Forum - Space Odyssey MMORPG - a massive free online space game

General Talk => Design & Strategy Room => Topic started by: darklordofthesith on June 10, 2006, 11:22:23 AM



Title: Designing Superships
Post by: darklordofthesith on June 10, 2006, 11:22:23 AM
How should I split up the hitpoints and hull for a supership, mainly for missions.

Take for example a ship with 10,000,000 hull.

So I wanna know, how to split that up.  And also how do I split up the energy?

All I know now is that half hull should go on powercore, but I'm not sure if I'm right!


Title: Re: Designing Superships
Post by: Seither on June 10, 2006, 11:31:05 AM
You want a lot of hp, the ratio I see most, that works fairly well is this:

1/2 power core
1/3 special
the rest is either weapon, or armour, then weapon.


Title: Re: Designing Superships
Post by: Chronos on June 10, 2006, 01:35:32 PM
The numbers tell me that all but about eight hull per component should go to the powercore. I've found that there are specific weights that, once you reach them, make it a waste to move any more hull to them.

The weights are all around eightish, my analysis has shown.


Title: Re: Designing Superships
Post by: Seither on June 10, 2006, 01:39:53 PM
If you say so Chronos, you know better then I do.


Title: Re: Designing Superships
Post by: Chronos on June 10, 2006, 01:45:03 PM
I've been doin' some analysis with the stats 'n stuff. Some of the results have been quite surprising, if I have my numbers right in those areas.


Title: Re: Designing Superships
Post by: darklordofthesith on June 10, 2006, 02:42:23 PM
So your telling me to build a supership and put just 8 weight on weopens and special and shield!  That REALLY works best?!


Title: Re: Designing Superships
Post by: charmuska on June 10, 2006, 02:44:09 PM
Try it!

You don't have to buy the ship to see what it's like, either.


Title: Re: Designing Superships
Post by: Chronos on June 10, 2006, 03:01:29 PM
Put the rest into powercore and use energy to make everything better. You'll see specs like this sometimes:

Weapon-mabob:
Cost: 3
Weight: 8
Energy: 6451324534135
Attack: *PWNAGE*


Title: Re: Designing Superships
Post by: darklordofthesith on June 10, 2006, 05:55:40 PM
Is it beneficial to have 8 weopens at 1 weight each, or to just have the 1 with a weight of 8?

same with special & shield?


Title: Re: Designing Superships
Post by: Chronos on June 10, 2006, 06:03:29 PM
Erm, sometimes, I think. But I'm going to have to pass this question on to someone else. Just keep in mind, there is a penalty for using multiple weapons.

It's like

1 - (99)x

percent, or something, where x is the number of weapons.


Title: Re: Designing Superships
Post by: Seither on June 11, 2006, 05:43:54 AM
That few weapons, no, it'll hurt more then help.


Title: Re: Designing Superships
Post by: PDJ on July 02, 2006, 05:23:09 AM
The numbers tell me that all but about eight hull per component should go to the powercore. I've found that there are specific weights that, once you reach them, make it a waste to move any more hull to them.

The weights are all around eightish, my analysis has shown.

I make them 6 for specials, 8 for shields and weapons and 9 for computers  L:)

That is the numerical analysis... remember that 1 weight core~400 Energy and Energy takes 3 credits off the tag => 1 weight ~ 1200 "Energy-credits" for 165 credits paid out.  :yawn:
Must admit that it only works on Superships due to size restrictions.


Hope it helps.
:cheers:
PDJ


Title: Re: Designing Superships
Post by: Chronos on July 02, 2006, 05:22:02 PM
Erm, those three numbers are accurate, but the reason is more buried in the first have of the specific weight equation. Almost all stat formulae have two parts, the second part of the weight formula is never worth the weight. The first part is worth it up to a point, find that point and you found the optimum.

And in an energy core, the weight gives 1000, but the energy takes 2.5, I believe. So ya, it's 400.


Title: Re: Designing Superships
Post by: Gunfighter Frank on July 27, 2006, 03:52:23 PM
ok weapons if more than 1 will take 1% attack and 1% acu per weapon. some times I have got better results with a few smaller weapons than 1 large weapon.  but that is 2 low acu weapons and high attack and 1 huge acu weapon and moderate attack.  That is only for the tiny ships that I use this theroy on. since with the larger ships energy is abundent and it is not necessary to play that game not to mention comps are very useful to counter that acu thing. you just have to do the math to get the best results