Kayerts said:
Hm, I just sold some spare robotics and went up to over $2.2B. All seemed well until I tried to refresh the page, whereupon I was reset to $0. My guess is that your backend data store might still be treating the relevant ints as 32-bits, even if your application is using 64-bits?
Good call. Though I was (int) type-casting it before stuffing it into the DB. I corrected the DB earlier but didn't change the typecast to a (float).
I'll have an in-game ship renaming option soon.
Kayerts said:
Right now, 20ish. I might have inferred the wrong growth curve, but 20-22 seemed to be a good target for large ships; beyond that, thrusters and the requisite power will eat most of the space you buy, even if money isn't an issue.
I like when my math works.
Basically smaller ships should be able to have very high thrust (I've had 56 tph on a trading vessel with Freighter Hulls) but bigger ships should be slower. If you go weak and ignore defenses than you might get good speed on a heavy freighter. Alternatively big heavy defensive ships will be sacrificing that speed in exchange for defense. I think I've got the numbers about right now.
villain of the story said:
Enlighten us on mobility, btw. I suspect it only helps with combat, is that right? And are you sure click generation is working right? Assuming Thrust = clicks/h, I'm not getting what I should be getting.
Mobility is a work in progress as is the "to hit chance". Thrust per hour = Thrust / Ship Size. Mobility works along the same principle but also gets the size of the ship subtracted from it
and stuffing your holds with cargo also affects it (freighters carrying goods are obviously less mobile than empty ships). The idea is to add "Boosters" as an equipment type you can buy which increases mobility but I'm not happy with how my math is working on all that just yet.
Ideally you'll have to mix and match between:
- Shields / Armour / Hull. If you know your enemy has lots of shield damaging weapons but not very many armour weapons, maybe heavy armour is better. But maybe shield is better for others (I almost took out Jiggawatt with a shield only vessel and laughed as his high armour and hull damaging weapons bounced harmlessly off).
- Thrust vs Defense. Sacrificing room to get more clicks per hour or sacrificing clicks in exchange for heavy defenses.
- Mobility. Not being hit at all is preferable to being hit but it'll be a mobility vs defense decision you'll have to make. Small ships should be highly mobile and virtually impossible for big ships to hit (allowing small ships with a few weapons to actually wear down and frustrate large ships - provided they're happy to attack it 500+ times unless they're in large swarms...). Targetting computers and things like that, maybe even turrets for larger vessels will allow them to fend off small fighters but again, at the expense of extra armour or a heavy damaging weapon.
- Offensive options. Do you want Shield damaging weapons or more Hull damaging ones? Freighters may have very weak Hulls so if you're targetting those than a few Hull weapons is best but then...
villain of the story said:
I just went on a shopping spree to up my cubits and learned a hard lesson: those inflated pieces of shit with 110 structural capacity actually have a purpose: speed. I've been buying the basic hull which always costs less per cubit but slows down thrust pretty badly. I had to waste a ridiculous amount of money at hulls, cores and TSEIT IVs to keep my thrust at 36. I should have sticked with 110sc hulls, I guess.
Might be time to add a larger engine for all those Juggernauts people are flying.
By the way, obviously making Billions in a day from robotics is stupidly dumb but I'm working on how that'll all be balanced.