davion76
Lieutenant Colonel
Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
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STR-01 research requirements
#63730 - 06/11/03 06:37 AM (138.163.0.43)
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My current research target is the STR-01. I am at the point where I need to choose between SRM-6 and LRM-15, I know many vehicle variants requre the base model and subsequent models to be researched, so is STR-00 a requirement for STR-01? If so i need to research SRM-6 first.... other wise screw SRM-6.
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TheDeadlyShoe
Lieutenant Colonel
Reged: 06/22/02
Posts: 1621
Loc: Redmond, WA
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Re: STR-01 research requirements
#63747 - 06/11/03 08:03 AM (4.41.158.188)
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If the system works properly, you need the STR-00 first.
-------------------- Shoe for the NSI
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Yossarian
Private
Reged: 06/22/02
Posts: 55
Loc: Cape Canaveral, FL
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Re: STR-01 research requirements
#63998 - 06/12/03 06:11 AM (205.139.152.2)
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I really hope it doesn't work right, because if it does it is incredibly and utterly unfair.
I researched STR-01 first, and have never researched the STR-00.
BTW, if it is working like TDS says it does now, then Randy just totally frickin screwed up again. The ONLY thing that kept every vehicle market from being flooded was that empires had choices on which variant to produce at roughly the same RP values. So if there were 30 empires with enough RP to produce Strikers, 15 might choose the 00's and 15 choose to do the 01's... Now with this method, you'll have all 30 doing the 00, meaning twice as many empires in that vehicle production market.
Mutliply this problem by a hundred for the lighter vehicles...
This just kills variety (which was lacking before anyway).
--------------------
hmm... I sleep a lot a better with a level 0 instead of my level 11.
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davion76
Lieutenant Colonel
Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
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Re: STR-01 research requirements
#64009 - 06/12/03 07:45 AM (12.219.245.15)
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I can see the point to it. It keeps the highly modified vehicles (SCP-A6?) pretty rarely researched, and thus the prices higher. Not to mention that the newer mods are usually better, thus the demand for them should be a little higher. Only thing I really wish is that the cost to research a tech would go down as a significant percentage of empires receive the tech.
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Krait
Lieutenant Colonel
Reged: 06/22/02
Posts: 1639
Loc: Krautland
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Re: STR-01 research requirements
#64094 - 06/12/03 02:08 PM (172.178.66.132)
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Regretably it seems to work as Shoe said.... I can research PRT-1A, but not PRT-1B even though I have all the necessary techs...
So poo on the admin for a very poor decision...
Lata Krait
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TheDeadlyShoe
Lieutenant Colonel
Reged: 06/22/02
Posts: 1621
Loc: Redmond, WA
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Re: STR-01 research requirements
#64141 - 06/12/03 05:22 PM (4.41.158.188)
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Yeah, it's been this way for a few months.
I got messed over on my scorpion research time, because it went in while i was in the MIDDLE of retooling research factories for SCP-A3. So only 1/2 the facs got tooled to the right vech....
of course it doesnt really matter anymore, scorp research was useless anyways...
-------------------- Shoe for the NSI
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davion76
Lieutenant Colonel
Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
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Re: STR-01 research requirements
#64150 - 06/12/03 05:48 PM (138.163.0.43)
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Why was it useless? They make a decent profit right now. Even from bought resources, though thats not quite up to com equivalence yet.... but about 3/4 that and prices are only going up right now. And thats if you don't own any mines.
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TheDeadlyShoe
Lieutenant Colonel
Reged: 06/22/02
Posts: 1621
Loc: Redmond, WA
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Re: STR-01 research requirements
#64176 - 06/12/03 09:28 PM (4.41.158.188)
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Only extremely, extremely recently have PM prices even dropped enough to make scorpions for just a *hair* above market price. Let alone commercial equivalence.
-------------------- Shoe for the NSI
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: STR-01 research requirements
#64223 - 06/13/03 05:09 AM (68.159.1.205)
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I think ohw it works is you ahve to have the base before the variants. However you don't have to do the variants in order.
You can research teh SCP-A1, then jump to the A6 is you have the prereq's. You just always have to get teh base design first.
Because of this I think randy should decrease the RP costs for variants _dramatically_, but we all know that won't happen.
-------------------- "Insanity is just another word for true creativity"
da SEXY Stalker17, out
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davion76
Lieutenant Colonel
Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
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Re: STR-01 research requirements
#64288 - 06/13/03 11:13 AM (138.163.0.43)
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while the PM prices have dropped some recently (just a little) the main force making it slightly profitable (not reaching Opp Cost yet) is that sellers have sold most of their old stock and now prices are rising. The avg price for the scorps is a little over 5 mil now.
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Tigre
Lieutenant Colonel
Reged: 02/10/03
Posts: 1833
Loc: Atlanta, GA
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Re: STR-01 research requirements
#64304 - 06/13/03 12:43 PM (12.47.79.2)
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The STR-00 has gone from 7 mil to 10 mil this week. Now my big empires have to save for 3 RL days to buy a freaking Striker. . .
-------------------- - Tigre
Ipsa Scientia Potestas Est
- Francis Bacon
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davion76
Lieutenant Colonel
Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
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Re: STR-01 research requirements
#64306 - 06/13/03 12:49 PM (138.163.0.43)
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Thats why I want to produce them
And while i'm on the topic, Does VNG-A3 require A2? since A2 has some serious sensors, that could make things challenging. Or does the VNG-A3 require VED-A1? (as that was its original heritage) The ICE 250 puts up a pretty serious barrier there.
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TheDeadlyShoe
Lieutenant Colonel
Reged: 06/22/02
Posts: 1621
Loc: Redmond, WA
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Re: STR-01 research requirements
#64361 - 06/13/03 11:58 PM (4.41.158.188)
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i'm not sure how the vanguards work. They're probably based off the Vedette.
You don't have to research designs sequentially, you can do SCP-A1 and then SCP-A7 if you want...
-------------------- Shoe for the NSI
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davion76
Lieutenant Colonel
Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
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Re: STR-01 research requirements
#64364 - 06/14/03 12:32 AM (12.219.245.15)
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Thats nice for the Scp guys (or not depending on whether you want to prevent others from getting into the market) but if VNG's are based off VEDs that'll be a real barrier to new researchers. instead of 200 ICE (200 RP) its 250 ICE (1000 RP). To rich for my blood (at least in the near future).
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: STR-01 research requirements
#64375 - 06/14/03 05:02 AM (68.159.0.92)
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so basically the VNG researchers a screwed whether it req's the VNG-A2 or VED-A1...
-------------------- "Insanity is just another word for true creativity"
da SEXY Stalker17, out
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Krait
Lieutenant Colonel
Reged: 06/22/02
Posts: 1639
Loc: Krautland
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Re: STR-01 research requirements
#64376 - 06/14/03 05:03 AM (172.183.109.185)
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I got the VNG-A3 in my list still, even though I never researched the Veds. So if anything is the base for those, its the VNG-A4 or A2. Most likely its the same as with for example Galleons or Manticores. If the base design requires more RP than the variants, you get to research them all (I can research both MAN-0 and MAN-0AX, and als both Galleons)...
Galleons are a mystery to me though. The SL GAL is less RP then the MG one while SLs are more RP than MGs...
Lata Krait
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davion76
Lieutenant Colonel
Reged: 08/07/02
Posts: 1605
Loc: Ridgecrest CA, USA
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Re: STR-01 research requirements
#64404 - 06/14/03 09:12 AM (12.219.245.15)
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Unless the A3 is the base design (which seems kinda weird). Or maybe there is no base design for VNGs
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Wraith
Major
Reged: 03/17/03
Posts: 1238
Loc: Wichita, KS, USA
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Re: STR-01 research requirements
#64416 - 06/14/03 10:53 AM (172.199.241.199)
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I think if it's like this new version is (can't research modifications before base variant), then the later ones should just have the costs of researching the differences to the base model (like STR-01 would cost 200 RP, since you have the LRM-15...)
-Wraith
-------------------- -Wraith
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Wraith
Major
Reged: 03/17/03
Posts: 1238
Loc: Wichita, KS, USA
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Re: STR-01 research requirements
#64423 - 06/14/03 11:44 AM (172.199.241.199)
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As far as I can tell, it's because the RP for the design is based on the sum of the costs of the top item on the tech tree for each... so the SL variant has an ML at the top of the laser tree only, while MG has ML at the top of the laser, and MG at the top of ballistic.
-Wraith
-------------------- -Wraith
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TheDeadlyShoe
Lieutenant Colonel
Reged: 06/22/02
Posts: 1621
Loc: Redmond, WA
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Re: STR-01 research requirements
#64470 - 06/15/03 01:30 AM (4.41.158.188)
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Good deduction Wraith...
-------------------- Shoe for the NSI
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madpraxis
Corporal
Reged: 07/13/02
Posts: 74
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Re: STR-01 research requirements
#65135 - 06/20/03 05:38 PM (12.231.197.95)
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I actually like this idea alot...I mean if 90% of the empires out there have a low level tech, how hard would it be for you techs to go have a beer with one of theirs and find out half of what they need? Just base the reduction in research cost on the total percent of empires that have it compared to those that don't...That way small empires get a nice hand up to actaully doing anything, and the larger empires still compute amongst themselves to research and produce things first...
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Stalker17
General
Reged: 06/24/02
Posts: 2581
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Re: STR-01 research requirements
#65141 - 06/20/03 06:18 PM (216.78.135.166)
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while this is obviously more realistic, randy won't do it, since he lubs his research tree sooo much. I agree with you(there have been thread on this b4), but randy won't budge...
-------------------- "Insanity is just another word for true creativity"
da SEXY Stalker17, out
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MePoser00
Corporal
Reged: 11/22/02
Posts: 80
Loc: in a bottle
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Re: STR-01 research requirements
#65193 - 06/21/03 07:50 AM (65.95.85.196)
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Maybe he will make a nice big espianoge/conterinsurgent tree that will allow stealing tech (partial), hiding zones with mines and buildings, recon enemy zones (stealth infantry)...etc. And then i woke up..... MP
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