Search found 283 matches

by Morlic
Mon Nov 18, 2019 11:53 pm
Forum: Other Game Design
Topic: A little less comsat spam
Replies: 20
Views: 549

Re: A little less comsat spam

I'd thought i'd heard that the problem was that comsats were cheap, fast, and didn't accrue maintenance costs, so spamming them had no drawbacks. The cost-change will have some early-game implications. It does not change lategame problems. Decoys scale extremely well into the lategame as 1) Their (...
by Morlic
Tue Oct 22, 2019 8:14 pm
Forum: General Discussion
Topic: Shots distribution
Replies: 8
Views: 419

Re: Shots distribution

I feel like this would be better visualized with something more like a bell curve. Well, shots distribution does not follow a normal distrubution. The curves you get are like the ones showed in the OP. Well, another way to plot data would be to look at the probability of a given ship taking n hits....
by Morlic
Tue Sep 24, 2019 7:28 pm
Forum: Other Game Design
Topic: Production/Research bonuses from techs too big?
Replies: 6
Views: 1079

Re: Production/Research bonuses from techs too big?

His point is that researching new military techs generally increases "cost efficiency" of a design - so your 100 PP/turn translate into more MilitaryPower/turn if you have better military tech. Imagine you could for a certain amount of RP either a) an economy tech to improve your PP output by 20% or...
by Morlic
Sat Sep 21, 2019 5:59 am
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 47
Views: 4105

Re: Measuring efficiency of ship designs

(I'll just use structure below. As discussed earlier in this thread, min_hits_to_die may be more useful in some circumstances. It'll arithmetically cancel out here, anyways). I agree with your analysis as far as using structure is concerned. However, this statement is incorrect. Given 6 damage, 3 s...
by Morlic
Mon Sep 16, 2019 7:08 pm
Forum: General Discussion
Topic: Multiplayer slow game server
Replies: 503
Views: 81435

Re: Multiplayer slow game server

What happens if there are 4 empires considering all possible alliance combinations? I think simplest behavior would be to give supply if all empires with equal supply are allied with each other. If there is any non-alliance, then there is conflict in the system and no supply. It's KISS, easy to impl...
by Morlic
Sun Sep 15, 2019 7:59 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 28
Views: 2052

Re: Should fighters really act as cannonfodder?

Just to clarify/correct myself: When I wrote turn I meant end of combat round/bout.
by Morlic
Sun Sep 15, 2019 6:43 pm
Forum: Other Game Design
Topic: Should fighters really act as cannonfodder?
Replies: 28
Views: 2052

Re: Should fighters really act as cannonfodder?

Fighters as cannonfodder would be fine with me if they were actually removed as combat targets after being shot down. Since they are removed at the end of turn, they can block an arbitrary number of shots. A interceptor carrier with a single launch bay launches 4 interceptors per turn. This means a ...
by Morlic
Tue Sep 10, 2019 5:36 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 47
Views: 4105

Re: New Fuel Settings?

So if the original intended balance was robo hulls are a good choice vs organic line if you put shields in them(?) this is not really true. Shields in robo hulls are only good against some monsters (e.g. maintenance ships) and mass driver enemies. Also vs weak pilots and early laser levels. But yes...
by Morlic
Tue Sep 10, 2019 5:10 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 47
Views: 4105

Re: New Fuel Settings?

One (at least I) would think that at larger scales this phenomenon will be negligible, but even that is not entirely clear (at least to me). My calculation above still showed a slight favoritism towards the more split (i.e. larger numbers of "smaller" ships) fleet when the sizes of the fleets were ...
by Morlic
Mon Sep 09, 2019 7:22 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 47
Views: 4105

Re: New Fuel Settings?

I also want to point out that what we are discussing here is rather outdated with the introduction of fighters. It also doesn't hold well when cheese tactics like decoys are involved. For example, if I have 1 main battleship and 9 decoys, then the chance for each shot to hit the battleship in first ...
by Morlic
Mon Sep 09, 2019 7:06 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 47
Views: 4105

Re: New Fuel Settings?

It is straight forward to derive the quadratic cost scaling. Problem: Given x PP, what is the optimum way to build my fleet? Answer: total_value = total_damage*total_structure I can build N(x) = (x/cost) ships which have (structure) and (damage) each. total_value(x) = (N(x)*damage)*(N(x)*structure) ...
by Morlic
Mon Sep 02, 2019 6:51 pm
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 47
Views: 4105

Re: New Fuel Settings?

Sigh. Badly worded. I meant the number of installed weapons (== the number of free external slots after adding fuel/shields). Assuming you mean armor parts (as both fuel and shields go into the internal slot), it is clear to me now what your formula intends to achieve. "number of weapon slots" is p...
by Morlic
Sun Sep 01, 2019 11:16 am
Forum: General Discussion
Topic: Measuring efficiency of ship designs
Replies: 47
Views: 4105

Re: New Fuel Settings?

Why do you think that is not a good formula for cost efficiency? (max_hits_of_survival*number_of_external_slots)/cost 1) Number of external slots is a very weird parameter to choose - it does nonlinearly contribute to "max_hits_of_survival" and does (due to cost and hull structure favoring different...
by Morlic
Thu Aug 29, 2019 1:47 pm
Forum: Play-Testing Feedback
Topic: New Fuel Settings?
Replies: 45
Views: 22773

Re: New Fuel Settings?

Would exchanging an external slot for 2 fuel (so 3.5 fuel) make sense to you? Speaking of early game (up to military techs of Laser, Zortrium and first shields): With current balancing (4 external slots), the robotic hull is only cost-efficient* if you use shields against MD4 level (i.e. 6 damage p...
by Morlic
Tue Aug 20, 2019 5:32 pm
Forum: Play-Testing Feedback
Topic: Crash on save load (corrupted save?)
Replies: 12
Views: 9255

Re: Crash on save load (corrupted save?)

Crashes for me as well. Server log: 19:19:41.897680 {0x00002fa0} [debug] FSM : ServerFSM.cpp:2139 : WaitingForSPGameJoiners::react(const CheckStartConditions& u) : have all 5 expected players connected. 19:19:41.897680 {0x00002fa0} [debug] FSM : ServerFSM.cpp:2152 : Loading SP game save file: C:/Use...