Astro Galaxy - a realistic space exploration game

Info Terminal => Updates => Topic started by: JamJulLison on May 29, 2014, 10:57:28 PM



Title: Experimental Cruiser | Long range jumper MK X
Post by: JamJulLison on May 29, 2014, 10:57:28 PM
I keep looking at the Experimental Cruiser | Long range jumper MK X in the pledge system and the more I look at it the more I wonder if it is even worth that 750 qp cost.  I went ahead and got the other extensions because I can make good use of them on a corp ship I got planned. But this other one I am still debating on.  If bought with Solars that would be $187,500,000 solars.  That is a lot to spend just on a simple cruiser with that optimization. Especially since no other optimization on a cruiser would cost close to that. The highest even on a titan is $103,880,000 for a MK 10. What about then needing another ship license? Is this covered in with the ship? What about the possibility of even making this possibly a corp ship if someone is the leader of a corp? For me as a personal ship I am not even sure id need it unless i considered some sort of trophy. As a corp ship though I could see this having more uses.  I just don't really know enough to make a good informed decision.


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: Rostin on May 29, 2014, 11:07:11 PM
Hahahaha... 750 QP... Hahahahaha................. $187,500,000......
.....................................................................
ha.ha....ha
:puppyeyes:


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: sargas on May 29, 2014, 11:39:02 PM
JJ, SirEmi has already stated that these ships require an open ship license and can only be personal (not corporate).

I'll sell you the information about how mine are working for me whenever you are ready.


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: JamJulLison on May 30, 2014, 12:13:38 AM
Not saying I can't afford it.  I am just not sure it is worth that.


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: sargas on May 30, 2014, 12:29:03 AM
 :coffee1:

I'm still looking at the specs.  I'll have a better opinion after the project is complete.






(edit because - I forgot to add the two sentences.



HEY!  I'm old, ok?...

...giggle...)


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: SirEmi on June 01, 2014, 07:43:27 AM
The QP is valued at 50,000 solars by the Sol Corporation, so it would be around 37,500,000 solars worth if sold.

The way the new nav computer database works is that it will update info on stars / solar system from ship scans. Having a higher jump range will certainly help to see further, a 32 LY distance will cover more then a whole quadrant at a time. The ship might be a good option for long interstellar travels between star pockets, maybe to spot the special events in the deep space like space monsters etc.



Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: johnnydrinkmeth on June 01, 2014, 08:47:21 AM
Doesn't that become less relevant if we add in chain jumping though?

I could just leave a ship jumping overnight, as you said, and come check back in the morning if it spotted anything out in the wilderness.  I mean, if you can afford to splash 750QP for the cruiser, you can probably afford 20 for VIP lol



Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: raphael on June 01, 2014, 10:01:56 AM
The way the new nav computer database works is that it will update info on stars / solar system from ship scans. Having a higher jump range will certainly help to see further, a 32 LY distance will cover more then a whole quadrant at a time. The ship might be a good option for long interstellar travels between star pockets, maybe to spot the special events in the deep space like space monsters etc.

SirEmi, shhhhhhh. Don't explain it any further. :))


P.S. I was actually the one who made sure this update is done ahead of Mysterious Encounters. LOL


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: SirEmi on June 01, 2014, 10:10:47 AM
Doesn't that become less relevant if we add in chain jumping though?

I could just leave a ship jumping overnight, as you said, and come check back in the morning if it spotted anything out in the wilderness.  I mean, if you can afford to splash 750QP for the cruiser, you can probably afford 20 for VIP lol


It all comes down to this. The Long range jumper is better for active exploration, while the Wormhole shifter is better for faster and cheaper non-exploration travel. It all depends on your play style really.


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: JamJulLison on June 01, 2014, 02:43:06 PM
Actually the wormhole shifter would actually be better for both.  Just because of the huge amount of fuel you can say.  16 ly isn't that limiting to me.  As for the resale value you mentioned.  Who gives a rat's ass about that?  To me the value of it is what it will actually cost me to get it in the first place.  There is no way in hell this one is worth $187,500,000 solars.  That is exactly the cost your paying out if you buy QP with solars which is how I get my QP. Now that I won my lotto I can get either this or the shifter.  To me the shifter looks like a much better investment then this. We are looking at 80 percent the fuel and nav time on that one. For those who use high MK wormhole gens that is a huge money saver right there. I only wish I could have it on a titan instead rather then a small POS cruiser. lol. Still i can find some uses for it.  Of course when you add in that possibly combined with the VIP bonuses for those.

Quote
-33% jump calculation speed for interplanetary / interstellar jumps
+33% ship combat speed


Then we got these officers.

Quote
Navigation officer    -33% navigation jump calculus.

Engines specialist    -40% fuel cells cost to navigate.


Not really sure what order all these will calculate.  But it seems to me that the shifter cruiser is barely going to be using any fuel at all. To me that makes it far more valuable and maybe worth the cost.  The the Long ranger Jumper on the other hand just isn't worth what it cost.  I think perhaps that would just do better as a regular in game optimization with a lower cost. It certainly doesn't seem that special to me.


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: Matamaure001 on June 01, 2014, 04:45:36 PM
I make the same calculations as JJL for the cost of the cruiser. I also prefer the shifter cruiser. Faster then a scout but with 20 slots instead of 8. I will fill it with hangar bays and move half and more of my fleet to far far away land in one trip. But Ralph may be right about the other cruiser for explotation. Well, I may end up with one of each. The cost of the 2 cruisers is no problem (true they are expensive), it is the cost of the 2 new licenses that will come close to 1 billion that is.


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: JamJulLison on June 01, 2014, 04:54:52 PM
I make the same calculations as JJL for the cost of the cruser. I also prefer the shifter cruser. Faster then a scout but with 20 slots instead of 8. I will fill it with hangar bays and move half and more of my fleet to far far away land in one trip. But Ralph may be right about the other cruser for explotation. Well, I may end up with one of each. The cost of the 2 cruisers is no problem (true they are expensive), it is the cost of the 2 new licenses that will come close to 1 billion that is.


I went ahead and put in for the shifter. May or may not get this one.  I likely won't seeing as my solars could be put to better use.  Of course it will become even less worth it once it is released and after so long the price doubles. I did go ahead and invest in 1 of each of those new modules though. Those would be useful on the new mothership I am working on for the corp.


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: sargas on June 01, 2014, 05:31:57 PM
I will be getting two of each...

...the 'long-jumpers' will be named KIT CARSON and JIM BRIDGER...

...and the 'shifters' will be named BANSHEE and WRAITH...

...giggle...

...I'll let you know more of my opinion after the 'shakedowns'.  In the meantime, we can just wait and see how we can exploit this new stuff to our advantage.


(edit because:  well, just because...

...I might have to put on my britches for this...)


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: Rostin on June 01, 2014, 08:17:56 PM
This topic has turned into the equivalent of women shopping for shoes or handbags. "I can probably afford it but do I really want it? Would I even use it? Ughh... I just wish it came in black!"  :))


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: johnnydrinkmeth on June 01, 2014, 08:47:04 PM
well if the cruiser came in black then it'd be a no brainer

I'm sick of all my cruisers coming with giant bullseyes painted on their sides :(


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: lisunken on June 01, 2014, 10:32:05 PM
lol this rock. :rockon:


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: JamJulLison on June 01, 2014, 10:47:53 PM
well if the cruiser came in black then it'd be a no brainer

I'm sick of all my cruisers coming with giant bullseyes painted on their sides :(


If it came in black I might consider it a little more. I hate how all these ships look the same.


Title: Re: Experimental Cruiser | Long range jumper MK X
Post by: johnnydrinkmeth on June 02, 2014, 03:36:05 AM
Perhaps we could find aliens or pirates that are operating base stars lol!

Can't get enough of the BSG references.