Avorion

Avorion

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kurtsaman1 Jul 2, 2017 @ 4:53pm
Help with ship scale
I just designed a Cylon Basestar but im not certain on the size. My current UFO designed ship is about the size of the average game ship, so should my basestar be 4 times or say 10 times the size? Also, how many ships should the hanger hold? Thank you for any input :)

http://steamcommunity.com/sharedfiles/filedetails/?id=962598160
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Showing 1-13 of 13 comments
hOLDtHEdOOR Jul 2, 2017 @ 5:29pm 
I cant give help on how many ships your hanger should hold but to scale a ship use the Drag selection tool to select the whole ship, you may need to position your camera directly above to get the whole ship.

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
kurtsaman1 Jul 2, 2017 @ 5:38pm 
Thanks for the reply, but I already understand how to scale the ship. With the beta branch patch, scaling the entire ship is really easier now than ever. Simply click the slide an you can double your ship all at once, then repeat.

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.
Last edited by kurtsaman1; Jul 2, 2017 @ 6:16pm
hOLDtHEdOOR Jul 2, 2017 @ 5:53pm 
I try to find the biggest size that can still manuver. I found that smaller ships while fun don't live long because low hp and a big ship dies quick because it runs into stuff and can turn away or stop.
hOLDtHEdOOR Jul 2, 2017 @ 5:54pm 
has to what actual size that is idk, build a few version and decide which is best when compared side by side.
kurtsaman1 Jul 3, 2017 @ 3:32pm 
I tried scaling it up to 4 times its size and it gave me like requierments of over 25000 mechanics. Is that normal for other huge ships in game or frowned upon for having such heavy crew needs?
Itharus Jul 3, 2017 @ 6:49pm 
A size 1 cube is 10m^3. So 1.0 = 10 meters. 0.1 = 1 meter, and so on. You can test this yourslf by making a 1x1x1 cube and looking at the volume displayed. Remember that 10m^3 is equivalent to 1000 one-meter cubes.So the volume might read 1000 m^3.... kind of a nomenclature issue.... But yeah, 1.0 = 10m.

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 ;)
Last edited by Itharus; Jul 3, 2017 @ 6:51pm
kurtsaman1 Jul 3, 2017 @ 7:44pm 
Thank you Itharus for the detailed info on a cube, it actually helps a lot in design. But i'm building my ships at the average size of other normal ships in game. Like the pirates and aliens sized, then scaling them up with components already inside. Gyros, engines, thrusters etc tucked neatly inside. And yes they lose some of their mobility values once they increase in size greatly, they still have above averages maneuverability.

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 !! "
Itharus Jul 3, 2017 @ 9:29pm 
You might consider multiple versions sized for upgrade slots. Volume determines how many upgrade slots you get. If someone sees something like (5 slot) in the description or title it will give them a better idea of what they can do with 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!
I keep grid size half of the block scale
Puppet #7 Jul 5, 2017 @ 6:37pm 
Browsing the thread, it can be a good practice when designing larger ships to try and build it "somewhat" close to the size you're wanting from the beginning.

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-
Last edited by Puppet #7; Jul 5, 2017 @ 6:38pm
kurtsaman1 Jul 5, 2017 @ 8:23pm 
Thank you Puppet very much for that reply. That was precisely the sort of information I was hoping to learn about with making huge ships. And its something I hadn't even considered but would make sense.

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.
Last edited by kurtsaman1; Jul 5, 2017 @ 8:28pm
Feudal Jul 5, 2017 @ 8:58pm 
In this game an "Average" ship in Xanion is a capitalship to an iron "Average" ship, just from size alone.
Last edited by Feudal; Jul 5, 2017 @ 8:59pm
kurtsaman1 Jul 5, 2017 @ 11:37pm 
Yes I understand the scale between materials used per block. When I mentioned "Average sized" ship earlier in this post, it was mearly in relation to the length and width of the base game ships and pirates I encountered. Aside from those 150 metered long stick ships that spin endlessly when you shoot them! KOONSCHI has to be giggling everytime he reads someone griping about that one ship design. lol, I hate those things! Shoot part of it, chase down a spinning part to get its loot.....
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Date Posted: Jul 2, 2017 @ 4:53pm
Posts: 13