Jump to content

StrahmDude

Members
  • Posts

    332
  • Joined

  • Last visited

Everything posted by StrahmDude

  1. 1/2 reduction will work for now. We will see if than needs changing later. Also the 2 ideas for BP are: 1) Caravans! This help up know when we get our BP. If we did do this, I would recommend Kerbal alarm clock, if possible, so you can always know when it delivers and redirect it to come back to your planet. We would probably use infinite fuel with those. pros: Gives more advantage to closer planets and specifically minimus. It would make blockades possible and add more elements to war. cons: We would have to work how how we wanted to handle how much was given whenever it when to kerban. If it got full resources then minimus would be overpowered. Also we would have to manage these things and keep them going in the right direction. It would get a little annoying. 2) Every turn you get x resources. Very simple. pros: We don't have to micromanage things and it will keep everything from becoming overbearing. cons: No strategy when considering blocking peoples resources. We need to keep a good eye on how long a "turn" is. I things .25 years would be a good way to do it. Also. When in ksp multiplayer, we will always have a ship that will be there at the beginning of the previous and current turn. This should let us use these to revert and do 2 things at once, and be able to participate in battles properly without the other person having to wait 2 months just to kill your ships.
  2. That all would be amazing. It would really help us set everything up in summarized and easy to understand matter. Mainly help keep track of everything Also side note, we all are trying to make money here (in game) also when you get off after playing to move ships, launch a ship and land it nearby as a revert ship, so you can revert and continue where you left off next time you get on.
  3. A backstory dock with a area for each corp would be good for writing down histories with other corps as a refresher and writing down your opinion of them and why. Something that would help all of us know what is going on and the history or backstory behind it.
  4. We need to confirm the 1/2 or 1/3 discount for carriers. (costs half or costs a third) Made sure everyone is happy with the building for now. Are you? Try and get more people. Fully trade skype and steam names, so we can stay in touch. Tell me when you will have time to record. Talk and create the full story.
  5. We are talking about only in a single battle. Like I mentioned, you can have a second fleet waiting by as reinforcements and can come in on their turn, or wait to start a second attack, but that is the limit per person per battle.
  6. Also so we can customize the fleets to our needs. We can change the available fleet points as we see fit during test battles and such.
  7. I think we should treat it as a courtesy fleet point system. supercarrier is 3 Carrier is 2 battleship is 2 cruiser is 1 Each fleet will get 8 points to start with and then we can test to see just how big that number can get.
  8. For fleet limit, I was thinking a max of 1 orbital defence, 1 carrier, 1 supercarrier, 1 battleship, 1 cruser, as many fighters as the carrier can carry within reason (No covering the outside with docking ports), and like 4 frigate/as many a supercarrier can carry within reason (No covering the outside with docking ports). Then we can test how many extra ships we can add until our groups worst pc can't handle it. By the way, this won't stop people from having a second fleet waiting to come in after the battle.
  9. By the way, for the building, I meant one for each planet. Also the city is to make layth a awesome planet. Let me clerify on it. IT CAN ONLY BE BUILT ON LAYTH. That info may have been lost in the many replies. Also yes, the 40 should give us a better starting fleet. I don't like slow starts. 1) Add some sort of ship that you would have to fly there and back to ship supplies is a interesting idea. It could get annoying, but we could use that to decide when you get those precious BP. That way, everything else will just happen in real time. 2) The goal is to become a monopoly. To get all the BP. To crush your competitors and make the most money. The standard goals of a company. IT only loads them when they are withing 1km, so as long as we space out our building, it should be fine. There is also a limit to the buildings.
  10. \o/ Also yes, after we finish fixing the number I plan on starting a practice game where we will do simulation battles first to test our ships and fix it's problems, then jump into a actual game, so we can look for overpowered stuff, then we will start the actual game. Record and post everything as you see fit. There is no server yet, but there should be one soon.
  11. First let's start giving reasons in a separate parentheses next to the item. (I like the idea of the farm, but I am thinking we get rid of it, so there are less buildings to fly to planets making it easier on us and also simpler in the long run.) colony: costs 5 gives 2 (max: 8) (I can see some boost in this, so it makes it a bit less painful to build) City: costs 10 gives 6 (max 1 on laythe) (The huge strength of this is it makes it so you can build 4 factories, however I can see you adding some more income. Also there is no reason why it should be destroyed. These are still civilians) science buildings: cost 18 (I think it should start awesome at first and then nose dive to being terrible, because there is a lot of science to get. Tough maybe the rate should be changed?) Give: 15 13 12 10 9 7 4 1 (made it dive down a bit more early on) factory: cost 10 gives 5 (1 factory per colony, or 4 factories per city) (you do have ti build colonies and cities to build these. mine: cost 16 gives 8 (needs 2 factories per, and can be built only on rocky surface) (these are rather limited buildings, so I think they should cost a bit less.) I like the idea of longer to turn profit to add more to the risk vs. reward part of the game. Remember, we will all be starting with like 3 planets! I was thinking more like 40BP so we can build ships. That or maybe start with: A farm (if we keep the building) A colony A factory +20BP for ships.
  12. ADDING IT TO THE LIST! I knew I missed something! We all need to set up our backstories, the story of the universe we are in, and the intercorp relations! However, we will handle that once we all GET IN TOUCH, and get our group of people more solidified instead of the INACTIVE bunch we have. THIS IS WHEN YOU GET ON AND PROVE ME WRONG AND TALK!!!!!! I just want you guys to tell me if you find some numbers to be skewed too much or if you have no idea. Just post at least something! Message me at least once a week if note once every other day Just let me know if you disagree with something.
  13. What do you guys think about the buildings? Buildings: farm: costs 4 (without a farm per colony/city they are worth/give half. City needs 2) colony: costs 5 gives 1 (max: 8) City: costs 15 gives 4 (max 1 on laythe) science buildings: maybe 15 Give: 15 14 13 11 9 7 4 1 factory: cost 8 gives 6 (1 factory per colony, or 4 factories per city) mine: cost 18 gives 14 (needs 2 factories per) Are they fine for now? Do you think the numbers should be tweaked? Is the list short, long or too short? INVITE PEOPLE!!!!!!! TRADE SKYPE NAMES AND STEAM NAMES!!!! When are you available? How much BP should we start with? How many planets? How many buildings on the planets? I am thinking everything required up to 1 factory + the factory one each planet, and everyone would get the production of one turn from one of these planets times 3 as starting resources. There is a good start. Build on it.
  14. Guys, there is a todo list. Give a opinion on SOMETHING! Proactively try to complete it! Also... ROLL CALL! all member need to post something, so we know you are alive.
  15. Alright. We just need to get the rest of them.
  16. yea probably... We all need to trade skype names/add each other on steam.
  17. Feel free to address anything else on the todo list! I would also like to do the test game as soon as .25 comes out and dark multiplayer is updated.
  18. Glad you agree. Good idea in concept, but it would make things too complicated.
  19. There is still 3 big issue to address on ships. A) what discount to give carriers to make up for the super overpriced hull. 1/2 to 1/3 otherwise they won't be worth it. Remember, it just carries fighters and missiles for the fighters. For building, I was thinking 1000 Kerbal bucks to .1BP Then we just class the ship as we see fit with confirmation to others. C) What should we do about capturing ships? Command pods can be unreachable or full.
  20. There is already a limit on missile size, but the point is the amount of missiles. You would pay that original price to have them, then it would be cheap to restock them.
  21. and ships. I vote throwing out the capturing of ships and you can turn in surviving kerbals for info on what their goal was. People in fighters are useless, but people in a supercarrier are invaluable for example. Some sort of tier system. p.s. When doing the idea of using kerbal dollars to prie ships, I think the missiles should be included in the price. This is just a idea, we should talk more about it shortly.
  22. Maybe a farm per colony? Maybe each colony will be worth 1/2 without a farm, so people do have to build up their planets. Just a idea. Also once everything is release, or even soon, I want to do a entire test game just like the real thing, except we are making changes as we play. Bug testing sort of. Nothing will be carried over exept starting planets maybe, and when doing that we can come up with a good starting resources.
  23. No not the structural panels. The carrier would be to heavy to turn or move, making it not worth it. Think of the Spirit of kerbin in macey's videos. It had wing connectors. .05 grams and 560 cost. The structural panels (when adding them up to take up the space) are .6 grams and 180 cost. It would cost less, but it would way soooo much more that not even 20 nuclear engines would be able to move it with no fighters in it! I want to use wing connectors because of their lower weight and it has lower impact tolerance, so I want to nerf it's cost to like 60 per or something, but it would then take forever to calculate the cost, because you would have to count everything, so I was just thinking of giving it a net discount where you are only allowed to use a little of the structural panels to armor something important. Also with that we would be required to decorate it some, and make it look good, so it is more pleasing to look at. just a 1/2 cost. To put it in perspective the spirit of kerban would cost (if we convert 1000ksp dollars to .1 bp per) 26.3 BP. Minimalistic with even no lights, 22.7 BP. I would rather build a battleship or ANYTHING that pay that much for some fighter bus that doesn't even attack. If we gave it a 1/2 discount and I remove all of the extras it would cost: 11.4 BP which is still kinda much for a oversized buss don't you think? Note that is with no lights! We all have to add lights. I would say 1 colony per factory, and 4 factories per city. Then we just put a limit on colonies and cities, so the city is amazing. I would also say it would ad least produce 1 BP by itself. Maybe make it, so for every 2 factories you can put a mine. science buildings: Now I am just spitting numbers here, but. Make it cost like 15 and give: 15 14 13 11 9 7 4 1 0 factory: cost 8 gives 6 mine: cost 20 gives 15 Again I am spitting numbers here.
  24. First I am going to start off with that I found a flaw in the pricing system. The lighter armor stuff macy used in his ship is a lot lot LOT more expensive than the heavier armor, so to save money, I would have to build it out of better materials and make it weigh so much it couldn't move. Maybe we should do a exception for carriers where as long as they aren't using the heavy, cheap, 80 impact tolerance armor a lot, they could divide their final price by 3 or 4. before applying missiles or ship you luch already in it. Finally your idea of buildings. That would make it so we have to keep track of 3 types of currency: people, BP, and science, and then we would have to come up with a generation rate as well as some sort of exchange system for turning science into things. I like the thought, but it would be a pain to keep track of. I could theoretically set up a auto calculating google doc, but it would be complicated and hard to balance. I would rather stick to the universal BP with buildings that produce it, however having mines, factories, science centers,colonies, and cities wouldn't be a bad set up. Mines produce a bit more than factories, but are more choosy with terrain. However the difference then between factories, colonies and science buildings would be tuff. Maybe some sort of bonus for having a colony and a factory near each other would give you a bonus .5 or something. Then maybe there would be some sort of diminishing returns with science centers, so it is much more rewarding to build it on many different planets. We would then need to set up a limit on all of those buildings.
  25. Using skype should work just fine, also waiting till after .25 sounds like a good idea. Also you guys talked about more buildings and new ship classification system. On the new buildings, I would like to keep it simple, but I could understand the want for variety. What did you all have in mind? Also there is a max on buildings and we will start out with several buildings. Secondly the ship classification system. There is two ways we can go about this. A) Try and hook it up with pricing and do testing to get the numbers right. set a system up where it is like .1 BP Per 1000 ksp dollars, and do testing to get the numbers right. Then for classification we just define by size. Those are the 2 systems I can see. ALSO What if we changed every BP to (for example) 1000 ksp dollars and just kept track of it that way? NOTE: This is the ship, not the ship +the thing that gets it to space. Finally the to do list: 1) iron out the idea of ship building. (costs and or more ship types) 2) iron out the idea of buildings. (add more buildings and changing numbers/ratios) 3) Work out a solution of capturing/taking over ships. (what if the command pod is impossible to get to? Multiple pods? Not enough room in the pods? (No offence, but I vote to throw the system out, but that is my opinion) 4) Try and get more people 5) get in contact and skype each other and stuff. 6) Figure out recording schedule 7) Decide on starting stuff. (Locations, and BP/ ships and buildings.) 8) Add more stuff if it is good and works well. 9) add more to the to-do list, if you can think of anything I missed. I will put this on the main page shortly.
×
×
  • Create New...