Dynaverse.net
Taldrenites => Dynaverse II Experiences => Topic started by: FPF-DieHard on September 02, 2004, 09:42:14 am
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Just trolling for feedback.
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I would go with 12.
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I would go with 12.
Can't be 12, has to be divisible by 5 if done in the shiplist. Mission script addjustments are buggy and not reliable IMHO.
Spare part equals Damage Control Rating (DCR) x 5. For GW3, the DCR is cut in half and rounded up. This give a typical CL/CA a DCR rating of 3 which equals 15 spare parts.
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I would go with 12.
Can't be 12, has to be divisible by 5 if done in the shiplist. Mission script addjustments are buggy and not releiable IMHO.
bummer, as 10 seems a bit on the low side, but I guess it is still better than 15.
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We played for many a year with only 8.
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We played for many a year with only 8.
Well how did that work then if it has to be increments of 5? If 8 is possible then shouldn't 12?
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We played for many a year with only 8.
Well how did that work then if it has to be increments of 5? If 8 is possible then shouldn't 12?
That was a bug. The bug was fixed.
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I usually use 15 on skirmishes but in a campaign I like all parts I can get.This on how close to a Starbase I am at and how far from Allied territory.It takes more than one part to fix those engines anyway just my pov.I was wondering just out of curiosity can you change it the game to resupply at an Allied Starbase.I read that in a server somewhere could you do this for SP campaigns as well.Thanks.
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It takes more than one part to fix those engines anyway just my pov.
Just like shields do, engines will heal on their own, over time.
I voted that 15 was too high, with the understanding that you are talking about CA/CL class ships.
I actually preferred the days of 8 spare parts. The only thing bad about it was that both FF's and BB's had the same maximum number of spares.
I'd use a scale something like:
FF/DD/DDW: 5
CL/CW/CA/BCH: 10
DN: 15
-S'Cipio
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I'd use a scale something like:
FF/DD/DDW: 5
CL/CW/CA/BCH: 10
DN: 15
-S'Cipio
I like formulas (except for the DIP list ;D ), seems less up for interpretation and can be done in Excel in about 2 minutes.
DCR x .5 (Rounded up) - 1 seems good. That would be the GW3 level but 5 lower accross the board
EDIT: Looks like the general population disagrees with me. I'm looking forward to the result of we get close to 50 votes.
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EDIT: Looks like the general population disagrees with me. I'm looking forward to the result of we get close to 50 votes.
Ahh don't sweat it, that's probably just because the exBruce are all running scared after I called them out.
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EDIT: Looks like the general population disagrees with me. I'm looking forward to the result of we get close to 50 votes.
Ahh don't sweat it, that's probably just because the exBruce are all running scared after I called them out.
I think it's the idea of you removing the tutu if they "win" that's causing concern...
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I would like to know if parts can be transported form one ship to another.Don't forget about the newbies coming into the dyna someday like me.Yes I am still newb.
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I would like to know if parts can be transported form one ship to another.Don't forget about the newbies coming into the dyna someday like me.Yes I am still newb.
They could a few patches back. They could be stolen from various objects as well. (I used to steal parts from planets while operating behind enemy lines.)
However, it's been a long time since I needed to do this, so I'm no longer sure. In the back of my mind it seems there is some added complications now; like you can only get parts from the host of the mission, or some such.
-S'Cipio <absently wondering why he asnwers questions he doesn't have the answers to>
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One can either steal spare parts off of enemy units whose shields have been breeched (or had no shields in the first place) or beam spare parts off of fleeted units, which will oblige by lowering their shields for you. Unfleeted allied AIs, however, will not do this. Of course one can also have a wingman that's willing to share spare parts.
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Transporter Bug... Transporter Bug...
Only the host of a mission can beam around spare parts.
Obviously, in a solo mission, that isn't a problem, as the only player is the host... :D
In a multiplayer though, that can get quite annoying (one time, someone was trying to send me a few spares, but I wasn't receiving them as I was the host and the bug was affecting his ability to send me a few spares...)
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It takes more than one part to fix those engines anyway just my pov.
Just like shields do, engines will heal on their own, over time.
I voted that 15 was too high, with the understanding that you are talking about CA/CL class ships.
I actually preferred the days of 8 spare parts. The only thing bad about it was that both FF's and BB's had the same maximum number of spares.
I'd use a scale something like:
FF/DD/DDW: 5
CL/CW/CA/BCH: 10
DN: 15
-S'Cipio
The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
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The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
I think you need to explain what you are talking about. What is "everything else"?
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It takes more than one part to fix those engines anyway just my pov.
Just like shields do, engines will heal on their own, over time.
I voted that 15 was too high, with the understanding that you are talking about CA/CL class ships.
I actually preferred the days of 8 spare parts. The only thing bad about it was that both FF's and BB's had the same maximum number of spares.
I'd use a scale something like:
FF/DD/DDW: 5
CL/CW/CA/BCH: 10
DN: 15
-S'Cipio
The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
Um, no. It doesn't work that way. Labs control shield regeneration in SFC:OP
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It takes more than one part to fix those engines anyway just my pov.
Just like shields do, engines will heal on their own, over time.
I voted that 15 was too high, with the understanding that you are talking about CA/CL class ships.
I actually preferred the days of 8 spare parts. The only thing bad about it was that both FF's and BB's had the same maximum number of spares.
I'd use a scale something like:
FF/DD/DDW: 5
CL/CW/CA/BCH: 10
DN: 15
-S'Cipio
The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
Um, no. It doesn't work that way. Labs control shield regeneration in SFC:OP
Please don't confuse Age with actual facts.
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The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
I think you need to explain what you are talking about. What is "everything else"?
What about life support.defensive tractors,transporters and electronic warfare.I would assume that those labs get their power from the engines as well.When I lose 10% of my power my shield regenerate slower and some don't come back up until full power is resumed.It might ok with veteran player but how about the new players that will be coming online in the NDF(Near Distant Future).I hope you have a clearer understanding of this now.I am talking about mostly about a 1v1 here on any given time in the Dyna.
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The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
I think you need to explain what you are talking about. What is "everything else"?
What about life support.defensive tractors,transporters and electronic warfare.I would assume that those labs get their power from the engines as well.When I lose 10% of my power my shield regenerate slower and some don't come back up until full power is resumed.It might ok with veteran player but how about the new players that will be coming online in the NDF(Near Distant Future).I hope you have a clearer understanding of this now.I am talking about mostly about a 1v1 here on any given time in the Dyna.
You assume incorrectly.
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The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
I think you need to explain what you are talking about. What is "everything else"?
What about life support.defensive tractors,transporters and electronic warfare.I would assume that those labs get their power from the engines as well.When I lose 10% of my power my shield regenerate slower and some don't come back up until full power is resumed.It might ok with veteran player but how about the new players that will be coming online in the NDF(Near Distant Future).I hope you have a clearer understanding of this now.I am talking about mostly about a 1v1 here on any given time in the Dyna.
You assume incorrectly.
Please explain?
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The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
I think you need to explain what you are talking about. What is "everything else"?
What about life support.defensive tractors,transporters and electronic warfare.I would assume that those labs get their power from the engines as well.When I lose 10% of my power my shield regenerate slower and some don't come back up until full power is resumed.It might ok with veteran player but how about the new players that will be coming online in the NDF(Near Distant Future).I hope you have a clearer understanding of this now.I am talking about mostly about a 1v1 here on any given time in the Dyna.
You assume incorrectly.
Please explain?
No other way to explain it, your assumption is wrong. The only thing that controls shield regeneration in SFC:OP is the number of Labs. Period.
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What about life support.defensive tractors,transporters and electronic warfare.I would assume that those labs get their power from the engines as well.When I lose 10% of my power my shield regenerate slower and some don't come back up until full power is resumed.It might ok with veteran player but how about the new players that will be coming online in the NDF(Near Distant Future).I hope you have a clearer understanding of this now.I am talking about mostly about a 1v1 here on any given time in the Dyna.
You assume incorrectly.
Please explain?
Your shield regeneration does not depend upon the health of your engines. They heal at a set rate of one point per turn, plus a free bonus adjustment based upon how many lab systems your ship still has.
You might be getting confused by shield reinforcement. As your engines heal (or are fixed) you have more power, which might flow towards your shield reinforcement if you aren't asking your ship to use that power elsewhere. This might make your shields look stronger than they really are.
Labs take no power. Also, as they don't show on your User Interface, they can't be repaired after being destroyed unless you go back to a supply point and hit "repair" on the supply screen. Thus, afater a mission or three, you can expect to lose that lab bonus to your sheild regeneration.
Life support takes one point of power, but is constant. It takes neither more nor less regardless of the health of your engines.
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The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
I think you need to explain what you are talking about. What is "everything else"?
What about life support.defensive tractors,transporters and electronic warfare.I would assume that those labs get their power from the engines as well.When I lose 10% of my power my shield regenerate slower and some don't come back up until full power is resumed.It might ok with veteran player but how about the new players that will be coming online in the NDF(Near Distant Future).I hope you have a clearer understanding of this now.I am talking about mostly about a 1v1 here on any given time in the Dyna.
You assume incorrectly.
Please explain?
No other way to explain it, your assumption is wrong. The only thing that controls shield regeneration in SFC:OP is the number of Labs. Period.
What about the other items I mentioned and no I am not talking about shield reinforcement.I pull my shield slider 1/4 away across to give my shields more energy.That is what I am talking about.
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What about the other items I mentioned and no I am not talking about shield reinforcement.I pull my shield slider 1/4 away across to give my shields more energy.That is what I am talking about.
Just to confirm, you are talking about SFC:OP, right? ;D
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The shields would regenerate much faster if the engines were at full power or 100%.That goes the same with everything else.
I think you need to explain what you are talking about. What is "everything else"?
What about life support.defensive tractors,transporters and electronic warfare.I would assume that those labs get their power from the engines as well.When I lose 10% of my power my shield regenerate slower and some don't come back up until full power is resumed.It might ok with veteran player but how about the new players that will be coming online in the NDF(Near Distant Future).I hope you have a clearer understanding of this now.I am talking about mostly about a 1v1 here on any given time in the Dyna.
You assume incorrectly.
Please explain?
No other way to explain it, your assumption is wrong. The only thing that controls shield regeneration in SFC:OP is the number of Labs. Period.
What about the other items I mentioned and no I am not talking about shield reinforcement.I pull my shield slider 1/4 away across to give my shields more energy.That is what I am talking about.
If you are not going to even read the answers people provide you, there is little hope you will ever gain any knowledge. You are in fact talking about shield reinforcement.
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Life support takes one point of power, but is constant. It takes neither more nor less regardless of the health of your engines.
Umm... I always meant to ask this... In SFB, how long could you last without life support?
Basicly, could you shut it off to use elsewhere for a few turns?
Just wondering, since it would be a desperate measure...
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What about life support.defensive tractors,transporters and electronic warfare.I would assume that those labs get their power from the engines as well.When I lose 10% of my power my shield regenerate slower and some don't come back up until full power is resumed.It might ok with veteran player but how about the new players that will be coming online in the NDF(Near Distant Future).I hope you have a clearer understanding of this now.I am talking about mostly about a 1v1 here on any given time in the Dyna.
You assume incorrectly.
Please explain?
Your shield regeneration does not depend upon the health of your engines. They heal at a set rate of one point per turn, plus a free bonus adjustment based upon how many lab systems your ship still has.
You might be getting confused by shield reinforcement. As your engines heal (or are fixed) you have more power, which might flow towards your shield reinforcement if you aren't asking your ship to use that power elsewhere. This might make your shields look stronger than they really are.
Labs take no power. Also, as they don't show on your User Interface, they can't be repaired after being destroyed unless you go back to a supply point and hit "repair" on the supply screen. Thus, afater a mission or three, you can expect to lose that lab bonus to your sheild regeneration.
Life support takes one point of power, but is constant. It takes neither more nor less regardless of the health of your engines.
Age......Scipio has the best answer for your question bud. You are talking about specific shield reinforcement w/ the slider in the control interface. Shield reinforcement and shield regeneration are two seperate issues bud. Example if shield #1 (front shield) has a base level of 30 and fire takes it down to 25...it will recharge 1 point per term + whatever your lab bonus is. If you specifically reinforce this shield using the slider by adding warp power to it it adds to the base rate of the shield. Thanks Scipio for patiently answering his question...very nicely done.
V
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Life support takes one point of power, but is constant. It takes neither more nor less regardless of the health of your engines.
Umm... I always meant to ask this... In SFB, how long could you last without life support?
Basicly, could you shut it off to use elsewhere for a few turns?
Just wondering, since it would be a desperate measure...
Your crew perishes immediately if you do not allocate power to life support. However if your ship is crippled (as defined in the rules) then Emergency Life Support kicks in and requires no power.
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What about the other items I mentioned and no I am not talking about shield reinforcement.I pull my shield slider 1/4 away across to give my shields more energy.That is what I am talking about.
Just to confirm, you are talking about SFC:OP, right? ;D
Yes DH I am talking about SFC.2OP/EAW no not SFC3.Thanks Vorcha for clearing that up and Scipio.
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Have you thought about taking the labs of the ship into account when allocating spares? I know that EDR isn't a function accounted for in SFC, but I was wondering what your oppinion is on allowing for it.
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I thought the settings used on GW3 were fine. No complaints.