Increaseing cargo size for ships

An idea for a ship component:

+10 max cargo size (or the name of the max size for ship components) as an attachment for 50bc

it could be linked to hull design techs as an equipment pod, with higher cargo space and cost with each design level:

+5 cargo/30bc
+10 cargo/50bc
+15 cargo/65bc
+20 cargo/80bc
+25 cargo/90bc

basicly as the tech goes up, the cost of each cargo unit goes down, but overall price goes up

cargo to price ration:
cargo:bc
1:8
1:5
1:4.3
1:4
1:3.6

The AI might need some more code to handel this (so it doesnt design ships that cost 50,000bc but still can design something useful for a decent price)
7,908 views 6 replies
Reply #1 Top
I'm not clear on how this differs in effect from spending money to research miniaturization. If you can afford to add cargo pods, you will in almost every concievable case. If cargo pods are cheaper on a per space basis than minaturization tech, miniaturization loses all value. If cargo pods cost more per space than the equivalent level of miniaturization tech, why bother with them instead of just researching mini? It just seems redundant to me, unless I'm missing something about your idea.
Reply #2 Top
Moo2 had something like this. They were like cargo pods that you added to a doom star or titan and it let you add like 20 more disrupters (depending on your tech level of course). Made the ship cost a heck of a lot more. But this isn't a bad idea necessarily. It lets people build smaller amounts of elite ships so people can decide what strategy (quantity or quality) to use over a greater variety of options.
Reply #3 Top
I always loved the idea in MOO2 with the Battle Pods. An important thing to remember is the they had to be resurched in MOO2 and I think it should be the same way with them being a new tech on the minitureization tech section. The main issue is balence of cost to benifit.
Reply #4 Top
Right now the ship designer doesn't have the concept of limiting the number of any particular components that you can have on a ship (other than through space limits). So, that would have to be added, or the first 'negative space' you could add would give you infinite space.

I would like to see more range for building more elite ships that maybe don't make sense economically (ie, they will lose to an equal-cost fleet).
Reply #6 Top
my main intent was to add a way to increase ship cargo size (at a large price increase) so if you fall behind in hull size tech, you can still put up a fight (but pay through the teeth for it)

my intent on how the pods would work:

(base cargo size + cargo pod size) * minitureization tech bonus= usable cargo size

minitureization provides a bonus permenently to all ships designed, while this would add size to a ship at a price.

the comment on limiting the number of cargo pods is a good one, which would probibly help out in simplifying the re-tooling of the AI for this component, and sets a definate maximum on the ship for equipment so there is no chance of an overflow.

a seperate research tech would also help isolate/diferenciate this from the miniaturization tech.