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Unread 9 Sep 2008, 17:42   #18
Marka
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Join Date: Apr 2005
Posts: 165
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Re: More "realistic" fleet sizes and prizes

As maybe not entirely visible in my second post - I don't only want a proportional change.
So let's put some more numbers behind that idea:

Pricing scheme (all numbers are of each res)
Fighter: 1.000
Corvettes: 2.000
Frigates 10.000
Destroyers 20.000
Cruisers 100.000
Battleships 200.000

Average fleets (with 20M each invested in each class)
Fighters 20.000
Corvettes 10.000
Frigates 2000
Destroyers 1000
Cruisers 200
Battleships 100

Battle with expensive ships
100 BS in the attack fleet:
  • vs. Battleships - 1 CR kill 1 BS - 100 needed for full cover
  • vs. Cruiser - 2 CR kill 1 BS - 200 needed
  • vs. Destroyers - 10 kill 1 - 1000 needed
  • vs. Frigates - 20 kill 1 - 2000 needed
Right now we don't have any FI/CO attacking CR/BS so that can be left out.
I also know that the Battle engine is way more complicated - just very simple examples.

Worst case for each class is either 1 CR, 9 DE or 19 FR attacking without having an effect - between 100k each or 190k each res doing nothing - this number will remain static throughout round.

Problems occur as soon as we apply races and stats. That can lead to a single BS not able to kill another, yet I doubt it would be easy to construct any set where more than 250k each are inactive.

Other (possible) effects
  • Battles easier to calc
  • Scan pricing doesn't seem that obscene anymore
  • More thinking needed when ordering
  • Many I can't think of atm

On a sidenote - to implement big numbers again - multiply income and all prices by 1000. Woule sort of resemble money then - 3 million for a fighter - 600 million for a battleship etc etc.
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