Cruiser Command

Cruiser command is a cooperative map between two teams. Simply put, each team controls one battlecruiser and the goal is to kill the opponent's battlecruiser.


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 Post subject: Mass Replicator Time Cost
PostPosted: Mon Mar 04, 2013 3:52 am 
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CCA
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This post concerns a conversation between DumbMarine and myself, concerning efficiency. This is spurred on by Kerm still spawning incorrectly (which is ok, in my opinion, total kerm on the map/game should stay <800).

Givens:
each replication gives 10 minerals
at the cost of 1.5k, 2k, 2k, 15k, respectively
the BattleCruiser produces 215gw/s with full core and no docked ships

Mass Replicator
Mineral Cost, Converted Energy Cost, Converted Time Cost
120y , 18kE , 1.4 min
120b , 24kE , 1.86 min
120r , 24kE , 1.86 min
60g , 90kE , 6.98 min

Mass Replicator Time Cost Conversion = 12.1 minutes


Fusion Core
Mineral Cost, Converted Energy Cost, Converted Time Cost
300y , 45kE , 3.49 min
90b , 18kE , 1.4 min
30g , 45kE , 3.49 min

Fusion Core Time Cost Conversion = 8.4 minutes


Total Time Cost for both Mass Replicator & Fusion Core = 20.5 minutes

If we disregard all mineral types except Kerm, then we remake our investment by the 10.5 minute mark.


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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Mon Mar 04, 2013 4:04 am 
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what do you propose we change about all that? i suspect you are wanting some balancing there o.o i see and understand the math but do you two want this changed or are you just pointing out that the mass replicator brings upon profit at the 10.5 minute mark O.O

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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Mon Mar 04, 2013 4:15 am 
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Currently, I do not propose changes concerning this. It was simply a calculation for the benefit of the Admiralty.

Also, I am quite aware of the simplifications and assumptions I made concerning the energy budget.


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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Mon Mar 04, 2013 1:57 pm 
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yeah its nice to see the numbers laid out, and the approx time you can see profits. I never use mass rep unless the game WILL be a long one, and i have the proper manpower to keep the enemy bc busy and sighted so that a rush doesnt happen without my knowing o.o always make me nervous consuming that much energy at a time but its such a huge advantage.

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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Mon Mar 04, 2013 5:00 pm 
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probably instead of directly changing the amount of energy required we can make it an upgrade so that getting mins is much less on the power, like 10% per upgrade

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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Mon Mar 04, 2013 6:12 pm 
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shouldnt such information remain privy to your clan? just wondering...

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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Tue Mar 05, 2013 12:33 am 
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The Admiralty believes The Fleet will benefit from a more active forum. One of the ways of fostering this, is by providing valuable analyzes.


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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Tue Mar 05, 2013 3:01 am 
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hm maybe.
well I appreciate it.

The admiralty has the Calad's imperial movement's thanks

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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Tue Mar 05, 2013 3:04 am 
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lmao.

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 Post subject: Re: Mass Replicator Time Cost
PostPosted: Tue Apr 09, 2013 6:55 am 
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Mass replicator atm is not used enough imo, because time conversion is too high - 12 mins late-game makes the game, but the most important reason is that it costs all 4 minerals, thus one can only get replicator when he has all resources in excess, thus i propose making replicator price vary: like having 5 construction options for same replicator:
1. same price as now 120 120 120 60
2. no veldite: 0 160 160 80
3. no char : 150 0 150 70
4. no pyro 180 180 0 80
5. no kerm 200 200 200 0

Prices may vary a little more from what i said, like 90 kerm for pyro-free mat replicator etc just giving some approx numbers.

That would create a good use to replicator in matches lacking one of resources, and would help make the game more dynamic!

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