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The Starship Creator
Tweet Topic Started: Aug 15 2010, 06:36 AM (798 Views)
Nuke Aug 15 2010, 06:36 AM Post #1
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In order to ensure that your empires live long and prosper, and that they do not fall prey to the dark side of the force, you're going to need a fleet. It's a big task to create one, but we've created something that I think you'll like.

We all agree that we need some kind of standardization for our fleets. The solution to this dilemma is the DT Starship Creator, version 4.2. It's a simple Excel chart. Using it requires that you only input data into the colored boxes. I attempted to make it as self-explanatory as possible, however if you have questions, please don't hesitate to ask.

For your entire fleet, you are allowed to use a maximum of 20,000 points. You may not exceed this value.

Special Wartime Bonus: If your empire goes to war with another, you are permitted to build an additional 20,000 points worth of ships. However, once all hostilities have ceased, you must disband/scarp 20,000 points worth of ships (they needn't necessarily be the extra ones you built). This is designed to reflect the gearing up of an economy during war, and the "peace dividend" that comes after a war's end.

I think that should take care of it all. Any questions, don't hesitate to ask. The file is attached below.
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Attachments: Starship_Creator_4.3.xls (70.5 KB)
Edited by Nuke, Dec 25 2011, 04:16 AM.
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Nuke Aug 15 2010, 11:19 PM Post #2
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Caught an error (ah, how I love it when I miss them before I upload the chart!). Strikecraft engines weren't multiplying the acceleration as you added engines. They way how the math works essentially means that no matter how you put it, the number of engines makes no difference. So, I removed the feature to add additional engines.

Also, I did some minor re-balancing of point values. Shit was too expensive, so I nixed some prices.

I've done half my fleet now, and those were the only errors I've come across. This should be the only update as far as I can tell.
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Manuel Aug 18 2010, 01:57 AM Post #3
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What of cultures in perpetual war (assuming non-defeat by player nations)?
Lehendakari Kemen Aroztegi - Bilbao
Lehendakari Iker Velasco - Helsinki
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Nuke Aug 18 2010, 02:04 AM Post #4
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If think it would be fairer to everyone if we kept it such that you had to be at war with another player in order to enjoy the extra 20,000 point bonus. However, you are free to actually have up to 40,000 points worth of ships, under the condition that those ships aren't actually actively deployed as part of your peacetime fleet. They would form a "mothball fleet" or strategic reserve of sorts that can be activated in wartime. Thus, in time of war, you could then activate these forces and use them appropriately (taking into account the time needed to re-equip, train, and deploy those ships - which may take more time or less depending on the species).
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Manuel Aug 18 2010, 02:08 AM Post #5
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Can we RP them as in active service, but on occupation/policing duties, putting them outside the 'peacetime' force, but ultimately there to use in times of actual war?
Lehendakari Kemen Aroztegi - Bilbao
Lehendakari Iker Velasco - Helsinki
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Nuke Aug 18 2010, 02:14 AM Post #6
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Go for it.
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The Dragon Aug 26 2010, 04:50 AM Post #7
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I'll attempt to load in my traveler ship designs into the new system (old system was too technically advanced, gave me far faster acceleration than I had).

I'm hoping to have my external drive back on this system and move relivant info for Draki and Nth'ch back onto this system with in the week.
Edited by The Dragon, Aug 26 2010, 04:50 AM.
DT RP: Draki (old nationstates page) - Wiki - News (old news thread) - Image Gallery

Space: Nth'ch (old nationstates page) - Nth'ch images - Bug Ships - Note, Original space race was De Dragon but changed to the Nth'ch to create an insect race.
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Nuke Aug 27 2010, 02:43 AM Post #8
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The Dragon
Aug 26 2010, 04:50 AM
I'll attempt to load in my traveler ship designs into the new system (old system was too technically advanced, gave me far faster acceleration than I had).

I'm hoping to have my external drive back on this system and move relivant info for Draki and Nth'ch back onto this system with in the week.
As a thought, I could try to add turreted weapons into the chart. I might be able to construct something similar to how Traveler does it (number and type of guns in turret, number of turrets in battery, and so forth). If you're interested.
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Nuke Aug 27 2010, 03:53 AM Post #9
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Did a minor update to the chart (namely to fix some spelling errors). Chart now reads as Version 4.2.
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The Dragon Aug 27 2010, 02:43 PM Post #10
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Sadly Nuke, when I last tried to convert the Nth'ch ships they had far faster accelerations than the traveler versions. We have no 'inertial dampeners' or such so we do not have radical g accelerations in normal space. As to weapon turrets in the system in traveler, you notice my ship generator (traveler system) sets them down into batteries of various powers, I then take that and may 'ship builder' equivilents. i.e. a light powered later battery would be a point defence, a heavy battery would be a beefier version.

I'll attempt to convert one of my ship designs and see how it works out and give you feed back (in the last rp we just gave up and used the ratio of 100tons = 1 point I think. (as my remote scout I listed as a .06 point ship)
DT RP: Draki (old nationstates page) - Wiki - News (old news thread) - Image Gallery

Space: Nth'ch (old nationstates page) - Nth'ch images - Bug Ships - Note, Original space race was De Dragon but changed to the Nth'ch to create an insect race.
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Antartis Sep 18 2010, 09:46 AM Post #11
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Is it a problem if I continue to use my existing designs, from the old builder? It would be a hassle to transfer them all, and probably impossible to do it piece by piece... I only need the builder for reference anyway.
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Nuke Sep 20 2010, 02:30 AM Post #12
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I'm fine with it so long as you only continue to use the 10,000 point scale (as the first chart was scaled for that). Obviously, with ship points being half as small in the first builder, letting you use the 20,000 points reserved for the second chart would be unfair to everyone else.

Numbers-wise, the only serious changes between the first and second builders are the FTL range, sublight acceleration, and the points requirement for heavy spinal weaponry. If those really matter to you, you might want to invest in the newer chart. Otherwise, you should be fine to continue with what you've got (though I do highly recommend switching, as the newer chart has more stuff for you to play with :) ).
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Nuke Feb 3 2011, 04:43 AM Post #13
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Hey guys!

Since the Space RP looks like the gears are ready to start turning once more, I figured I'd look around and see if anything needs updating.

So, permit me to pose a simple question: do you have any thoughts for tweaks to the Starship Creator, or is it pristine the way it is?
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Nuke Dec 25 2011, 03:03 AM Post #14
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I've been playing around with different starship builds, and in so doing I've come across several errors and some balancing issues. I've taken the opportunity to update the Ship Builder to version 4.3.

Some changes/fixes include:
- Eliminated the Escort class ship and re-balanced the point values for Frigates and Destroyers. This allows the latter two ship types to be more usable
- Sublight engines weren't matching the data to the proper type (Triple and Twin engines were giving the same point values)
- Spinal weapons cost reduced for larger ships, increased for smaller ships (fixes an exploit where spinal weapons on escorts cost only 0.2 pts, while decreasing the massive cost required of larger ships to a more manageable level)
- Strikecraft costs adjusted to allow higher accelerations (moronic that a fighter accelerates slower than a battleship) with a larger equipment payload
- Stealth System equipment costs increased to more realistic levels
- Base engine costs halved to make smaller ship types more useful (engines were taking up too much hull space, rendering them effectively useless)
- Laboratory costs decreased by 1 point
- Marine and Passenger costs halved (applicable only for Strikecraft; starships retain full price, as strikecraft only have to carry/deploy marines while starships have to house them)

The updated chart can be found in the first post of this thread.
Edited by Nuke, Dec 25 2011, 04:18 AM.
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