[GZG]SUS-Sa'vasku [SEC=UNCLASSIFIED]

2 posts ยท Mar 8 2007 to Mar 9 2007

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 9 Mar 2007 09:20:24 +1100

Subject: RE: [GZG]SUS-Sa'vasku [SEC=UNCLASSIFIED]

The problem with this system is that there is no efficiency of mass in using
it.

1 biomass + 1 power = 1 carapace

Both will absorb 1 pt of damage. If you're using enough carapace to protect
the biomass, its already stripped to the minimum you need.

I would suggest at least a 2:1 repair rate (maybe 3:1, but would need more
thought about cost).

Endocrine System Mass: 1 per 5 carapace Biomass used: 1 per 2 carapace Repair
Pool: 2 power per carapace

Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

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From: Jaime Tiampo <fugu@s...>

Date: Thu, 8 Mar 2007 16:40:56 -0800 (PST)

Subject: RE: [GZG]SUS-Sa'vasku [SEC=UNCLASSIFIED]

On Thu, March 8, 2007 2:20 pm, Robertson, Brendan said:
> The problem with this system is that there is no efficiency of mass in

My original concept (see previous link) had a mass/power efficiency
based on 100 ship mass as being the centre point so I tried a different
direction.

It's not setup to be "efficient" in ratios but in "front loading" damage. My
biggest grief has always been the 25% power drop at each line. Assuming you
try and get your ships back up, that 25% power actually translates to 50% as
you allocate power to fix your generator.

This idea is to transfer "end game" damage to the front so that you can
prolong those critical hit points.

I do like the idea of "mass multiplication" in the transferring of biomass to
carapace and taking the balancing from the power allocation. I'm just
wondering on balance.

For the mass of the system, I prefer working with% of other mass then set
numbers. I think it keeps the number scaling better.

So your suggestion would be: Endocrine System: Mass: 20% of carapace Biomass:
1 per 2 carapace repaired Power: 2 per carapace from Repair Pool