I have noticed several interesting things about the game, That I thought either could be improved, and/or better explained
Building Placement:
- When I try to place a building on top of a mobile ship, it doesnt let me, and turns red. I think it should let you place it, and move the mobile ship out of the way.
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Ship Creation.
From what I can tell. Ship creation, like from a factory, as in time taken, works like this
Ship build point cost (BP)= Max(crystal cost,metal cost)
Ship build time (BP)= ((Ship build point cost)/20)/total engineering rate
So, this means that a fighter, that costs 100 metal and 100 crystal, has a ship build point cost of 100, and being that all factories have a engineering rate of 1 (Should be displayed in tooltip) will take ((100)/20)/1 = 5 seconds. Now If we were to add an engineer to assist the factory, it would instead take ((100)/20)/2) = 2.5 seconds, since the engineer adds 1 engineering rate to the factory. This is also not explained anywhere. Now lets move to a light starship that takes 10k metal and 6k crystal. Metal is higher, so that will be the ship build point cost. So We have. ((10000)/20)/1 = 500 seconds (or 8:20). If we have 4 Mark 2 engineers assisting, which each have a bonus of 2 engineering, that gives a rate of 9, so it takes ((10000)/20)/9 = ~56 seconds.
The thing I noticed about that, is that This means that being that all factories use 10k power, and engineers use (4k,3k,2k) power. And factorys have 1 engineering rate, while engineers have (1,2,3) engineering rate, and the ratio is 10k per rate for the factory, and (4k, 1.5k, 0.667k) per rate for the engineer, you realize that haveing engineers assist is far more effient than building a second factory. This seems to have been confused in a post somewhere,
http://www.arcengames.com/forums/index.php/topic,5642.msg41051.html#msg41051, where they got the conclusion that there were diminishing returns, by looking at build time going down, rather than unit produced in x time.
This also holds true, I think, for construction of buildings, though build points are not displayed, I expect it is the same. At least, for the ones I tested, the build rate is always one, so one M1 engineer doubles the rate of construction.
Edit: The construction of buildings does not use this equation. I dont know what it does use. I'm doing more experimentation, to try and figure it out.
My new theory for building construction, is that The game has a base time built in for each structure, such as 8:00 for mobile repair station. This seems to be divided by the number of engineers assisting it, including the building itself. The build rate of the assisters are not included, as in, I tried 3 Mark 3 enginners, and it reduced the build time to 2:00, and the same thing happened with 3 Mark 1. This may be a glitch, or it may be caused by the fact that most buildings have no build rate, and because they build themselves, they need to have a build rate of 1 regardless. I would suggest that structures under construction being assisted should use the engineers build rate, or 1 if it doesnt have a build rate.
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Repair:
I have no idea how this works, and would like to know. Also, What does the "Repair Cost: X/s Metal X/s Crystal" Indecate. Also How does engine damage, engineering rate, etc factor into it?
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Questions.
-Is there any way to easily control a mobile repair station and it's tugs, to go through a wormhole or otherwise without having to manually select all of them?
-Eyebots act as scouts, and if you drag select, they are considered support. scout starships have some nice support abilities, but on offense, they run away when going through a wormhole.. I was thinking to have eyebots, scout starships, scouts, and any other similar thing, to be able to switch between two modes, scout mode, where they do not attack, and evade after exiting a wormhole. and combat mode, where they attack and do not evade. This way, you can easily prevent some micromanagement.
-Smart scout behavior. Some special key modifier, where you hold it or something, and indicate a queue of planets, the group would go to each planet, and drop off a scout, the lowest level possible, and move to the next one in the queue. Would also reduce microing.