Strunkriidiisk
THE LEGEND
- Location
- Canada
- Pronouns
- He/Him
Gonna say Type-2s are the way to go here. Experimental is about as hard as I'm willing to go on new tech - three performance rolls is simply too much.
The issue is, if that size roll goes bad it doesnt just affect our glorious ORB. Every ship going forward until the next engine tech will have to deal with a much bulkier engine assembly.We threw in a cargo pod, an engineering section, and the largest internal space primary hull. We can eat a hit to size I think.
[] Type-3 Impulse Thruster [Theoretical] (Three Success Rolls: Size -> Thrust -> Prototype Performance)
[ ] Type-2 Impulse Thruster (Type-3: Theoretical -> Experimental, Size: Standard)
Ah, the halcyon days of youth. Enjoy them for nothing is forever: Break rules! Run Fast!staying up 5 minutes past my bedtime kind of stuff. Totally devil may care, I know. Gets my blood pumpin!
My brain is extremely small and smooth like an orange, so would you mind reminding/linking me how the mechanics for these work?
In particular, if we choose to go for something like the Type-3 early but get sub-par rolls, is that bad result "locked in" for all future designs using that kind of tech, or just the test-bed class?
One possibility is to have bad rolls debuff only a single class, but also lose the timetable speedup because the time spent getting it up to the baseline spec means they haven't actually saved any time overall? So it's a gamble that either pays off or doesn't, but doesn't screw things up for the next ship if we roll poorly.I'm kinda vacillating on that. On the one hand I don't want to make picking prototype tech the automatic correct answer, but on the other hand a permanent debuff seems kinda harsh. I think I'm happy with the current system for non-critical technology, with maybe just having single-class performance issues on critical tech like shields and hull.
I love it.
It will collect your enraged tears to assist in terraforming barren desert worlds into verdant paradises.
This ship looks so goofy I love it, it's got mega NPC energy.
Right! This advances our thruster tech more. I forgot that. And since the Warp 8 engine will have an Impulse Shunt boosting impulse speed, advancing our impulse tech means doubling down on that.It's not Warp, Shields or Hull, so taking the tech as early as possible advances the field faster in the long run, because they won't start working on the next generation until this generation has had a prototype run.
It's probably worth it here.
I'm kinda vacillating on that. On the one hand I don't want to make picking prototype tech the automatic correct answer, but on the other hand a permanent debuff seems kinda harsh. I think I'm happy with the current system for non-critical technology, with maybe just having single-class performance issues on critical tech like shields and hull.