Illauna Illauna

I think I have the argument for why sensor cargo ships is too powerful as well as a solution.

I think I have the argument for why sensor cargo ships is too powerful as well as a solution.

I'm surprised I have yet to see the best argument against cargo ship sensors. Multiplayer. When I thought about it I wonder if each ship should be limited to one sensor module. Then SB sensors would be far more useful as a bonus. 

 

What does everyone think. 

652,486 views 135 replies
Reply #126 Top

I did the same for engines... if it becomes too little for the maps just add in a map modifier to the sensors so lets say insane map (MapSizeDefs.xml) give a +10-15% bonus to sensor range. There already is one for range where an insane map give +100% range. Or add a device that require Thulium that give say +25% sensor range in the late game.

 

You can also lower the modifier to say 8% so the fall is not as bad, but it is perhaps more intuitive to go with 5% or 10% steps.

 

I also like how Transport hulls are crap as sensor boats, you need at least a Medium hull to get a decent sensor ship, but the Large/Huge hull is the best.

Transport now also need more engines to go somewhere which I personally like... all transport hulls will be slow and blind... ;)

 

After looking at the math and playing with it some I might also suggest using -5% per sensor module instead of -10%, but for engines I find -10% to work pretty well. Those -5% will add up pretty fast as well...

Reply #127 Top

Quoting JorgenCAB, reply 126

I did the same for engines... if it becomes too little for the maps just add in a map modifier to the sensors so lets say insane map (MapSizeDefs.xml) give a +10-15% bonus to sensor range. There already is one for range where an insane map give +100% range. Or add a device that require Thulium that give say +25% sensor range in the late game.

 

You can also lower the modifier to say 8% so the fall is not as bad, but it is perhaps more intuitive to go with 5% or 10% steps.

 

I also like how Transport hulls are crap as sensor boats, you need at least a Medium hull to get a decent sensor ship, but the Large/Huge hull is the best.

Transport now also need more engines to go somewhere which I personally like... all transport hulls will be slow and blind... ;)

 

After looking at the math and playing with it some I might also suggest using -5% per sensor module instead of -10%, but for engines I find -10% to work pretty well. Those -5% will add up pretty fast as well...

Just made a graph of 8% penalty.

This results in 6 max possible sensors, before your sensors start giving negative range, because of how GC3 cumulatively adds things up.

10% seemed too harsh. Note: the 2.22 (2.0 is default) is a value I'm currently using for my starting sensors.

Jorgen: this is without any ship hull sensor penalties, or racial bonuses like you used.

 

Oh, and I didn't know about MapSizeDefs.xml; I'm gonna use that to make sensors scale according to map size.

Reply #128 Top

It warms the cockles of my heart to see you guys working this out to your satisfaction. I might dl it and try it if I am ever feeling particularly S&M.

BTW, GCII had a blind exploration option. Y'all should add elimination of stars from the map while you're at it. :)

Reply #129 Top

Yes... I agree 8% seem like a better start. You will get almost a maximum range of 8 with six sensors that way and after that a diminishing return.

 

Will you add the same diminishing return on engines as well in your mod?

Reply #130 Top

Quoting JorgenCAB, reply 129

Yes... I agree 8% seem like a better start. You will get almost a maximum range of 8 with six sensors that way and after that a diminishing return.

 

Will you add the same diminishing return on engines as well in your mod?

I might go lower with engines tbh, maybe 5%. I'll make some more graphs to see how it would play out. Will also make that map dependant, definitely.

I need to figure out some hexagon math, so I can make maps follow an accurate curve, and grant bonuses according to this curve, based on their size.

Reply #131 Top

Don't go to crazy on the scale thing, we still want the insane map to be epic in scale... anyway good work so far. :)

Reply #132 Top

Quoting Franco, reply 128
BTW, GCII had a blind exploration option. Y'all should add elimination of stars from the map while you're at it. :)

actually that option took away the display of the AI zone-of-influence from the minimap

Reply #133 Top

Quoting JorgenCAB, reply 131

Don't go to crazy on the scale thing, we still want the insane map to be epic in scale... anyway good work so far. :)

You're right, no point in making everything too mathy.

Reply #134 Top

no? I was gonna giggle at looking through like 40 graphs and lines and lines of math... would have been a fun time ;p

Reply #135 Top

Link to Function to play with (hope i did get it right),

has examples for 8% and 7% degradation:

 

Code: javascript
  1. https://graphsketch.com/?eqn1_color=1&eqn1_eqn=2*(1%2B(-0.08*x%2F1))%2B(2.22*x*(1%2B(-0.08*x)))&eqn2_color=2&eqn2_eqn=2*(1%2B(-0.07*x%2F1))%2B(2.22*x*(1%2B(-0.07*x)))&eqn3_color=3&eqn3_eqn=&eqn4_color=4&eqn4_eqn=&eqn5_color=5&eqn5_eqn=&eqn6_color=6&eqn6_eqn=&x_min=-1&x_max=17&y_min=-1&y_max=10&x_tick=1&y_tick=1&x_label_freq=5&y_label_freq=5&do_grid=0&do_grid=1&bold_labeled_lines=0&bold_labeled_lines=1&line_width=4&image_w=850&image_h=525

 

No clue how to post a link here....