Author Topic: engineers?  (Read 3568 times)

Offline soMe_RandoM

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engineers?
« on: July 02, 2010, 02:10:47 am »
so is there an cap on how many engineers can be on a space dock?
eg should i stop spaming engis after the space dock has an build speed of 1 sec for units? as an exsample boombers for this explaination let say they have build speed of 4,6,10 for mrk I,II,III
then i pile the engis and the it does this 1,1,1 for mrk I,II,III
does it have it as decimal for building units. so that means that after an while soon or later sinice it times it wouldent get any faster or is there current cap stoping this>?
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.

Offline RCIX

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Re: engineers?
« Reply #1 on: July 02, 2010, 03:09:54 am »
No cap on how many you can assign, it's just that you don't get benefits for assigning more than a certain number of engineering points to a dock.
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rubikscube

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Re: engineers?
« Reply #2 on: July 03, 2010, 02:33:20 am »
and that number is 3

unlimited for everything else though besides of course the "mercenary" space dock (btw why do civilians get to play with bombers?)

but using a lot of engineers causes xomgresourcegoesdownbythe 5 thousand per second

Offline soMe_RandoM

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Re: engineers?
« Reply #3 on: July 03, 2010, 06:01:49 am »
and that number is 3

unlimited for everything else though besides of course the "mercenary" space dock (btw why do civilians get to play with bombers?)

but using a lot of engineers causes xomgresourcegoesdownbythe 5 thousand per second
so better mark engineers is the way to go Ecomical power here i come >:D
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.

Offline Burnstreet

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Re: engineers?
« Reply #4 on: July 03, 2010, 06:48:06 am »
and that number is 3

unlimited for everything else though besides of course the "mercenary" space dock (btw why do civilians get to play with bombers?)

but using a lot of engineers causes xomgresourcegoesdownbythe 5 thousand per second
Well, from another thread I remeber a quite good analysis with the result that 6 T1 engies per Dock is the optimum, but it depends a bit on what you are building.

Afair, the build capacity of a dock is limited by it being only able to release 1 ship per tick. So if you are builing cheap, fast to build ships, you can max it out with less engineers.

Offline soMe_RandoM

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Re: engineers?
« Reply #5 on: July 10, 2010, 07:22:27 pm »
do engineer cost any aditional cost for having them assist buildings? ecter
or is it yust the cost * engi Assist times.
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.

rubikscube

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Re: engineers?
« Reply #6 on: July 11, 2010, 05:22:47 am »
higher cost * lower engineering time = decent cost * decent engineering time

Offline Fleet

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Re: engineers?
« Reply #7 on: July 11, 2010, 09:38:34 am »
Well each additional engineer you add will lower the build time by a smaller amount, but each additional engineer always takes the same amount of resources (assuming same Mk engie, I think).

In simple terms, this means your money will be spent most efficiently if you spread out your engineers. This will also maximize your total building capacity.

Example, one space dock.
Build time = 60m
One engineer, =30min
Two engineer = 24min
Three engineer =21min
Four engineer = 19min

Example, two space docks
Space Dock 1
Two engineer = 24min

Space Dock 2
Two engineer = 24min

The numbers do not represent the actual in-game build time, but they do represent the idea of diminishing returns. Remember, each engineer always costs the same amount of resources for each particular ship (whether its the 1st engineer or the 2nd engineer on a single cue). By doing a little math, one can see that building two units with a build time of 24min will produce units faster, all but the very short run, then one unit every 19min.

My message is not always coherent at the end, sorry.

Higher Mk engineers accelerate BP faster and repair faster, and since repair cost is based on per second, not on how much is being repaired, they are more efficient.

Does this clear up our the engineers work OP?
« Last Edit: July 11, 2010, 12:36:16 pm by Fleet »

Offline Joneleth

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Re: engineers?
« Reply #8 on: July 11, 2010, 03:59:08 pm »
I have 2 questions:

1: If repair cost is based on time does it mean i save alot of money by having a shitload of engineers repair 1 unit at the time so it only takes 1-2 seconds?

2: Do I actually waste resources if i assign 60 engineers on a Spacedock, seeing as I incur additional costs per Engineer but I'm limited to 1 ship per tick?

Offline Winter Born

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Re: engineers?
« Reply #9 on: July 12, 2010, 12:39:34 am »
Here is the thread

http://www.arcengames.com/forums/index.php/topic,5642.msg41051.html#msg41051


I am not sure where the Rube got the number three


Offline Dragon

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Re: engineers?
« Reply #10 on: July 12, 2010, 09:08:37 pm »
Quoted from the other thread, regarding tests using fighters:
I didn't do any other tests, but given that there is a clear leap between five and six, and almost no change at all from six to seven, that is where the functional sweetspot is. Six per starport, and if you need faster results, build another starport for best results.

After reading that, I feel the need to add that that is only for making fast units, for making things like Frigates or Bombards, more engineers will run the show faster.  I think someone somewhere said that the cap is one ship released from the factory per tick (4 per second), no matter how many engineers you have.

That being said, the advantage to more engineers is that you can build slower units just as fast as faster units.

As far as extra costs, the only extra costs would be the extra energy used by the engineers.  I wouldn't put 60 on a factory unless it was a star ship constructor, or you were making something like Bombards or Z-Bombers.  Or you just didn't have anything else to use them for.  But you could just pause half of them, and then turn off some generators, but that's extra micro.

rubikscube

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Re: engineers?
« Reply #11 on: July 12, 2010, 10:10:22 pm »
srry, i didn't know there wasn't a cap, but x keeps telling us use 3 per space dock

Offline Winter Born

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Re: engineers?
« Reply #12 on: July 13, 2010, 06:39:42 pm »
Quoted from the other thread, regarding tests using fighters:
I didn't do any other tests, but given that there is a clear leap between five and six, and almost no change at all from six to seven, that is where the functional sweetspot is. Six per starport, and if you need faster results, build another starport for best results.

After reading that, I feel the need to add that that is only for making fast units, for making things like Frigates or Bombards, more engineers will run the show faster.  I think someone somewhere said that the cap is one ship released from the factory per tick (4 per second), no matter how many engineers you have.

That being said, the advantage to more engineers is that you can build slower units just as fast as faster units.

As far as extra costs, the only extra costs would be the extra energy used by the engineers.  I wouldn't put 60 on a factory unless it was a star ship constructor, or you were making something like Bombards or Z-Bombers.  Or you just didn't have anything else to use them for.  But you could just pause half of them, and then turn off some generators, but that's extra micro.

Would be useful to test the build time for a "slower build" ship to verify if more engies help. Also, I think the tests were done only with mk 1 engies. Lots of room for more contributions on this topic.  :)

Offline Fruden

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Re: engineers?
« Reply #13 on: July 13, 2010, 09:20:48 pm »
Would be useful to test the build time for a "slower build" ship to verify if more engies help. Also, I think the tests were done only with mk 1 engies. Lots of room for more contributions on this topic.  :)

 Hi!

 As far as i know, the answer is rather simple in the end. Each factory and each mark of engineer count as one engineer for the purposes of building. Divide build task time by sum of engineers assigned to it to get build time, with a minimum of... something like 0.25-0.5 build time.

Examples for something that would take 100 seconds to build:

1 factory (+1) = 100/1 = 100 secs
1 factory (+1) + 1 mk1 eng (+1) = 100/2 = 50 secs
1 factory (+1) + 1 mk2 eng (+2) = 100/3 = 33.3 secs
1 factory (+1) + 1 mk3 eng (+3) = 100/4 = 25 secs
1 factory (+1) + 3 mk1 eng (+3) + 1 mk2 eng (+2) + 1 mk3 eng (+3) = 100/9 = 11.1 secs

 Each extra factory counts as a rather expensive extra mk1 engineer for the purposes of building. Things that don't need a factory to build (like turrets) also get a free "phantom" engineer building them for free, so a turret that takes 100 seconds to build will build in 100 second on its own, while with an mk3 eng it will build in 25 secs (100/1+3).

Offline soMe_RandoM

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Re: engineers?
« Reply #14 on: July 23, 2010, 03:42:39 am »
In simple terms, this means your money will be spent most efficiently if you spread out your engineers. This will also maximize your total building capacity.
Does this clear up our the engineers work OP?
this works for me well :D
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.