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Author Topic: Spaceyard manager  (Read 8665 times)

Comp112

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Re: Spaceyard manager
« Reply #15 on: August 23, 2011, 10:54:32 pm »

Seems we have a tie...
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Toaster

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Re: Spaceyard manager
« Reply #16 on: August 23, 2011, 10:56:19 pm »

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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Ukrainian Ranger

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Re: Spaceyard manager
« Reply #17 on: August 24, 2011, 08:46:12 am »

Antaris yard

Spoiler: Balance (click to show/hide)

Spoiler: Staff (click to show/hide)


Spoiler: Known modules (click to show/hide)

Spoiler: Models (click to show/hide)

Spoiler: R&D (click to show/hide)


A little teaser, I'll explain all that later, feel free to ask questions about this stats, game mechanics and the setting. so I'll not forget something important
 


« Last Edit: August 24, 2011, 01:54:18 pm by Ukrainian Ranger »
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

NRDL

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Re: Spaceyard manager
« Reply #18 on: August 24, 2011, 08:53:08 am »

Continue manufacturing llama haulers, and try to make semi-semi-decent profit.  Either hire a researcher to design new ship designs, or buy them off a different company.  Or, if you don't have enough money, do some industrial espionage and steal some ship designs from other competitors. 

So we're in Viako, a space pirate infested wreck.  At least a lot of people are going to be hauling the ruined raided spaceships, and they'll know where to buy some Llama Haulers. 
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

evilcherry

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Re: Spaceyard manager
« Reply #19 on: August 24, 2011, 08:56:34 am »

I feel that Modular Tugs+barges would be a more viable alternative to rigid-hulled ships.

And Self defense. This place is pirate infested.

Comp112

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Re: Spaceyard manager
« Reply #20 on: August 24, 2011, 09:26:40 am »

I agree on the modular ships bit. With the pirates around, we will need a way to cheaply and quickly manufacture ships.

Firstly though, we really do need to start some R&D, so we either need researchers, or we need to purchase blue prints.
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Ukrainian Ranger

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Re: Spaceyard manager
« Reply #21 on: August 24, 2011, 09:45:38 am »

Researches are needed for new technologies, for new modules\ships you need engineers.
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

RAM

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Re: Spaceyard manager
« Reply #22 on: August 24, 2011, 10:21:40 am »

Weaponise our engines, either by focusing their output (probably lacks the range to do anything unless an attempt is made to board a functional ship) or by designing missiles, which should just be miniature versions of the engine and hull technology with most of the other components stripped out and some extra automation. So lets research automation! It may make us popular if people don't actually have to be on their ship to fly the local neighbourhood...
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Toaster

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Re: Spaceyard manager
« Reply #23 on: August 24, 2011, 10:24:36 am »

If we wanted to produce a model with two engines, would we need two hulls?


We do have the one engineer- s/he needs to get cracking on some new designs.  I'm thinking on the "generic" track, though I do see merit in faster engines, as people probably just want to ditch pirates more than fight back.  Bactrian haulers instead of dromedary.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Roboboy33

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Re: Spaceyard manager
« Reply #24 on: August 24, 2011, 11:02:50 am »

Two hulls, one engine.
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SHUT UP AND ENJOY THE CATS

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stabbymcstabstab

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Re: Spaceyard manager
« Reply #25 on: August 24, 2011, 11:40:50 am »

We should build a few light defense ships to protect our shipyard we should find a reseacher and start researching some basic weapon and design some better hulls.
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Contemplate why we have a sociopathic necrophiliac RAPIST sadomasochist bipolar monster in our ranks, also find some cheese.

Ukrainian Ranger

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Re: Spaceyard manager
« Reply #26 on: August 24, 2011, 02:23:26 pm »

No questions, only suggestions :)

OK. now it's time to explain mechanics.

Assembly lines :
I will not simulate price of materials, because it's boring, time consuming and not really necessary. The only needed resource is assembly lines.
As you noted assembly lines have  production effectiveness. It is multiplier, so 1 line with production effectiveness 3 is as good as 3 lines with production effectiveness 1. There are different ways to improve effectiveness, but mainly it's an experience, the longer you produce some part, the higher effectiveness you'll get. When you change production expect a drop in effectiveness.

Docks: You can produce as many ship per month as you have docks,nd you can't produce ships larger then available dock. For now you can produce only 1 hull ships

Hulls:
Hull = hull + generator + crew cabins + everything else that I don't want to simulate

Turns: One turn = one month

R&D:
To develop any module or ship you need to launch R&D project and assign engineers, scientists or spies to it. You may assign one person to several projects. You can't simply combine Module A and nodule B and get a new ship

Production: Every turn you will automatically produce modules as long as you have active assemble lines, but for ship you need to give an order

+ some info about the setting:
1) There are no aliens
2) there are no energy shields, no anti gravitation, no teleportation, no holodecks, no sentient computers
3) The only way to travel between star systems is via stationary jump gates

Now I need :

1) Ship production order, no real options here, yet
2) At least one project for your engineer
3) What will our mighty hero Not Voting do. You may look for new staff, you may look for new designs,  you may look for options to expand production or anything else that you like

then I'll post turn 1
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

evilcherry

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Re: Spaceyard manager
« Reply #27 on: August 24, 2011, 02:36:17 pm »

1. Churn out 3 Llama Haulers.
2. More Powerful engines.
3. Expand production by building more assembly lines. We have more docks that we can fill.

Ukrainian Ranger

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Re: Spaceyard manager
« Reply #28 on: August 24, 2011, 02:38:02 pm »

You may produce 9 Lllama Haulers
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Toaster

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Re: Spaceyard manager
« Reply #29 on: August 24, 2011, 02:52:54 pm »

1. Churn out 3 9 Llama Haulers.
2. More Powerful engines.
3. Expand production by building more assembly lines. We have more docks that we can fill.

3. Seek out more engineers.  We fill 90% of our dock space in a month- we don't need more production capability yet.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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