Pre-SysNES2: Beta-testing and Submission

Right, if you don't have a faction/polity icon/logo (and I don't think anyone but me does), you should probably invest time in making one! Some examples, and historical versions. Should probably be decently large, monochrome, on transparent backgrounds. (That means .png!) It would be pretty cool if people made their own.

You should probably also consider the idea of colors, perhaps in a fashion sort of like this.
 
I am so excited :D
 
I'll get to work on a colour scheme and logo Sym! I've been brainstorming the latter for a little while already.

I'm a bit confused about the difference between Particle and Beam Sails. I guess I'll get that worked out after I place my most likely terrible new ship design in a little bit.
 
Yeah. I have no idea if these plans I'm working on are anywhere close to good. I fear that there's no clear goal they're working towards... it feels like I'm just tossing together things that fit my tech level. :p Might be because it's 5 AM here now.
 
While I am generally quite unskilled with image design, I whipped this sketch for the Standards standard together.

N7BfZ.png


The symbolism is reasonably obvious. Anyhow, if someone wants to pretty this up I'd be much obliged.
 
While I am generally quite unskilled with image design, I whipped this sketch for the Standards standard together.

N7BfZ.png


The symbolism is reasonably obvious. Anyhow, if someone wants to pretty this up I'd be much obliged.

Step one to making icons: rasters are awful.

standardj.png


I don't get the symbolism myself either - robotfighterplanepenis? Elaborate upsidedown neck tie?
 
It was supposed to look vaguely birdlike, so flight/freedom/libertarianism. The sides are supposed to be chevrons, to represent the influence of the fleet. Looking like a fighter plane is a nod to the past of the Standards as crazy pilots in the war.

Like I said, I'm crap with images.
 
Looks vaguely like a Canadian leaf Thlayli, and I see a messed up Detroit Red Wings logo in Dis' grab bag. :p
 
Time for some colonization questions.



Ships can only make 1 IS jump per turn, correct?

What are the transit times of IS jumps?

Does IS capability influence anything other than the ability to make certain jumps and the arrival calculator? Other than arrival time, is a 90 IS ship basically the same as a 45 IS ship?

The front-page says that Burst/Manifold Drives can only make the easiest IS jumps. I assume this hasn't changed?

Let me see if I understand range right. Example:
- You have a Burst Drive IS scout. It jumps to a System B on turn 1.
- It spends time there until turn 2 when it can jump again. It need 1 total range to do this, right?
- It jumps to System C on turn 2. It decides to spend all of turn 3 there. To do this it needs another 2 range, for a total of 3, right?
- It jumps to System D on turn 4, where it finds a friendly base. It does not need more than the 3 total range to do this, right?

There’s no additional range requirement for more difficult IS jumps, correct?

For the purposes of range, where is the line drawn between a system that can resupply ships and a system that can’t. I assume a shipyard suffices, sure, but what about before that. The ability to land in an owned region? What if that region holds nothing but a base?

How does pop migrate inter-system? As long as there’s a supply/trade route linking the two systems?

Say I have two sets of ships: one has burst drives and a hangar, the other is basically just cargo bays. On their own, neither of the two can link two systems, but together they can. I can still assign them to my merchant fleet (in a 1:1 ratio or whatever is needed), and I will get inter-system supply out of them, right?

Speaking of hangars, what are the limitations on them? Right now you can have ships with sizes smaller than their hangar space for example. Do the same limitations apply to external hangars as to internal hangars?

What exactly can Engineering Bays construct (as long as they have the necessary resources of course)? Or rather, what can they not construct?

I assume that s can be invested into refining something over a number of turns, rather than all at once. What about e? Edit: Terraforming too.
 
@qoou
Yes
Between a year and forever.
Yes, though a 90 IS ship could conceivably transit to stars outside the segmentum from pretty much anywhere.
No it changed, I've said so a bunch of times, that comment predates the concept of IS rating.
At the end of ever turn a ship is not serviced, its range ticks down by 1. If it goes to less than zero it has to be abandoned. This is not a complex concept and should answer your scenarios.
No
As I said several times, a ship needs to be serviced in the same scale of facility that can build it. Small ships can get away with spacedocks and spaceports, larger ships need shipyards. Systems don't service ships, you move to the specific installation.
Unless you have no merchent fleet its assumed you have supply routes to every system from your capital.
No thats stupid.
Hangers just fit stuff inside - volume of a ship components is not the same as total volume.
Engineering bays construct buildings and construction type terraforming improvements - what else is there to construct?
Yes. e has, and always has been you have to spend it all at once as I'm not keeping track of fractional e progress towards things + it makes raiding more viable.
 
Between a year and forever.

Right, that's what I was asking; is the travel time formula revealable, or will we have to find it out on our own? (or something else)

Unless you have no merchent fleet its assumed you have supply routes to every system from your capital.

You need to dedicate ships of the necessary IS capability to your merchant fleet though, right?
Are supply routes abstracted to be able to carry any amount of resources from colonies, or can colony resource extraction overflow the available supply ships?

Engineering bays construct buildings and construction type terraforming improvements - what else is there to construct?

Wanted to check for exceptions.


No it changed, I've said so a bunch of times, that comment predates the concept of IS rating.
Hangers just fit stuff inside - volume of a ship components is not the same as total volume.

Those two things combined allow for ships like
Spoiler Don't look Thlayli in case this is actually allowed; I want colonies >:( :

Spoiler Carrier :
60 Burst Drives (refined)
1 Deuterium Drives
1 Recyclers
3 Internal Hangars

IS: 15 / Range: 1
Size carriable: 28
Constr 2

Spoiler Builder :
2 Deuterium Drives
1 Recyclers
1 Hibernation Pods
1 Habitat Section
1 Engineering Bay
5 Cargo Bay

Size: 28



Which seems rather exploit-ish to me.
 
I want to point out that that design isn't even fully optimized. For the carried ship you just want mostly cargo bays. The mass of whatever's in the Hangars isn't accounted for in the jump calculation though, so it's tremendously exploitative, in my opinion.
 
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