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Once you have the whole ship selected use ctrl + C to copy it then make a new ship so that you will only have the single cube to place on. Use CTRL + V to paste the ship on to the new single block. Make sure you have mirroring off and safe mode off because after you place the scaled up version you will need to remove the starter block.
You can scale you pasted ship to any size just keep in mind when you go to make changes in the future a scaled up ship doesnt always fit together well when new places are added
My question was if anyone had thoughts or suggestions as to what size the ship should be as compared to ships in ships hangers and game performace etc.
Oh, I misread the post. Sorry. That's not a penalty... just consider the volume of the machinery involved. Keep in mind that a modern aircraft carrier can have over 5000 people aboard and it's only a bit over 300m long. Even with improvements in automation you'll still need crew there to make sure the machines get on well and fix them when they don't.
IIRC, you can buy a ship from a ship-yard and it comes with crew. Transfer the crew over and then scrap the ship. Fast way to get crew. Else you'll need to fly around and find the crew. You think large ships are bad? Try a station some times ;)
My question is, do I put a ship so large that it demands a huge crew in workshop? Then it gets subscribed to and lots of peeps get upset that its so high in crew demand. Or that it lags their server. Plus the use of hangers, do people want fighters? If so, how many?
I mean I could put an average size Basestar on the workshop and let it be the size of a normal ship. Then let the player decide how big they want it with the new scale option. But i'm thinking of those that dont understand how to do that.
So should I place extra crew quarters so that it meets the huge demand or assume most peeps would do as I do and use another ship with already trained crews to transfer over to the new ship? Maybe this is more a workshop question/post, i'm just trying to design a more user friendly ship to download for whoever wants it. At the same time i'm not wanting ot hear from peeps that downloaded it and they say. "its got 75000 crew quarters but my crew can run it with only 12000, would rather have had more shields or more generators instead of wasted crew quarters"....or the ones from peeps saying "It's only got room for 12000 crew but i need 95000 untrained crew to run it !! "
As for fighters -- some people love 'em. Some people don't. Personally I consider them gnats that get splattered on my prow, lol. A revamp is in the works though!
And honestly... you can't please everyone. Build for what you want! If they like it, they can copy the design in part or in whole and then cut and paste the outer sections (and scale them) as they like and put entirely new internals therein. Avorion has bar none the best construction system I've come across in building games for stuff like that. So let 'em do their editing -- don't let them harp on you.
Hope that helps somewhat!
The reason for that is not every module type scales linearly with equal size increases- some can have drastic, even exponential cost/power requirements, output or crew requirements.
This is most evident are with things like warp cores, thrusters and engines- lineal scaling can cause crazy innefficient power and crew requirements, when in reality you could get by with much smaller more intentionally designed/placed options.
Just something to keep in mind-
Also a shout out to Itharus for his valuable thoughts and suggestions. He mentioned some key things about what a description should read as to help potential downloaders to better understand the capabilities and requirements of each ship.