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Post by Abdiel on Mar 28, 2010 2:23:55 GMT
Does this mean one technology and two empty slots (three slots total), or only two total?
Also, is it possible to somehow get more tech slots? If not, what do we do with RP once we fill up the slots we have?
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Post by Omega Chief on Mar 28, 2010 2:33:07 GMT
Ah, that's supposed to read 1 free techslot.
It should also say new techslots cost 10,000 RP! Silly me, I'll get on that.
So yes, you start with one technology already and one free slot to develop another, to clarify.
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Kane
Junior Member
Posts: 87
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Post by Kane on Mar 28, 2010 4:47:59 GMT
So, question on tech...
When starting, you have one (?) free slot, and one free tech to put into that slot. Am I following correctly?
Or do you have two free slots, and one free tech to put in, with a spare slot for whatever you research next?
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Post by Kobi on Mar 28, 2010 4:52:54 GMT
You have two slots.
You receive one free tech at the start, this tech occupies one slot. You have one spare slot.
Extra slots cost 10,000 RP each.
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Kane
Junior Member
Posts: 87
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Post by Kane on Mar 28, 2010 5:09:07 GMT
Ah, gotcha. Thanks for the clarification.
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Kane
Junior Member
Posts: 87
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Post by Kane on Mar 28, 2010 6:55:40 GMT
Apologies in advance for the double-posting here, but I think this needs to be looked into.
I was doing up a Turn Zero thing for myself, and I noticed something when it came down to building research stations. As per the faction history, it would make sense to have one large research base, if not other smaller ones with it. Well, I did the math after looking into it, and came up with a rather startling conclusion.
Small base requires 300 PP, and produces 100 RP a turn. Medium base requires 600 PP, and produces 150 RP a turn. Large base requires 1200 PP, and produces 200 RP a turn.
For the same price as my large base, and only get 200 RP a turn, I could have four small ones, and get double that. The overall conclusion being that there is no point at all in building anything besides small research bases.
Problem? I happen to think so, so I figured I'd point it out here. Apologies to those who discovered it before hand and thought of using it as a sneaky way to get RPs faster.
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Post by Kobi on Mar 28, 2010 7:16:44 GMT
Thank you Kane, the stats will be nerfed.
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Post by Shard on Mar 28, 2010 8:43:24 GMT
The new stats have reversed the trend. Is it intended for research to gain benefits from being centralised? If so, why does this apply to research and not production?
It makes more sense than the previous issue, but just thought I'd point it out and ask for a little clarity on the thought process.
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Post by Abdiel on Mar 28, 2010 14:22:36 GMT
CYO(F|E) rules have a long tradition of being not very well thought out with regards to balance. You can also get Large bases for cheaper by first building Small ones and upgrading those. If you do the math that is actually a bit more efficient than a bunch of small bases (at least it was yesterday, I will check the new stats).
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Post by Kobi on Mar 28, 2010 15:51:47 GMT
Stats have been fixed, and should be better now. If there are any other rule concerns let me know.
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Post by Omega Chief on Mar 28, 2010 16:21:09 GMT
It happens, we're only human!
Mostly my fault there, sorry guys :<
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Post by Shard on Mar 28, 2010 17:51:57 GMT
I noted the upgrade quirk as well, but in terms of the bases paying for themselves and immediate gain, it's pretty minimal, so I didn't pay any mind to it.
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Post by Abdiel on Mar 28, 2010 20:21:03 GMT
Planets are horribly underpowered in terms of resource production. Even level 5 output only as much PP and RP as a large Production and a large Research post, but cost close to 5x as much. And they offer no other (obvious) benefits.
I am also missing a bit of variety of small ship types - not everyone wants to cover the suns by humongus beasts of tritanium!
And as I said before, probably the most imbalanced thing is the map. Luckily I got quite a good spot myself.
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Post by Kobi on Mar 28, 2010 20:29:39 GMT
The map is not final. So, shut the fuck up and settle down.
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Post by Abdiel on Mar 28, 2010 20:30:53 GMT
Oo...kay. Thanks for clarification.
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