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Firescript
Private


Reged: 11/02/04
Posts: 43
Industrial Complexes?
      #121481 - 11/30/05 08:40 AM (66.99.59.195)

Hey all... been away for awhile... but what are industrial complexes? What do they do? So many changes to the tech tree right after I left... so sad...

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Kit_fox
Colonel


Reged: 09/16/02
Posts: 3054
Re: Industrial Complexes? [Re: Firescript]
      #121482 - 11/30/05 08:52 AM (129.138.30.190)

currently? nothing. Though the level 1 tech is required for recycling facilities and TC's now.

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The RNG mugged me in a dark street, killed my dog, and cancled Christmas.

When the winds of change blow hard enough the most trivial of things can become deadly projectials.

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Auren_Shiro
Sergeant Major


Reged: 09/21/05
Posts: 276
Re: Industrial Complexes? [Re: Kit_fox]
      #121488 - 11/30/05 10:30 AM (24.34.100.170)

Maybe if we're lucky, we'll get heavier factories, it might even allow us to actually produce mechs for cheaper... and allow us to take the market somewhat from NASI.

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Toontje
Colonel


Reged: 01/18/04
Posts: 2578
Re: Industrial Complexes? [Re: Auren_Shiro]
      #121502 - 11/30/05 02:19 PM (84.24.165.226)

That'll screw up the breakeven cost page...

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Rather to blow up, then.


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Auren_Shiro
Sergeant Major


Reged: 09/21/05
Posts: 276
Re: Industrial Complexes? [Re: Toontje]
      #121531 - 12/01/05 11:39 AM (24.34.100.170)

Not really, if they simply built stuff faster, as to you know, needing 68 people to build a MACHINE GUN!! Hell, it's not much more complex then an assault rifle.

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Need...more...Nevcrack...


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Fallstar
Sergeant Major


Reged: 04/07/03
Posts: 283
Loc: Sydney, Australia
Re: Industrial Complexes? [Re: Auren_Shiro]
      #121587 - 12/01/05 02:40 PM (203.221.51.124)

Maybe.
But chances are they are going to be exactly like TCs and will have a tooling cost.
And once the admins implement the zone based workforce, larger items will have to be built uisng industrial complexs.

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Toontje
Colonel


Reged: 01/18/04
Posts: 2578
Re: Industrial Complexes? [Re: Fallstar]
      #121760 - 12/03/05 03:36 AM (84.24.165.226)

Heh. That's an option I didn't think about. parts, ammo, weapons only in factories. IC1 for up to medium vees, IC2 up to all vees, IC3 'mechs too. Or exclusive. Would be logical, but a bit too speciallised IMO.

And a mg (+personal armour) taking 68 mandays to build is not that much of a stretching, it includes assembly and parts manufacture (!). Assemby can be done in a day (or less), but every individual handcrafted part? If you use any good material, it'll take time to make so it doesn't fuse to the machinery for instance.

See it as an infantryman in the field, how many support personel are required? Logistics is the name of the game... (And luckily not directly represented in nev. whee I got a vanguard lance! + a cooking vee + fuel truck + 4 trucks for supplies (You don't wanna know how fast those tracks wear and tear) + medical post + tractor in case someone redlines the rpm till it blows + ....).

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Rather to blow up, then.


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JDVegas
Sergeant Major


Reged: 09/13/05
Posts: 257
Loc: Las Vegas, NV, USA
Re: Industrial Complexes? [Re: Toontje]
      #121916 - 12/05/05 10:59 AM (71.2.67.94)

The building to fighting ratio will increase in the wrong direction.

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