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The issue of power creep and its solutions.

 
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The issue of power creep and its solutions. - 8/21/2014 3:29:15 PM   
Gas Can

 

Posts: 16
Joined: 3/2/2012
Status: offline
So basically as you progress through the tech tree you just build larger and larger ships, there's absolutely not point in having smaller ones. It is always better to have one ship with 200DPM and 200HP than to have 2 ships with 100DPM and 100HP each because:
1. One of the smaller ships will be destroyed first and there will be one less gun firing.
2. Certain modules like Warp Drive and Command Center do not scale with the ship size. The same warp drive will take a dreadnought and an escort to the same warp speed while taking up the same room on each ship, therefore it is always more efficient to build bigger ships. In the end, it is really dump that for ship design you just stuff everything in and destroy an entire fleet with one ship.

Solutions:
1. Since this game does not support module scaling like some other games, a way to do it is to either force the player to add multiple warp drives into one ship, or just make the warp drive less and less energy efficient with increasing ship size. So it will eventually come to a stage that a dreadnought is totally incapable of high warp travel not matter how much energy cores you squeeze into it.
2. Ships exceeding certain sizes cannot be built by normal stations, and they cannot dock on normal stations neither, making repairs/retrofit work difficult. You need to build a special station exceeding certain size to do so.
3. Bigger ships have more difficulty in staying stealth or avoiding fire. Clocking device and ECM generally dont work well on dreadnought class ships.
Post #: 1
RE: The issue of power creep and its solutions. - 8/21/2014 4:28:55 PM   
Blackstork


Posts: 391
Joined: 7/7/2014
Status: online
It could be solved by linking size of ship and countermeasure and enemy targeting multipliers. Smaller the ship countermeasure effects will be more effective on it and enemy targeting less effective.

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Alien Immersion - Extended Mod (WIP) : http://www.matrixgames.com/forums/tm.asp?m=3651979
Beyond Extended Universe Mod Pack (WIP): http://www.matrixgames.com/forums/tm.asp?m=3657646

(in reply to Gas Can)
Post #: 2
RE: The issue of power creep and its solutions. - 8/21/2014 6:46:56 PM   
Tanaka


Posts: 2753
Joined: 4/8/2003
From: USA
Status: offline
quote:

ORIGINAL: Gas Can

So basically as you progress through the tech tree you just build larger and larger ships, there's absolutely not point in having smaller ones. It is always better to have one ship with 200DPM and 200HP than to have 2 ships with 100DPM and 100HP each because:
1. One of the smaller ships will be destroyed first and there will be one less gun firing.
2. Certain modules like Warp Drive and Command Center do not scale with the ship size. The same warp drive will take a dreadnought and an escort to the same warp speed while taking up the same room on each ship, therefore it is always more efficient to build bigger ships. In the end, it is really dump that for ship design you just stuff everything in and destroy an entire fleet with one ship.

Solutions:
1. Since this game does not support module scaling like some other games, a way to do it is to either force the player to add multiple warp drives into one ship, or just make the warp drive less and less energy efficient with increasing ship size. So it will eventually come to a stage that a dreadnought is totally incapable of high warp travel not matter how much energy cores you squeeze into it.
2. Ships exceeding certain sizes cannot be built by normal stations, and they cannot dock on normal stations neither, making repairs/retrofit work difficult. You need to build a special station exceeding certain size to do so.
3. Bigger ships have more difficulty in staying stealth or avoiding fire. Clocking device and ECM generally dont work well on dreadnought class ships.


Great ideas.

See this discussion: http://www.matrixgames.com/forums/tm.asp?m=3670373

I definitely recommend the AI improvement mod it gives you the best current solution for this problem! It is a must have mod!

http://www.matrixgames.com/forums/tm.asp?m=3647528

< Message edited by Tanaka -- 8/21/2014 7:48:55 PM >


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