Shipyards

General discussion for players of Oolite.

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Rimbaud
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Shipyards

Post by Rimbaud »

I am zipping along with full equipment and coming up to "Deadly", and I am thinking of buying a different ship. What is a bit upsetting is that other ships are very expensive indeed!

It is strange that ships which seem inferior to the Cobra Mark III (which is most of them) can be more expensive to buy. The only ships which seem clearly better tend to be those designed as add-ons like the souped-up Fer-de-Lance or the Pride of Conscience (sorry, forgotten the name!). The standard Fer-De-Lance is slower than the Cobra Mark III and can hardly carry any cargo, yet is incredibly expensive. What is the reason for this? Is it a lot quicker at turning or something? I remember someone posting something about the fact that it is a problem that the Cobra Mark III is one of the best according to the manual...
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TedJ
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Post by TedJ »

I have to say I'm not a big fan of some of the OXP ships, as they are MUCH better than the Cobra Mk.III and run the risk of upsetting the play balance... The Supercobra comes to mind, but there are others. I'm sticking with Gile's addon ships predominantly for the moment.

The rationale for the Ferdie being so expensive is that it's supposed to be a playboy's luxury yacht; unfortunately you are unable to appreciate the exquisite build quality from within the game. ;)

Potential upgrades I'd try are the Griffin Two, which is like the Cobra3 but more so, or the Josher, which I keep returning to. It's slower than the C3 but holds 30 more tonnes (w/cargo bay) and is built like a tank.

Another ship worth looking at is F_C's port of the Llama... OK, functionally it's identical with the C3, but damn it looks good. :)
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Rxke
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Post by Rxke »

Like TedJ I also steer clear of some OXP's. Too imbalanced, as a new player you don't stand a chance. Though I kept the SuperCobra, They're hard, but not impossibly so, and pretty rare. Oh, and for one reason or another you're never alone in Thargoid-witchspace, when I end up there, there's always 3 of them too, and sometimes they are a help.

I very shortly upgraded to a Llama, but after awhile, I thought it not optimal for my way of life (piracy/bountyhunting). The Griffin, now that's an excellent ship as upgrade, agile, hard to hit from behind because it's so svelte, speedy, expandable, enough pylons, good cargo... Next stop: SuperCobra, 50k cr. to go... As a hunter that's 25-50 jumps... :twisted:
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Murgh
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Post by Murgh »

Rxke wrote:
Oh, and for one reason or another you're never alone in Thargoid-witchspace, when I end up there, there's always 3 of them too, and sometimes they are a help.
that's because the SuperCobra's script always adds 3 ships at every witchjump exit. in normal space you don't necessarily see them because the're spread out (pretty sneakily), but in interstellar space they get grouped and exposed. since this is a good thing for you, there's no reason to into how to change that ;)
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Post by Flying_Circus »

I've always wanted brutal feedback on whether my ships imbalance the game, or not, since I will modify them to reflect other players findings. I always try to provide disadvantages to actually owning any of my ships, since they're mostly intended as NP ships. I tghink it is very telling that you could end up wasting time on a mod that no one actually uses because they've given up on it in disgust.
And so I gave myself to God. There was a pregnant pause before He said "OK"
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winston
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Re: Shipyards

Post by winston »

Rimbaud wrote:
The standard Fer-De-Lance is slower than the Cobra Mark III and can hardly carry any cargo, yet is incredibly expensive.
See http://wiki.alioth.net/index.php/Fer-de ... 8Oolite%29

for the explanation.
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Rxke
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Post by Rxke »

Flying_Circus wrote:
I've always wanted brutal feedback on whether my ships imbalance the game, or not, since I will modify them to reflect other players findings. I always try to provide disadvantages to actually owning any of my ships, since they're mostly intended as NP ships. I tghink it is very telling that you could end up wasting time on a mod that no one actually uses because they've given up on it in disgust.
One of your later additions slowed my puny G3 to 4-10 fps, heehee... I love the Llama, though. Now there's a ship no-one can argue about (xcept the Frontier haters, grin)

I think the 'problem' with the imbalance is that hardly no-one tries out the OXP's as a n00b (I mean: flying a CIII w/o much of additional hardware...)

I think I deleted most OXPs for testing, and never got around to reinstall them :oops:
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jonnycuba
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Post by jonnycuba »

I have to give a shout to Murgh, his OXP ships are sometimes understated with a much needed dash of humour here & there...

Keep on truckin' ;)
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Post by Murgh »

bless yer heart Señor Cuba.
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rbird
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Post by rbird »

I'm currently crawling through space in a rusty, beat-up old Python. Basically I wanted more cargo space, but that was all I could afford. It's definitely a challenge, having a cruising speed of 0.190, but I'm now making money much faster by trading 100+ tons at a time. This ship was fully decked out within just a few runs, super quick compared to the time it took to outfit the Cobra.

Question: I have several OXPs with additional ships loaded, but I seem to see the same old ships for sale over and over again. The list is dominated by the various Cobras and Moray Medical Boats. I even loaded illicit_unlock.oxp in an attempt to get some variation in the purchase lists (it helped, but not much). Is the purchase availability of the various OXP ships set somewhere in their data? And are there some ships that just won't ever be available no matter what?

I have a feeling that at least part of the problem may be with mPakRedux.oxp. The beat-up ships seem to be very common. Between those and the standard common ships, there might not be much room in the showroom for too many more exotic products. I absolutely LOVE the concept of this OXP, though!!

Bob
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Post by Arexack_Heretic »

I had a look at the Mpak shipyard data, and the chances of one for offer are about 25% in most cases. Maybe the problem is their low techlevel availability.....or the lack of other lowtech ships.
But my best guess would be that 100% means 100% of ships for sale.

I also noted this strange value for freighters:

Code: Select all

<key>weapon_facings</key>
<integer>15</integer>
Que? :?:
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aegidian
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Post by aegidian »

Arexack_Heretic wrote:

Code: Select all

<key>weapon_facings</key>
<integer>15</integer>
Que? :?:
Facings available as weapon mounts...

1 (= forward)
+2 (= aft)
+4 (= port)
+8 (= starboard)

= 15.

Tadaa.
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Murgh
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Post by Murgh »

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cool to know after having blindly used it for 'years'.

about the frequency of rustyships in mPak, I've tried to have them be more rare, but in the shipyards, that may not be so controlled. that they dominate in TL 2-5 shipyards isn't so strange since very few other models sell that low, but higher than that is unintentional.. maybe there is another way of restricting it that I don't know about.
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