Once again, a simple solution too...

I am sorta reposting this because the original post got deluded with discussions on physics and ego trips. Simple solution for the miniaturization debate:

1.Remove size mods on weapons for hull sizes (since a weapon twice as large as another should do twice the damage at least, don't you think?)

2.Stop components from getting larger with miniaturization. It makes miniaturization look like an oxymoron since you think miniaturization = smaller, not larger.

Reasoning:

1. Simpler calculations

2. Less decimal rounding error

3. More realistic

a. I shouldn't be able to put the same amount of components on a large as I can on a massive since size mods sometimes make you lose capacity late in the game on massive hulls.
22,148 views 12 replies
Reply #1 Top
Hi!

Heh, I remember objecting to guns getting bigger on larger hulls from the first beta, when this was mentioned. The same idea was posted several more times by other players, without any effect. Obviously Stardock isn't keen for simple solutions.

BR, Iztok
Reply #2 Top
very simple answer here. You can't introduce weapon damage scaling without hopelessly complicating the current combat system
Reply #3 Top
Or...go in to the GalCiv_type.xml thingy and reduce
Reply #4 Top
Having size restrictions on your weapons may suit you, But you have to draw a line between realism and fun! Personally it would discourage me from researching the miniturisation tech tree if all I could do is squeeze a honking great space cannon onto the size of a pea.
Reply #5 Top
somebody mentioned one idea abt modding the data files so that every component and every hull space numbers are to be multiplied by 10... that removes the rounding problem. sounds good to me... or are there any issues that this solution still won't resolve/new ones popping up because of this?
Reply #6 Top
I could see why weapons wouldn't need to get bigger. But all the other items I can understand getting bigger (yes, because of physics and simple logic). It just makes no sense why a laser would need to be bigger for a massive ship than it would for that little pidly fighter that does the same damage.
Reply #7 Top
You can change the XML data to be whatever you'd like.
Reply #8 Top
As I said, I have no problems with components getting bigger with hull sizes, except I think weapons should be the same no matter what size hull.

My MAJOR peeve is having stuff get bigger as miniaturization gets better, it sometimes forces you to put less components on some hulls.

somebody mentioned one idea abt modding the data files so that every component and every hull space numbers are to be multiplied by 10... that removes the rounding problem. sounds good to me... or are there any issues that this solution still won't resolve/new ones popping up because of this?


Yeah, this was thought of as well, the only problem with that is that it could it work both for and against you, so the current system is fine with me.

I STILL have only a major peeve with things getting larger as miniaturization gets better.
Reply #9 Top
Miniaturization:
I have seen many comments on this, and agree with most. The problem comes from how miniaturization is implemented.

First I agree items should increase in size for larger ships. (Except maybe weapons)

The way Star Dock made miniaturization work is that the hull isn’t bigger you just have more space inside.

Miniaturization doesn’t make items smaller is adjusts the hull size.

This is not a problem except the item size is based on hull size, not the original size, but the adjusted size; this is where the problem lies. If they would base the item size on original hull size, it would solve all the problems, no more rounding errors, no more illegal hulls when researching new miniaturization techs.

Item size should remain constant (per ship class) because the actual (physical) size of the ship doesn’t change, just how much stuff you can cram in does.
Reply #10 Top
You can change the XML data to be whatever you'd like.


Now, I haven't tried since my game always crashes if I attempt to change my XML files, but:
We can modify our Metaverse files?!? That's kinda cheesy, isn't it? I mean, what if I wanted my custom race to have a +1,000% to economy? Doesn't that kind of throw off the whole "fair scoring" thing?  
Reply #11 Top
I agree. Big ships are pretty useless.. Unless you consider the Better defenses IE more. But I do wish that if weapons get bigger so does damage.

Then I guess that smaller ships would be useless... Hmmmm..

Last game this was my build.

Had about 20 Small fighters (planet defense)
Had about 30 Medium (Frigates) (main attacker)
Had 2 Large (DD) Didnt do much with them since they were only slightly better then the Medium with the tech I had at time.

Same thing every game the Medium Hull rules my games usually.
Reply #12 Top
Larger ships get the same weapons and armor, but with more hit points and, of absolute importance IMHO, MORE ENGINES. I always go for huge ships if I have time to build an invasion force unmolested, and I quite honestly do it for no other reason than engine space.