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Re: [WIP] Duplex Fuel Tank v0.3
Posted: Wed Jan 30, 2013 9:13 pm
by Commander McLane
Price is not really a balancing element, because once the player isn't a beginner anymore, money doesn't really matter. Sooner or later you get into the phase of playing where you've got far more money that you could ever spend. So there's effectively no difference between 7700Cr and 100000Cr.
Thus I'd rather increase the cargo requirement, because unlike money, cargo space is indeed limited. Therefore it's much better suited for balancing.
Re: [WIP] Duplex Fuel Tank v0.3
Posted: Wed Jan 30, 2013 9:16 pm
by Cody
Commander McLane wrote:... because once the player isn't a beginner anymore, money doesn't really matter.
By the time the player has got to that stage, cargo capacity doesn't really matter much either... but you are correct, amigo.
Re: [WIP] Duplex Fuel Tank v0.3
Posted: Thu Jan 31, 2013 9:59 am
by Commander McLane
El Viejo wrote:Commander McLane wrote:... because once the player isn't a beginner anymore, money doesn't really matter.
By the time the player has got to that stage, cargo capacity doesn't really matter much either... but you are correct, amigo.
I wanted to add "without OXPs" first, because there are OXPs like HyperCargo, which make even your cargo space virtually unlimited. But for me that's essentially a cheat, and cheats are by design all about destroying balance, so they can't be taken into account when we discuss balancing.
So, if we look at the normally limited cargo space of ships, I do think that it matters much more than price, even in later stages of the game. I expect that we're going to see more equipment taking up cargo space, now that this has become a real possibility in 1.77. Thus, for a player who sticks to their Cobra III with its 35TC, installing three equipments that take up 5TC each, and maybe also having a passenger berth or two,
will become a matter of serious consideration. And that's what balance all boils down to during gameplay: you have to seriously consider whether it's worth it or not.
Of course, I in my Imperial Courier have to consider less seriously, and he who flies a BCC has to consider even less. But that's still better than to have only to consider money, which comes cheap, and after a certain stage of gameplay simply refuses to go out ever again.
Re: [WIP] Duplex Fuel Tank v0.3
Posted: Thu Jan 31, 2013 11:21 am
by Cody
Commander McLane wrote:... consider money, which comes cheap, and after a certain stage of gameplay simply refuses to go out ever again.
Oh I don't know... I manage to spend quite a lot on repairs, quite regularly. But then, in my line of work, I take a lot of hits!
Re: [WIP] Duplex Fuel Tank v0.3
Posted: Thu Jan 31, 2013 10:00 pm
by GGShinobi
El Viejo wrote:Commander McLane wrote:... consider money, which comes cheap, and after a certain stage of gameplay simply refuses to go out ever again.
Oh I don't know... I manage to spend quite a lot on repairs, quite regularly. But then, in my line of work, I take a lot of hits!
With my regular Cobra MK III, I make relatively good profit over time. But I also die often
Too bad you can't tell how strong a ship is from a safe distance
But with my test-cheat-account, where I fly a Millenium Falcon-S, dying is almost impossible but my money goes steadily dooooown because of the tremendous repair costs (the ship has a lot of destructible and fragile subentities, which means I have to do maintenance overhauls almost every time I dock)
But then again, I play different and much less careful with the Falcon, since it's no serious savegame.
Re: [WIP] Duplex Fuel Tank v0.3
Posted: Fri Feb 01, 2013 2:38 am
by JeX
Commander McLane wrote:Price is not really a balancing element, because once the player isn't a beginner anymore, money doesn't really matter. Sooner or later you get into the phase of playing where you've got far more money that you could ever spend. So there's effectively no difference between 7700Cr and 100000Cr.
Thus I'd rather increase the cargo requirement, because unlike money, cargo space is indeed limited. Therefore it's much better suited for balancing.
Well the thing is, the cheaper it is the sooner you can get a hold of it and the sooner you will get to the point where you do not think about money.
Fine if you like it that way but for me this game is all about the journey of
getting to that point in the game. And the harder you have to fight, survive and make difficult choices the better...
Re: [WIP] Duplex Fuel Tank v0.3
Posted: Fri Feb 01, 2013 3:34 am
by Commander McLane
JeX wrote:Fine if you like it that way but for me this game is all about the journey of
getting to that point in the game. And the harder you have to fight, survive and make difficult choices the better...
Then don't install what is essentially a cheat OXP in the first place. I certainly won't.
Re: [WIP] Duplex Fuel Tank v0.4
Posted: Fri Feb 01, 2013 5:18 am
by timer
beta v0.4, changed to: 3LY/8t/62000Cr
Re: [WIP] Duplex Fuel Tank v0.3
Posted: Fri Feb 01, 2013 4:12 pm
by JeX
Commander McLane wrote:JeX wrote:Fine if you like it that way but for me this game is all about the journey of
getting to that point in the game. And the harder you have to fight, survive and make difficult choices the better...
Then don't install what is essentially a cheat OXP in the first place. I certainly won't.
Agreed. That's essentially also the thing we're discussing: Finding some way to balance the idea around without moving into cheat territory.
Although it
is a toughy...
Re: [WIP] Duplex Fuel Tank v0.3
Posted: Sat Feb 02, 2013 4:09 pm
by Switeck
Commander McLane wrote:Price is not really a balancing element, because once the player isn't a beginner anymore, money doesn't really matter. Sooner or later you get into the phase of playing where you've got far more money that you could ever spend. So there's effectively no difference between 7700Cr and 100000Cr.
Price is still a minor balancing element, because equipment price does change maintenance repair costs. If coupled with reduced cargo capacity, you're looking at reduced credit-earning capacity with increased credit-costs...at some point those 2 cross and you have to find additional means of generating revenue besides simple trading. Calculating when this happens is not easy...but it's probably at some low value for an Asp, which has no TC capacity to begin with! (Asps could still buy/sell Gold/Plat/Gems.) At the other end of the spectrum, the earning capacity from simple trading (no cargo contracts) isn't much higher for a Boa 2 than a Python unless you have multiple extra stations in each system and regularly visit them.
Re: [WIP] Duplex Fuel Tank v0.5
Posted: Fri Jun 05, 2015 2:18 pm
by mohawk
Is there any issue with the 1.82 version, because since I upgraded, the DFT doesn't work. it appears in my primable list, but it does nothing and my cargo space has been restored. At some point it was available for purchase but after I bought it again the problem reappeared.
Re: [WIP] Duplex Fuel Tank v0.5
Posted: Fri Jun 05, 2015 2:25 pm
by timer
ooh!
I'll check it, thanks!
Re: [WIP] Duplex Fuel Tank v0.5
Posted: Fri Jun 05, 2015 2:35 pm
by Smivs
Does it use the old TL99 hack? That is now deprecated, so you will need a condition script. ExtraFuelTanks has been updated so take a look if you want an example.
Re: [WIP] Duplex Fuel Tank v0.5
Posted: Fri Jun 05, 2015 2:46 pm
by timer
yep, it use TL99.
Thanks a lot Smivs! you always help me
I'll try to refactor code ASAP.
Re: [WIP] Duplex Fuel Tank v0.5
Posted: Fri Jun 05, 2015 5:06 pm
by timer
Updated to 0.51 - remove using TL99 hack, plz test it.