of the unit.
I found that if you drop the cost by about 1/3 then you produce more units and that it works out that ships to fighters ratio is OK.
|
April 17th, 2001, 02:56 AM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Changes to the units
You waited 3 years for a couple of mines? Were your shipyard workers on strike?
Units build fairly quick until you get into the large Versions and load them down with exotic components, WP's with wave motion guns for example.
|
April 17th, 2001, 03:32 AM
|
|
Corporal
|
|
Join Date: Dec 2000
Location: Minnesota
Posts: 60
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Changes to the units
I don't think the numbers are actual numbers for mines &troops... I would think of each as a squadron/group. When you think about it... what are the chances that a ship will hit a single 10 ton object in a sector? realise that a sector is actually 3D as well, or should be. Ditto with troops... I don't think an few troops would be able to capture a planet, even a small one that has a few million ppl. As for fighters, look at the cost of our current fighters and how long it takes to build them. I think the settings are fine... If anything, it should take long to build the starships, and not the units. Just my opinion.
|
April 17th, 2001, 04:08 AM
|
Second Lieutenant
|
|
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Changes to the units
Yes ships do build to fast. As someone pointed out in another thread, a colony ship with a cargo component holds approximately the population of Texas, yet it only takes two months to build, outfit and load the ship.
|
April 17th, 2001, 07:24 AM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Changes to the units
The other problem with production time is that planet population makes very little diffrence... small domed colonies should have signifigant penealties to production. (I have added this to the mod I'm working on, and it makes habitable worlds MUCH more valuable)
|
April 18th, 2001, 01:11 AM
|
First Lieutenant
|
|
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
|
|
Re: Changes to the units
I think there is suppose to be a minimum population to operate one facility but I don't think it works. If there was a minimum population needed per facility that would give a big incentive to move your population around. It would also take a lot longer to get the full benefit of a new colony. As it is now I don't think there are any negatives to low population, just lower bonuses.
It is odd that a new colony builds facilities almost as fast as your homeworld.
|
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
|
|
|
|
|