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Questions and Answers

Posted: Tue Nov 02, 2010 5:07 am
by Arcalane
Got a question about the 2.0 trial run? Ask it here!

Please do not answer questions if you're not a member of the development team.

Re: Questions and Answers

Posted: Tue Nov 02, 2010 10:27 am
by Water_and_Wind
Are kinetic kill vehicles allowed? I would think not but it's best to ask anyway.

EDIT: Will mirv beta be mandatory for building and using ships?

Re: Questions and Answers

Posted: Tue Nov 02, 2010 11:21 am
by Arcalane
Water_and_Wind wrote:Are kinetic kill vehicles allowed? I would think not but it's best to ask anyway.
The rules are not designed to support them, so not really. There will be strategic-level missiles in the full game that perform a similar task in a (hopefully) much more reliable fashion.

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Water_and_Wind wrote:EDIT: Will mirv beta be mandatory for building and using ships?
Not particularly, but I recommend using it anyway. Because MIRVs are awesome. ;)

Ed: And obviously, you can research MIRV-type weapons in the full game if you want to spend the time and effort on it.

Re: Questions and Answers

Posted: Thu Nov 04, 2010 2:35 am
by AlphaDetisMegas
Do mining vessels have to be civilian, or can a military ship also carry mining equipment?

Re: Questions and Answers

Posted: Thu Nov 04, 2010 3:00 am
by vidboi
is there any maximum limit on ship size?

Re: Questions and Answers

Posted: Thu Nov 04, 2010 4:23 am
by Arcalane
AlphaDetisMegas wrote:Do mining vessels have to be civilian, or can a military ship also carry mining equipment?
To put it simply; you don't have to use the CiviTech cores and engines, no. I would recommend limiting any armaments to short range defensive weapons. Take in mind that ships also need to be sized and designed according to their intended function(s) - that means dedicating sections and section HP to parts that look like mining equipment.

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vidboi wrote:is there any maximum limit on ship size?
Not really, but current restrictions do not allow for multiple cores, thus effectively limiting the amount of engines you can install - which in turn limits the maximum effective size, which cuts back on how many weapons/modules you can install, and section HP.

Re: Questions and Answers

Posted: Thu Nov 04, 2010 4:35 am
by Silverware
some economy questions...

Will colony modules be useful at all?
will mining modules be useful?

if resources are greater than the current production does the excess get stored or just not mined?

Re: Questions and Answers

Posted: Thu Nov 04, 2010 4:43 am
by Arcalane

Re: Questions and Answers

Posted: Thu Nov 04, 2010 12:31 pm
by Water_and_Wind
Is a ship's monetary cost/amount of manufacturing capacity used, a function of its radius or its mass allowance, or some combination of the two (or other variables like its equipment)?

Which cores (as in, the actual core sections themselves) can be used?

Re: Questions and Answers

Posted: Thu Nov 04, 2010 12:41 pm
by Arcalane
Water_and_Wind wrote:Is a ship's monetary cost/amount of manufacturing capacity used, a function of its radius or its mass allowance, or some combination of the two (or other variables like its equipment)?
It's based pretty much entirely off Used Mass. If anything you're using adds an additional cost, it will be clearly noted.

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Water_and_Wind wrote:Which cores (as in, the actual core sections themselves) can be used?
That's an... interesting question actually. I'll have to discuss it with HorseMonster first. I expect we'll have everyone stick to using a single core type, probably the default one. We'll see. I'll get back to you on that hopefully within a few hours.

Obviously, resizing the core is right out. ;)

ED: HorseMonster says anything goes so long as the core is not resized at all.

Re: Questions and Answers

Posted: Sat Nov 06, 2010 2:56 am
by Water_and_Wind
Are non-combat vessels (colony, mining, sensor, ecm ships) going to participate in battles or are they going to show up only on a fleet's ship roster?

Re: Questions and Answers

Posted: Sat Nov 06, 2010 3:45 am
by Arcalane
Water_and_Wind wrote:Are non-combat vessels (colony, mining, sensor, ecm ships) going to participate in battles or are they going to show up only on a fleet's ship roster?
If they are in a combat zone, yes. Therefore you should take lengths to protect your utility/support ships.

Don't come crying to me if your unescorted sensor ships get jumped and thrashed by marauding enemies or pirates. ;)

Re: Questions and Answers

Posted: Sat Nov 06, 2010 6:04 am
by Silverware
do more colony modules increase the quality of the new colony or just let the ship make more of them. or are they limited to one per ship?

Re: Questions and Answers

Posted: Sat Nov 06, 2010 1:21 pm
by Arcalane
Ships are consumed in the act of colonizing - the chassis itself serves as a temporary hub for the colonization effort.

I don't think we have any rules that explicitly prevent the use of multiple colony modules, but they are not cheap in the mass department. This carries over to production; as I noted above, ship cost is almost entirely based on used mass, so if you make your colony ships too expensive... it won't matter how much larger the colonies are when they're made if they take much longer to build and you end up losing ground to a more aggressive colonizer.

Re: Questions and Answers

Posted: Sun Nov 07, 2010 3:24 am
by Droid
Hm...if it's entirely based off of used mass and not mass allowance...
No no let's not go there.