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Spaceempires.net :: Engine Revision Proposal :: View topic
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Engine Revision Proposal

 
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Dec 04, 2006 9:22 pm    Post subject: Engine Revision Proposal Reply with quote

Greetings!

Engines are kind of boring in the current version of the Balance Mod. Essentially you just research each type and the only movement changes are from movement bonuses with higher tech engines. Each engine type decreases in cost and increases in supply storage with better tech levels. In fact, I'm embarrassed I left the supply storage amounts as they are currently - an oversight for sure! I also miss some of the overlap that was available in stock. So I’ve worked out something new and hopefully improved.

The old system in the mod used a pseudo-QNP system with each hull having a different EPM (engines per move) value, which was sometimes a fraction etc – so overall it wasn’t really obvious how your ship’s actually movement was derived. The general idea in the new system remains the same, but the values have been changed to provide better communication to the player.

The new system adds a line for each vehicle hull that tells how many movepoints are needed to move 1 hex (or maybe sector). Engines now supply increasing numbers of movepoints at each level and all movement bonuses are dropped. The new system would use the following terminology in the hull, component, and vehicle ability summaries:

Example of ability description for hull and vehicle summary:
"Ship uses 40 movement points to move 1 hex."

Example of Engine ability description:
"Ion Engines provide 100 movement points."

A typical ship ability summary description would contain these lines:
"Ship uses 40 movement points to move 1 hex."
"Ion Engines provide 500 movement points.”

A quick calculation would tell you that the ship would move 12 hexes (as SE:V always truncates the movement amount).

In the new system, each engine tech area has 5 levels with the next type of engine opening up at the level 3 of the previous engine type. The benefits of continuing research in the other tech areas would be for even cheaper engines that provided comparable movement/supply storage to the next generation engine, but have the drawback that they don’t lead anywhere.

Engine Tech Level Progression
(MPs = Move Pts; SPs = Supplies; Cost not shown)

Code:

ENG  (MPs; SPs)
-------------
IE 1 (100; 600)
IE 2 (105; 625)
IE 3 (110; 650) - CTE 1 (115; 700)
IE 4 (115; 675)   CTE 2 (120; 725)
IE 5 (120; 700)   CTE 3 (125; 750) - JPE 1 (130; 800)
                  CTE 4 (130; 775)   JPE 2 (135; 825)
                  CTE 5 (135; 800)   JPE 3 (140; 850) - QE 1 (145; 900)
                                     JPE 4 (145; 875)   QE 2 (150; 925)
                                     JPE 5 (150; 900)   QE 3 (155; 950)
                                                        QE 4 (160; 975)
                                                        QE 5 (165; 1000)


In the new system, each vehicle achieves a maximum speed at various points in the engine tech tree. That is unlike the current system where you know you’ll gain a movepoint immediately for all your ships with a change in the engine type. Now this might occur at level 1 or 3 etc.

Overall the vehicle speeds in the mod will generally range from 10-20 movement, plus a bit extra if you have the propulsion trait or some solar sails. Larger ships still travel a bit slower than smaller ones and fighters/drones a bit faster than ships. Supplies also get a boost overall as well.


Space Empires Depot | SE:V Balance Mod


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damador
Space Emperor


Joined: Oct 20, 2006

PostPosted: Mon Dec 04, 2006 9:34 pm    Post subject: Reply with quote

looks good but i will set up max speed (from pure engines) to max 15 hex'es

this will also change whole suply/storage/use calculation.


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albi_joe
Space Emperor


Joined: Mar 19, 2005
Location: USA

PostPosted: Mon Dec 04, 2006 10:28 pm    Post subject: Reply with quote

Works for me.

Now If only SE would... (It's a router problem I am not dealing with yet)


There is a fine line between Genius and Insanity. I am firmly on one side of that line!


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Dec 05, 2006 6:10 am    Post subject: Reply with quote

Well I've started putting the new system in place. I've already revised the components, but the vehicle file will take some time. It looks good so far!

---

I also learned that a ship's stats will round movement up, while the actual movement for the ship once constructed or added to the simulator is the truncated value. Shocked


Space Empires Depot | SE:V Balance Mod


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Psieye
Space Emperor


Joined: Dec 03, 2006

PostPosted: Tue Dec 05, 2006 11:24 am    Post subject: Reply with quote

Yes, that does seem sensible. High level Ion Engines being very cheap (but not providing as much movement) is goood~ It's a psychological thing that we always put the maximum number of engines into a vehicle afterall. Hmm... this will indeed provide interesting engine assignment designs...

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Dec 05, 2006 1:05 pm    Post subject: Reply with quote

Yeah, you'll be able to mix and match engines now if you want.

The cost for an Ion Engine is about half of that for a Quantum Engine.


Space Empires Depot | SE:V Balance Mod


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The_Draf
Space Emperor


Joined: Jan 16, 2006

PostPosted: Tue Dec 05, 2006 1:36 pm    Post subject: Reply with quote

Well done CaptainKwok! This system is much better Smile The modability of SE5 is really starting to show

"Arguing with anonymous strangers on the Internet is a sucker's game because they almost always turn out to be -- or to be indistinguishable from -- self-righteous sixteen-year-olds possessing infinite amounts of free time." -Neal Stephenson, Cryptonomico


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Fyron
Galactic Guru


Joined: Aug 04, 2003
Location: CA, USA

PostPosted: Tue Dec 05, 2006 4:56 pm    Post subject: Reply with quote

Well, to be honest, this was exactly doable in SE4 already. Wink

Smarter than your average Texrak.


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damador
Space Emperor


Joined: Oct 20, 2006

PostPosted: Tue Dec 05, 2006 5:17 pm    Post subject: Reply with quote

trying to compare it to the current BM

what changed to the current system ( except the greaters values ? )

you already changed the enginepermove value (wchich should mean Movement points per hex value), increased the engine movement points etc

seems that only cosmetic changes ( to the names ) and ballance issue - still bigger huls will need the bigger number of engines etc ...

yes - the number of engine levels and benefits of them has changed ( from 3 lvl and 5 mp per engine to other values) - but what it change ?


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MisterBenn
Space Emperor


Joined: Nov 17, 2006

PostPosted: Tue Dec 05, 2006 5:28 pm    Post subject: Reply with quote

I like the proposal. Out of the box, engine upgrades seem far less important than chasing techs like Physics / Racials / Extractions etc, and could be safely ignored with almost no drawbacks for a long time. This will make researching of engines more worthwhile, and the progressive cheapness that can be researched after a new engine is unlocked is a nice touch too.

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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Dec 05, 2006 7:55 pm    Post subject: Reply with quote

You're correct in that the mechanics for calculating the movement are more or less the same - just with larger values.

However, each engine level now increases in movement points provided - before they were all the same and the only change in movement came from bonus movement points. So there is a lot more variability and choices to make in the system.


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Tue Dec 05, 2006 8:51 pm    Post subject: Reply with quote

Why not use the "kT of thrust" from CBmod/GritEcon/LTM? That's where all ability descriptions for engines simply say how many kT of thrust they provide, where 1kT of thrust can move 1kT of ship 1 sector per turn? That makes the calculations simpler: a 300kT ship with 1800kT of engine thrust moves 6 sectors per turn, no futzing around with an additional "move points per sector" counter for each hull, which could be confusing to newbies! Or do you actually intend larger ships and/or non-combat ships to have disproportionately large EPM values?

"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Dec 05, 2006 9:08 pm    Post subject: Reply with quote

You guessed it. Also the fact that hull sizes increase with tech level throws a monkey wrench into the equation as well. Who wants to see their new high tech frigate move slower? So a few sacrifices...

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se5a
Space Emperor


Joined: Dec 23, 2004

PostPosted: Wed Dec 06, 2006 6:09 pm    Post subject: Reply with quote

I wouldn't mind seeing some half size engines in there too...

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Kana
Space Emperor


Joined: Jan 15, 2005

PostPosted: Wed Dec 06, 2006 6:33 pm    Post subject: Reply with quote

CaptainKwok wrote:
You guessed it. Also the fact that hull sizes increase with tech level throws a monkey wrench into the equation as well. Who wants to see their new high tech frigate move slower? So a few sacrifices...


I guess that is if you see the tech size increase as being miniaturization allowing more space, or just the ability to make that ship class bigger while still retaining stuff like number of CQ/LS/Bridge and to hit bonuses and such...


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