Vulpex

all messages by user

6/6/2017
Topic:
New Building - Packaging Plant

Vulpex
Vulpex
No you can't.

Lets say I want to carry 1000 of each food and meat to another planet to help population growth. I have a distribution center there which can sell all ten items at once.

If I were to try to get a freighter with 10k units of space to do this, it would take at least 10 turns to pack everything assuming there are no glitches (there will be glitches)

Alternatively it all gets packaged while the freighter is on route and it takes a single turn to pickup the package and off it goes.

It makes a very significant difference long term if you are picking one or ten items at a time.

And... ten freighters on a single route doesn't make sense no matter how you look at it.
6/6/2017
Topic:
The official Orbital Megastructures thread

Vulpex
Vulpex
Doctor Dread wrote:
A galactic trade station. What you suggest is a little complicated. Instead I would make the trade station lower the BUY amount of products in that city, or planet. Right now its at 2x or +100% to buy product. a Level 1 station would make it 90%, level 2 would make it 80%. at level 10 it could be same money to buy or sell a product. Perhaps planetary one combines with city ones to get it down to 0%. We could have thm go by 5% increaments but stack withe the city ones. So the planetary one at level 10 bring it down to 50% buy price, then the cities can have one that can bring it down another 50% to 0 so buying is same cost as selling.


Do you see this does not impacting the buy amount i.e. the units of material that are available to buy? Making it a tradeoff - cheaper goods but lower supply?

Or are you simply thinking of reducing the cost of purchases?
6/6/2017
Topic:
The official Orbital Megastructures thread

Vulpex
Vulpex
On the warpgates I tend to agree with NYC on this one - which is why I like the idea of the warp gates which only give a speed boost in one direction. You'll need to make a course correction anyhow, so while it reduces the travel time it does not make it ridiculously fast. Absolutely no to the teleport gates.

Also I recall that there was also some discussion on limiting the size of the ships affected based by the level of the warpgate. Thus you could have gates which could support the movement of freighters but not the large capital ships. The main issue here being carriers - if they can move then you can relocate what is in essence a full invasion fleet to another system on short notice.
edited by Vulpex on 6/6/2017
6/6/2017
Topic:
Distribution Center overcrowd penalty ?

Vulpex
Vulpex
It's not your building that is overcrowded, it's the resource.

There is a "Field" resource in that area from which you extract raw materials both with your HQ and with your farm

Because the total extraction rate (from all players) on that resource is over 1000 - there is overcrowding. All buildings that are extracting from that resource have the same level of overcrowding penalty.

Oh and, as distribution centers don't extract anything from resources - well they don't get overcrowded (though there might be competition for the selling / buying)
6/6/2017
Topic:
New Building - Packaging Plant

Vulpex
Vulpex
You cannot load a unit which is carrying anything into a carrier.
6/7/2017
Topic:
Longer names for ships/units/facilities

Vulpex
Vulpex
I miss ASCII art...
6/7/2017
Topic:
Distribution Center overcrowd penalty ?

Vulpex
Vulpex
So you are saying that you have an Ocrowd penalty right now in your distribution center? Sorry I didn't understand that from your first post but yes if that's the case it's certainly a bug.
6/7/2017
Topic:
Where did you hear about Barons of the Galaxy?

Vulpex
Vulpex
I heard about Barons of the Galaxy...

A long time ago in a galaxy far, far away...
6/7/2017
Topic:
New Building - Packaging Plant

Vulpex
Vulpex
Exactly! (Except that unlike a group of units this you should be able to load up and carry around)
6/7/2017
Topic:
Longer names for ships/units/facilities

Vulpex
Vulpex
NYC he made it very clear.

Doctor Dread wrote:
I can't do that!
6/7/2017
Topic:
Initiative Core Worlds City Charter (ICWCC)

Vulpex
Vulpex
You probably should mention which city and which planet you are talking about in this.
6/7/2017
Topic:
Loop in saved orders don't work

Vulpex
Vulpex
This is true for when you have a loop with a limited number of loops but yes it's a bit weird. It would make sense that when you load a loop (2) it would start as a loop (0/2), rather than loop (undefined) which is weird.
6/14/2017
Topic:
In need of a DIFINITIVE answer on mult-accounting.

Vulpex
Vulpex
I would like a MAK Planetoid.

Pretty please?
6/14/2017
Topic:
Event tweaks, Kaiju, Geobooster, Supervirus,

Vulpex
Vulpex
It would be nice as currently defending against superviruses or geo scorchers is pretty much impossible.

Even if you sit at the location (say 12:12) With a fleet/army ready to destroy incoming scout which you know has a geobooster, you cannot prevent it from deploying because the turn sequence will go like this:

Movement
Deploy
Combat

So you actually destroy the scout (or whatever ship was concerned) but the geoscorcher gets deployed anyhow.
6/16/2017
Topic:
(AX) Cybertronics

Vulpex
Vulpex
There is a risk yes... Some units are a bit out of balance right now. This is actually true of cybertronic units in general but I am not sure how I would balance them to be honest. It's also arguably true of the units which belong to a class where the base unit was upgraded but not the special units (e.g. the carrier vs warp carrier).

One potential way to compensate which could be interesting (because it gives more choice) would be for cybertronic units to be significantly cheaper for maintenance and/or repair thus while you still pay a hefty price up front your costs are lower in the long run.
6/16/2017
Topic:
(AX) Cybertronics

Vulpex
Vulpex
I get that Dread but the problem is the difference between the cybertronic and the Mysterious units.

Here let me show you.

AI Battlemechs: 3x damage, Move 1, Size 2, hps 400, upkeep 800
Gunsuit: 4x damage, Move 3, Size 1, hps 400, upkeep 800

So hps and upkeep are identical. Gunsuit does more damage, is faster, and lighter (takes less damage and easier to transport by carrier). The real problem is that the AI Battlemech costs 5x what the Gunsuit does - while being an objectively worse unit.

It's not really an issue - no one is going to make a cybertronics AX artifact (I am willing to bet the only ones out there will be from mystery artifacts).
6/17/2017
Topic:
(AX) Cybertronics

Vulpex
Vulpex
Corvettes are the best escorts for Dreadnoughts and Monoliths

Why? Because they are very effective against air units which is the one weakness of capital ships.

With the given stats again the A5 Mysterious corvette wins (MAK Gunship) but useless? I don't think so. They don't do much damage (though again, airforces are in for a bad day) but are amazing damage sinks because they simply do not get hit much.
6/17/2017
Topic:
(AX) Cybertronics

Vulpex
Vulpex
Well I disagree and this is why.

A destroyer does 100 base damage to a bomber and has 800 base hps. A destroyer is size 4
A corvette does 80 base damage to a bomber and has 200 base hps. A corvette is size 3

So first interesting fact - A corvette does more damage per logistics point to a bomber than a destroyer (26.66 vs 25). Not a huge difference but we are not yet done.

Lets take two fleets each of the same size - so we have three destroyers and four corvettes - fighting a lvl 10 bomber.

Lets also asume a fairly standard 5 hps / 5 attack setup for all our ships.

The destroyer fleet has 4800 hps and does 600 damage to a bomber..

The corvette fleet has 1600 hps and does 640 damage to a bomber...

Lets look at what the bomber does. at 100x base stats the bomber has:

12000 hps. It also does 5000 damage to destroyers and 800 damage to corvettes.

The destroyer fleet is blown away in one round - and has caused a grand total of 600 damage to the bomber.
The corvette fleet will survive two rounds and go down in the third (the damage of the bomber is reduced after the first round) causing far more damage to the bomber (somewhat less than 1800 but close).

You notice in both cases the fleets go down - but bear in mind that if these ships are escorting a bigger fleet (say something like my fleet with three dreadnoughts) the fight will last much much longer and the corvettes continue to dole out higher damage than then destroyers AND have much better survivability. It's a no contest.

The strength of the corvettes against the bombers is not too obvious - but it lies in the fact that bombers struggle to hit corvettes while they blow away destroyers.
6/17/2017
Topic:
Quick question about moving my HQ

Vulpex
Vulpex
Yes HQ level is kept - not sure what happens if you are in the middle of an HQ upgrade if that's kept or lost. I believe it now also costs 5% net worth.
6/18/2017
Topic:
(AX) Cybertronics

Vulpex
Vulpex
The relative performance of corvettes and destroyers vs bombers are applicable to any situation where a fleet faces bombers. Bombers are very very common units to encounter. As you mention other units will cause grief to the corvettes (fighters or variteks) and against them yes destroyers are much much better than corvettes. Single ship fleets are generally a bad idea but assessing ships on their own gives you a good idea of how they will perform as part of a larger fleet.

And yes - ships in general are vastly underpowered when compared to land units - but there are situations (as you well know) where mobility trumps power.




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