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Author Topic: Design Guide  (Read 17902 times)
darklordofthesith
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« on: May 11, 2006, 01:18:24 PM »

Is there a guide about designs I could read?  I have read what it says in the main guide but I want some more info.  I understand designing but need help making good designs.
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Chronos
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« Reply #1 on: May 11, 2006, 02:10:06 PM »

Try reading the two stickies, "Supership Help" and "Swarmer Help", they're chock-full of useful information. ^_^
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« Reply #2 on: May 12, 2006, 07:40:31 PM »

would be a point.. read before you post...
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darklordofthesith
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« Reply #3 on: May 13, 2006, 03:56:35 AM »

I did look, and didn't think too highly of it.  I mean like a proper written stratagy guide.  has anybody made one?
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ars68
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« Reply #4 on: May 13, 2006, 08:58:32 AM »

not really, and for a very good reason.  something like that would be MUCH more complex then you may think.  the closest to how to design is what I am doing, and you probably woulnd't want that, as some of it is just "meh, let's make it with THIS much"  so you see, there is no 1 way to design ANYTHING, even the best way to do it is most likely partly "guess-work" because different size ships need different things.
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Finis
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« Reply #5 on: May 13, 2006, 03:59:39 PM »

If anyone wants to help, I can start working on gathering information to try and find the complete equations. I find myself sitting online with no turns or playing the market, so I have time to do so. I have some basic framework to start with from Lunanova, during my time with The Connection. But an actual guide, might take too much work to be fesible. Even from the two I know to be considered authorities in the aspect (ars68 and gunfighter_frank).
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ars68
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« Reply #6 on: May 13, 2006, 06:57:00 PM »

well, what I would suggest is to start off figuring out the individual stat prices.  like for instant, for the most part, 1 point of attack on a weapon will cost 10 credits each.  for most of them, this will work except of course for stats being lowered so low (energy and space) and % stats that are exponential.

another one you may want to ask is ronald, as he has claimed more then once he has succesfully copied down all design formulas...
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Chronos
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« Reply #7 on: May 13, 2006, 07:04:53 PM »

Most stat prices start off exponential and then turn linear.
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Finis
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« Reply #8 on: May 13, 2006, 10:35:34 PM »

This is what you are referring to ars. and yes Chronos, I've noticed that it only works after a certain point.
AttributeCost (credits)
Weight-1000
Energy-3
Space+165
Defense Point (special)+500
HP (special)+10
Weapon Attack+10
HP (armor)+15
Marine+3.5
Energy (generated from powercore)+2.5
Computer Acc.+2000^(%-1)
Def. bonus (%)+2000^(%-1)
Shield ABS+2000^(%-1)

All these are from lunanova, while I was in the connection.
The one remaining equation is that 1500 attack = 1% acc on a weapon. (They go in opposite directions)
The weight I've not confirmed for everything. The marines I haven't confirmed. And the % equations I can't get to work. Also, too low of numbers and these values don't work (as Chronos pointed out).

Ronald any insight would be appreciated.
« Last Edit: May 13, 2006, 10:38:05 PM by Finis » Report to moderator   Logged
Chronos
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« Reply #9 on: May 13, 2006, 11:33:43 PM »

Assuming we're looking for the difference between an x and it's successor.

Computer percents follow:

500 * 2^x


Weight starts off with:

a/(2^(x))


Armor:
a = 10.638.400

Computer:
a = 256.000

Marines:
a = NA

Powercore:
a = 204.800

Shields:
a = 204.800

Special:
a = 16.000

Weapon:
a = 204.800


There is a strange shift where the algorithms overlap, however.
« Last Edit: May 13, 2006, 11:47:32 PM by Chronos » Report to moderator   Logged

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« Reply #10 on: May 15, 2006, 02:04:33 PM »

A) that's confusing, and B) You guys feel free to make one, I'm not, to complex and I suck at math.
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Finis
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« Reply #11 on: May 15, 2006, 05:32:21 PM »

A) that's confusing, and B) You guys feel free to make one, I'm not, to complex and I suck at math.
Good thing I can do some simple Calculus in my head. 15 I'll start some experiments then, since there appears to be enough interest. Ronald if you would like, please send any information you have to me ID#3229. I would appreciate the help.
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Chronos
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« Reply #12 on: May 15, 2006, 05:41:59 PM »

Here's some info.

To sum up the computer percent differences between 0% and x%, use the equation:

500 * (2^(x+1) - 1)

And, I believe, to sum up the differences in the first part of the weight formula between 0 and x, you use:

3.276.800 * (1 - (1/2)^(x+1))


I wuv my Graphing Calculator ^_^, expensive though. :-/
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Finis
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« Reply #13 on: May 15, 2006, 05:52:04 PM »

Chronos, thanks for those equations. I'll test them at the latest tomorrow. I have about 9 hours to finish a midterm project for Computer Science.
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Chronos
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« Reply #14 on: May 17, 2006, 04:37:22 PM »

I'm having trouble with the energy formula for weapons though.

I know that, for the first part of the equation, if you increase the energy from (x) to (x+1), you increase the deduction by:

10.000.000
----------
 (x2 + x)


But I can't figure out the formula for it's sum. Anyone have any ideas? It sorta looks like a limited growth formula, but it ain't no normal one, I believe.

Oh and the difference between (x)% and (x+1)% ACU for (x > 29), you use the formula:

10 * 2(x - 30)

Which sums up to:

10 * (2(x - 29) - 1)

I'm pretty sure that's correct.
« Last Edit: May 17, 2006, 04:52:17 PM by Chronos » Report to moderator   Logged

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