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	<title>LegacyWorlds Beta 6 &#187; ship design</title>
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	<link>http://blog.legacyworlds.com</link>
	<description>Updates on the new version&#039;s design and progress</description>
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		<title>Milestone 2 – Database contents – Ships</title>
		<link>http://blog.legacyworlds.com/index.php/2011-01-15/milestone-2-database-contents-ships/</link>
		<comments>http://blog.legacyworlds.com/index.php/2011-01-15/milestone-2-database-contents-ships/#comments</comments>
		<pubDate>Sat, 15 Jan 2011 09:00:33 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[database contents]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=263</guid>
		<description><![CDATA[This eighth post in the Milestone 2 database structure series describes the elements used to store ship designs &#8211; whether they are provided by the game as &#8220;defaults&#8221; or customised by players &#8211; and ships, as well as fleets and their current state (which, since there is no Hyperspace stand-by for now, is limited to [...]]]></description>
			<content:encoded><![CDATA[<p>This eighth post in the <a title="Milestone 2 - Database contents - Introduction" href="http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-introduction/">Milestone 2 database structure</a> series describes the elements used to store ship designs &#8211; whether they are provided by the game as &#8220;defaults&#8221; or customised by players &#8211; and ships, as well as fleets and their current state (which, since there is no Hyperspace stand-by for now, is limited to either &#8220;orbiting a planet&#8221; or &#8220;moving&#8221;).<span id="more-263"></span></p>
<p><strong>Ship design definition</strong></p>
<p>The <span style="text-decoration: underline;">definition of a ship design</span> is the list of ship parts which are needed for the construction of a specific type of ship. Such a definition includes <span style="text-decoration: underline;">a hull</span>, at least one <span style="text-decoration: underline;">engine</span>, and it may include an arbitrary <span style="text-decoration: underline;">amount</span> of <span style="text-decoration: underline;">other ship parts</span> (generators, weapons, defences and any other kind of stuff).</p>
<p>Three constraints on valid ship designs exist:</p>
<ul>
<li>the total energy consumed by the various parts must be lower than or equal to the amount of energy generated by included generators,</li>
<li>the total space consumed by the various parts multiplied by a “miniaturisation factor” (and empire-wide production) must be lower than or equal to the space provided by the ship&#8217;s hull,</li>
<li>the ship must have a non-zero normal space thrust.</li>
</ul>
<p><strong>Predefined ship designs</strong></p>
<p>The game includes a set of predefined ship designs. A <span style="text-decoration: underline;">predefined ship design</span> is a <span style="text-decoration: underline;">ship design definition</span> associated with a <span style="text-decoration: underline;">name</span> and <span style="text-decoration: underline;">description</span> from the internationalisation system. Since all predefined ship designs are considered to be valid, the minimal miniaturisation factor for a predefined ship design can be computed directly from the list of parts.</p>
<p><strong>Empire ship designs</strong></p>
<p>An <span style="text-decoration: underline;">empire ship design</span> is a <span style="text-decoration: underline;">ship design definition</span> identified by a <span style="text-decoration: underline;">name</span> and associated with an <span style="text-decoration: underline;">empire</span>. It includes a free text <span style="text-decoration: underline;">description</span>, as well as a flag that indicates <span style="text-decoration: underline;">whether the design has been declared as being obsolete</span>. Empire ship designs may only be deleted if no ship is actually using the design. Their names or descriptions may be changed at any time, however the design definition itself may not be modified if there are ships using the design.</p>
<p><strong>Ships</strong></p>
<p>A <span style="text-decoration: underline;">ship</span> is identified by an arbitrary <span style="text-decoration: underline;">sequence number</span>. It is based on an <span style="text-decoration: underline;">empire ship design</span>. It may be given a <span style="text-decoration: underline;">name</span> for identification purposes. In addition, a ship possesses <span style="text-decoration: underline;">hit points</span> which must be lower than or equal to the amount of maximal hit points defined by its design, and <span style="text-decoration: underline;">experience points</span>, acquired when the ship participates in battles. Ships also include a <span style="text-decoration: underline;">status information</span> which indicates whether they are available, being deployed after construction, being redeployed after movements or mode switches, being redirected, undergoing repairs, being refitted or decommissioned, and a <span style="text-decoration: underline;">penalty</span> which indicates the time required for a ship in any non-available status to be available again.</p>
<p><strong>Fleets</strong></p>
<p>A <span style="text-decoration: underline;">fleet</span> is identified by an arbitrary <span style="text-decoration: underline;">sequence number</span>. It consists of at least one <span style="text-decoration: underline;">ship</span> (all ships in a fleet must use designs belonging to the same empire, as this determines the fleet&#8217;s ownership). It may have a <span style="text-decoration: underline;">name</span> for identification purposes. A fleet has an <span style="text-decoration: underline;">attack strategy</span> and a <span style="text-decoration: underline;">defence strategy</span>, as well as tactics settings (target <span style="text-decoration: underline;">selection criterion</span> and target <span style="text-decoration: underline;">selection mode</span>). The <span style="text-decoration: underline;">game update identifier at which each strategy was last changed</span> as well as the <span style="text-decoration: underline;">game update identifier corresponding to the latest tactics adjustment</span> are stored, to prevent players from constantly switching these values.</p>
<p>A fleet may be <span style="text-decoration: underline;">orbiting a planet</span>. In this case, all fleets belonging to the same empire have a <span style="text-decoration: underline;">mode</span>, which is either attack or defence. The <span style="text-decoration: underline;">game update identifier at which the last mode change occurred</span> is stored, to prevent players from switching from attack to defence and vice-versa too rapidly.</p>
<p>Fleets that are not orbiting planets are <span style="text-decoration: underline;">moving fleets</span>. Such a fleet has a <span style="text-decoration: underline;">planet of origin</span>; however, this information is insufficient, as fleets may be redirected at any time. A fleet&#8217;s actual origin is either an in-system location (which consists in a <span style="text-decoration: underline;">planet</span> and a <span style="text-decoration: underline;">distance indication</span>, that last part being positive if the origin was in the direction of the star, negative if it was in the direction of outer space, or zero if the fleet&#8217;s movement originated from the planet itself) or an outer space location (a set of <span style="text-decoration: underline;">x and y coordinates</span> expressed as real numbers, since the redirection may occur at any point when moving in outer space). The <span style="text-decoration: underline;">time elapsed since the last movement order</span> is required to estimate the fleet&#8217;s current actual location. Finally, the <span style="text-decoration: underline;">requested fleet mode on arrival</span> is included.</p>
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		<item>
		<title>Towards Milestones 2 and 3</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-13/towards-milestones-2-and-3/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-07-13/towards-milestones-2-and-3/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 12:00:58 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[milestone 3]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=176</guid>
		<description><![CDATA[The initial milestones post described milestone 2 as being oriented towards planet management and milestone 3 as introducing the new ships (in addition to the research system). Because the delay between milestones will be much higher than initially announced, a few changes need to be made. Milestone 1 is definitely not a good game, in [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } 		A:link { so-language: zxx } -->The initial <a href="../index.php/2010-02-20/milestones-to-beta-6/">milestones post</a> described milestone 2 as being oriented towards planet management and milestone 3 as introducing the new ships (in addition to the research system). Because the delay between milestones will be much higher than initially announced, a few changes need to be made.</p>
<p>Milestone 1 is definitely not a <em>good</em> game, in that there are no incentives for anyone to actually fight (which was also true of Beta 5, with the exception of corruption which never really worked as anticipated). If the next step had been planet management, as was initially announced, it would have made it even worse, as the relatively heavy Beta 6 rules on this point would have added complexity, but no incentive, and no reason to spend money on anything other than just “breeding planets”.</p>
<p><span id="more-176"></span></p>
<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } 		H2 { margin-bottom: 0.08in } 		H2.western { font-family: "Arial", sans-serif; font-size: 14pt; font-style: italic } 		H2.cjk { font-size: 14pt; font-style: italic } 		H2.ctl { font-size: 14pt; font-style: italic } --></p>
<h2>Milestone 2, reloaded</h2>
<p>The (new) second milestone must therefore concentrate on bringing these two elements to the game.</p>
<p>First of all, the new ship design and fleet management system will be added. Ships will be capable of carrying three different types of weaponry (beam weapons, mass drivers and missiles), as well as their countermeasures (shields, armours and point defences, respectively). But since a weapon in space isn&#8217;t really much of a viable ship, other parts will be provided – hulls of various sizes and engines. Finally, a “special module”, the drop pod, will allow ground troops to be deployed. A few default designs will be provided, but you will have the option to customise the designs or to create new ones.</p>
<p>Why is this important? Because, by changing the fleet&#8217;s configurations, you might gain an advantage on your enemy. For example, if you are at war with someone who uses mass drivers and shields, you might want to construct or refit ships to use heavy armour and missiles. This constant need to adapt will cost money, which should take care of one of the problems mentioned above.</p>
<p>The second problem remains, however. Why would you go fight your neighbour if there is no actual reason to do so? The solution is relatively easy to find. Why are there wars, in the real world? The major reason for that is resources. As a consequence, the resource system which was planned for Milestone 4 will be added in the next release. However, to keep things simple for now, resources will only be found on planets (which will remain the only available map objects for the time being), and won&#8217;t come in too many varieties. Most advanced technologies will require resources to be used.</p>
<p>While what we just discussed hopefully took care of both major problems, they introduced new ones.</p>
<p>A consequence of the new fleet system is that the hastily designed, totally unbalanced battle system from Milestone 1 <em>has</em> to go. This is not a bad thing, it&#8217;s just worth mentioning.</p>
<p>Many ship parts, many new types of turrets (as they would have to follow the same pattern as ship weapons), mining facilities to extract resources&#8230; The line-based research system of Milestone 1 will not be sufficient to handle this. A graph-based research system, similar in structure to Beta 5&#8242;s, will be implemented. It will not feature any optional technologies at this point, as this would require some form of technology exchange. In addition, the “research budget” system used in Beta 5 will be replaced with a much simpler system allowing per-technology control.</p>
<p>In addition to the above features, which should introduce major changes to the gameplay, a few minor elements might be added, depending on how much time I have: a new user interface as well as replacements for both internal messages and the “normal” messaging system. The French translation may or may not be included.</p>
<p>Because of my relatively heavy schedule, Milestone 2 will be released sometime between April and June of 2011.</p>
<h2>So, what about Milestone 3?</h2>
<p>Milestone 3 has become more distant. It will definitely feature the new planet management system (from M2 in the initial post), the new economy and in-system objects (M4). It will also include forums, although its alliance management will remain simplistic – this will allow Beta 5 to finally rest in peace. It might also include the new universe structure, but that is a big “maybe”. A few alien races might be present as well.</p>
]]></content:encoded>
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		<item>
		<title>Ship hulls</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 06:36:52 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[hulls]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/</guid>
		<description><![CDATA[A ship&#8217;s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew [...]]]></description>
			<content:encoded><![CDATA[<p align="justify">A ship&#8217;s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew of officers to fly.</p>
<p align="justify">There are two main types of hulls. Standard, mechanical hulls are the most basic option, while it is possible later in the game to create biological ships if the proper technologies have been researched. Biological ships, while leaving slightly less internal space available, are more robust and possess natural regenerative properties; they also include a basic power generation unit.</p>
<p align="justify">In addition, it is possible to categorise ship hulls according to their size. Indeed ship hulls come in all sizes and shapes. The size of a ship hull determines how the ship will be used.</p>
<p><span id="more-26"></span></p>
<p align="justify">Ships using tiny hulls are appropriate as scouts, or later in the game, when miniaturisation has been perfected, as small fighters. Tiny hulls imply a high maneuverability but a low firepower and protection.</p>
<p align="justify">Small hulls make very good fighters. While still being highly maneuverable, they can support many more components than tiny hulls and are usually somewhat more robust. The default fighter design is based on a small hull.</p>
<p align="justify">Medium hulls are useful to make ground troops carriers, or high-power fighters. They are much less maneuverable by default than their smaller counterparts, but are clearly more robust.</p>
<p align="justify">Big hulls are appropriate for high-powered local defenses, or basic hyperspace-capable carrier crafts. They are about as maneuverable as a fridge, tho. However, they can take a beating before blowing up.</p>
<p align="justify">Huge hulls make excellent capital ships. Their size allows them to be outfitted with lots of weapons as well as hangar bays for smaller ships. While having a very low maneuverability, they are very robust.</p>
<p align="justify">Enormous hulls are, well, enormous. Whatever one might want to put inside a ship, it&#8217;s likely that this type of hull can handle it. However, their maneuverability is low, and while this is amply compensated by their great robustness, they will require a crew to fly.</p>
<p align="justify">Gigantic hulls are almost as big as possible. They are capable of carrying loads of equipment and are highly robust. They require a crew and are not quite maneuverable.</p>
<p align="justify">Colossal hulls are the biggest hulls available. Even gigantic hulls are small compared to these mastodons. Their maneuverability is as low as it gets, and they require a crew. But on the other hand, these can really be made into flying fortresses that can take as much of a pounding as an entire fleet of smaller ships.</p>
<p align="justify">The list of hulls players can use has been divided between mechanical and biological hulls. Both lists are ordered by size.</p>
<p align="justify">The first one deals with mechanical hulls.</p>
<table style="margin: 0pt 25% 0pt 5%" border="1" width="70%">
<tr>
<th align="left" width="150">Name</th>
<th align="center" width="100">Size</th>
<th align="center">Beta 5 equivalent</th>
<th align="center">Available by default</th>
</tr>
<tr>
<td><span class="new">Karakuri</span></td>
<td align="center">Tiny</td>
<td align="center">N/A</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Aegis</span></td>
<td align="center">Small</td>
<td align="center">Fighters</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Gungnir</span></td>
<td align="center">Medium</td>
<td align="center">G.A. ships</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Mistcalf</span></td>
<td align="center">Big</td>
<td align="center">Cruisers</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Talos</span></td>
<td align="center">Huge</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Titan</span></td>
<td align="center">Enormous</td>
<td align="center">Battlecruisers</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Dreadstar</span></td>
<td align="center">Gigantic</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Colossus</span></td>
<td align="center">Colossal</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
</table>
<p align="justify">The second list regroups biological hulls. None of these ships have direct equivalents in Beta 5, and none are available by default.</p>
<table style="margin: 0pt 25% 0pt 5%" border="1" width="70%">
<tr>
<th align="left">Name</th>
<th align="center" width="100">Size</th>
</tr>
<tr>
<td><span class="new">Krill</span></td>
<td align="center">Tiny</td>
</tr>
<tr>
<td><span class="new">Nautilus</span></td>
<td align="center">Small</td>
</tr>
<tr>
<td><span class="new">Narwhal</span></td>
<td align="center">Medium</td>
</tr>
<tr>
<td><span class="new">Wyvern</span></td>
<td align="center">Big</td>
</tr>
<tr>
<td><span class="new">Ouroboros</span></td>
<td align="center">Huge</td>
</tr>
<tr>
<td><span class="new">Kraken</span></td>
<td align="center">Enormous</td>
</tr>
<tr>
<td><span class="new">Hydra</span></td>
<td align="center">Gigantic</td>
</tr>
<tr>
<td><span class="new">Leviathan</span></td>
<td align="center">Colossal</td>
</tr>
</table>
]]></content:encoded>
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		<item>
		<title>Hangar bays</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/#comments</comments>
		<pubDate>Sun, 16 Mar 2008 08:49:56 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[hangar bays]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/</guid>
		<description><![CDATA[LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship&#8217;s design. These hangar bays allow to carry various smaller ships which don&#8217;t have hyperspace engines through hyperspace. The first set of hangar bays is designed for mechanical ships. The various categories of hangar bays have different sizes, allowing [...]]]></description>
			<content:encoded><![CDATA[<p>LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship&#8217;s design. These hangar bays allow to carry various smaller ships which don&#8217;t have hyperspace engines through hyperspace.</p>
<p><span id="more-25"></span></p>
<p>The first set of  hangar bays is designed for mechanical ships. The various categories of hangar bays have different sizes, allowing to carry more or less smaller ships.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="33%">Name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Hangar bay</span></td>
<td>These basic bays allow to store the minimum number of ships. They are the ones available by default to all players.</td>
</tr>
<tr>
<td><span class="new">Fast deployment bay</span></td>
<td>A better organisation of ships in the hangar allow for more storage capacity.</td>
</tr>
<tr>
<td><span class="new">Robotized bay</span></td>
<td>Progress in robotisation allow ships to be piled inside the hangar bay, while still being able to be deployed at will, thus increasing the number of ships stored.</td>
</tr>
<tr>
<td><span class="new">Subspace compression bay</span></td>
<td>Using advanced phase shifting processes, these bays allow to store several ships at the same physical place in the bay.</td>
</tr>
<tr>
<td><span class="new">Singularity hangar bay</span></td>
<td>Using space-time folding, these bays allow to store more ships in non existent space from our reality point of view, thus having them look as way larger on the inside than they actually look from the outside.</td>
</tr>
</table>
<p>The second set is designed for biological ships. Their biological nature makes them all extensible, allowing them to store more ships than their mechanical counterparts.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="33%">Name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new"> Ship pouch</span></td>
<td>An area where the smaller ships connect to the mother ship for transport. Its biological nature allows it to expand a lot.</td>
</tr>
<tr>
<td><span class="new">Subspace womb</span></td>
<td>An adaptation of the subspace compression techniques to biological ships.</td>
</tr>
<tr>
<td><span class="new">Singularity womb</span></td>
<td>An adaptation of the singularity hangar bay technology to biological ships.</td>
</tr>
</table>
]]></content:encoded>
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		<title>Generators (2/2)</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/#comments</comments>
		<pubDate>Wed, 12 Mar 2008 09:16:10 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[generators]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/</guid>
		<description><![CDATA[As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators. Biological generators are generators based on biological reactions. They are of course only compatible with biological hulls. Generator name Notes Photosynthetic generator The ship&#8217;s &#8220;skin&#8221; is covered [...]]]></description>
			<content:encoded><![CDATA[<p>As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.</p>
<p><span id="more-21"></span>Biological generators are generators based on biological reactions. They are of course only compatible with biological hulls.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Photosynthetic generator</span></td>
<td>The ship&#8217;s &#8220;skin&#8221; is covered with photosynthesis-capable cells.</td>
</tr>
<tr>
<td><span class="new">Mytochondrial generator</span></td>
<td>This organ concentrates as many mytochondrions as possible within its cells.</td>
</tr>
<tr>
<td><span class="new">Improved metabolism</span></td>
<td>This special module is not a generator per se; however, adding it on a biological ship causes the ship to create more energy.</td>
</tr>
<tr>
<td><span class="new">Phased mythochondrial generator</span></td>
<td>This organ uses phase-shifting to regroup multiple mytochondrial generators in the same space.</td>
</tr>
<tr>
<td><span class="new">Radiation harvesters</span></td>
<td>A specialized organ of the ship, it harnesses deep space radiation and converts it to energy</td>
</tr>
<tr>
<td><span class="new">Kynetic converters</span></td>
<td>These specialised cells grow onto the ship&#8217;s &#8220;skin&#8221;, where they collect energy from collisions with dust and micro-meteorites.</td>
</tr>
<tr>
<td><span class="new">Magnetic converters</span></td>
<td>This organ extracts energy from magnetic fields the ship flies through.</td>
</tr>
</table>
<p>Zero-point generators rely on advanced knowledge of the universe&#8217;s underlying structure. They are based on advanced concepts and considered to be compatible with both mechanical and biological ships.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Zero-point extractor</span></td>
<td>These generators use vacuum energy &#8211; an underlying background energy that exists in space even when devoid of matter.</td>
</tr>
<tr>
<td><span class="new">Planck extractor</span></td>
<td>A finer version of the zero-point extractor.</td>
</tr>
<tr>
<td><span class="new">Matter converter</span></td>
<td>This generator is able to transform just about anything that has a mass into energy.</td>
</tr>
<tr>
<td><span class="new">Vacuum integrator</span></td>
<td>This generator combines the abilities of the Planck extractor with that of the matter convertor, being able to convert even the smallest amount of matter into energy.</td>
</tr>
</table>
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<p class="printfooter">&nbsp;</p>
]]></content:encoded>
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		<item>
		<title>Mechanical generators</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/#comments</comments>
		<pubDate>Sat, 08 Mar 2008 08:54:34 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[generators]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/</guid>
		<description><![CDATA[LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship&#8217;s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades. In this first post we introduce the mechanical generators &#8211; which are of course [...]]]></description>
			<content:encoded><![CDATA[<p>LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship&#8217;s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades.</p>
<p>In this first post we introduce the mechanical generators &#8211; which are of course specific to mechanical ships. A second, later post will present the other generator types.</p>
<p><span id="more-20"></span><br />
Passive generators are generators that collect energy from external sources and convert it.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td>Photovoltaic generator</td>
<td>Basic solar generator, available by default.</td>
</tr>
<tr>
<td>Concentrated solar generator</td>
<td>This high-density photovoltaic generator is able to generate more power by harnessing a wider range of wavelengths.</td>
</tr>
<tr>
<td>Thermoelectric generator</td>
<td>This generator collects heat from the ship&#8217;s hull &#8211; even temperatures slightly above absolute zero are enough.</td>
</tr>
<tr>
<td><span class="new">Solar mass fluctuation generator</span></td>
<td>Uses the fluctuations in solar mass in a way similar to seawave energy harvesting.</td>
</tr>
</table>
<p>Nuclear generators are generators based on nuclear reactions. They are the most basis power source and the first level of nuclear generators is the one available to all players at the beginning of the game.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td>Fission generator</td>
<td>The most basic type of generator; relies on nuclear fission and is quite bulky.</td>
</tr>
<tr>
<td><span class="new">Laser fusion generator</span></td>
<td>This generator uses high-energy lasers to maintain inertial confinement.</td>
</tr>
<tr>
<td><span class="new">Microfission generator</span></td>
<td>This variant of the fission generator is created through the use of more efficient energy collectors. It generates as much power in a much smaller space.</td>
</tr>
<tr>
<td><span class="new">Magnetic fusion generator</span></td>
<td>While more efficient than fission generator, this generator is even more bulky.</td>
</tr>
<tr>
<td><span class="new">Bubble fusion generator</span></td>
<td>This generator generates fusion reactions in bubbles found in a liquid container using sound waves; while much less efficient than other fusion generators, it is also much smaller.</td>
</tr>
<tr>
<td><span class="new">Quark fusion generator</span></td>
<td>This generator uses fusion reactions in a quark-gluon plasma to generate energy.</td>
</tr>
<tr>
<td><span class="new">GraDil fusion generator</span></td>
<td>This generator relies on gravitons and dilatons to create an artificial gravity field used to confine a quark-gluon plasma.</td>
</tr>
</table>
<p>Anti-matter generators are based on matter / anti-matter reactions.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Obliteration generator</span></td>
<td>Matter and antimatter obliterate themselves in a controlled environment to produce energy.</td>
</tr>
<tr>
<td><span class="new">Antimatter harvesters</span></td>
<td>Biological beings that exist between two planes of existence; they are capable of seeing antimatter and can harvest it for use in the ship&#8217;s antimmatter generators.</td>
</tr>
<tr>
<td><span class="new">Anti-particle colliders</span></td>
<td>An improvement on the obliteration generator which uses miniaturised particle accelerators to accelerate both matter and antimatter.</td>
</tr>
<tr>
<td><span class="new">Ambiplasma generator</span></td>
<td>This generator uses ambiplasma, an equal mixture of ionized matter and anti-matter.</td>
</tr>
</table>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Missile countermeasures</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 08:24:46 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[missiles]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/</guid>
		<description><![CDATA[Missile countermeasures come in various types and shapes; some will disrupt a missile&#8217;s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles. Missile countermeasures come in three different types. Anti-missile weapon systems (AMWS) are weapons that try to shoot [...]]]></description>
			<content:encoded><![CDATA[<p>Missile countermeasures come in various types and shapes; some will disrupt a missile&#8217;s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles.</p>
<p>Missile countermeasures come in three different types.<span id="more-13"></span></p>
<ul>
<li> Anti-missile weapon systems (<em>AMWS</em>) are weapons that try to shoot incoming missiles to destroy them; this type of countermeasure uses a lot of space on board.</li>
<li> Electronic missile countermeasures (<em>EMC</em>) try to fool an incoming missile&#8217;s guidance system to prevent it from reaching its target. They are much smaller than anti-missile weapon systems, however they are very demanding on the ship&#8217;s generators.</li>
<li> Physical missile countermeasures (<em>PMC</em> &#8211; for lack of a better name) use advanced knowledge of the universe&#8217;s structure to get rid of incoming missiles. While these systems use quite a lot of space and energy, they are more efficient than EMCs or AMWSs.</li>
</ul>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="25%">Name</th>
<th style="width: 70px; text-align: center">Type</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Flak batteries</span></td>
<td align="center">AMWS</td>
<td>Shoots explosive devices at short range to destroy incoming missiles.</td>
</tr>
<tr>
<td><span class="new">Point defense missiles</span></td>
<td align="center">AMWS</td>
<td>Uses smaller guided missiles to destroy incoming missiles.</td>
</tr>
<tr>
<td><span class="new">AI laser turrets</span></td>
<td align="center">AMWS</td>
<td>These AI-controlled turrets shoot incoming missiles using a high-energy laser beam.</td>
</tr>
<tr>
<td><span class="new">Droid sentries</span></td>
<td align="center">AMWS</td>
<td>Uses small flying robots that go after incoming missiles.</td>
</tr>
<tr>
<td><span class="new">Guidance systems jammer</span></td>
<td align="center">EMC</td>
<td>Tries to jam the incoming missile&#8217;s guidance system.</td>
</tr>
<tr>
<td><span class="new">Shadows generator</span></td>
<td align="center">EMC</td>
<td>Fools the incoming missile&#8217;s guidance system into thinking it&#8217;s going after many different targets.</td>
</tr>
<tr>
<td><span class="new">Nanites fog</span></td>
<td align="center">EMC</td>
<td>Generates a fog of nanites around the ship that will hack into incoming missiles to disable them.</td>
</tr>
<tr>
<td><span class="new">Picotech fog</span></td>
<td align="center">EMC</td>
<td>Upgrade from the above using picotech.</td>
</tr>
<tr>
<td><span class="new">Layered gravity field</span></td>
<td align="center">PMC</td>
<td>Modifies gravity in a thin layer of space around the ship, causing incoming missiles to detonate as they pass through.</td>
</tr>
<tr>
<td><span class="new">Thin gravity field</span></td>
<td align="center">PMC</td>
<td>Same as above but causing a stronger anomaly in a thinner layer of space.</td>
</tr>
<tr>
<td><span class="new">Phase-shifting cannon</span></td>
<td align="center">PMC</td>
<td>Cannon that shoots incoming missiles, making them shift out of phase with normal space.</td>
</tr>
<tr>
<td><span class="new">Hyperspace projector</span></td>
<td align="center">PMC</td>
<td>Cannon that sends incoming missiles into Hyperspace.</td>
</tr>
</table>
<p>Do you have other ideas of possible missile counter measures?</p>
<p>Do you have ideas of other categories of missile counter measures?</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Missiles</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-17/missiles/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-02-17/missiles/#comments</comments>
		<pubDate>Sun, 17 Feb 2008 08:34:07 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[missiles]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-17/missiles/</guid>
		<description><![CDATA[Missiles are projectiles containing both a propulsion system, a guidance system and some explosive materials. While they inflict quite a lot of damage, missiles are usually bulky, and they can be stopped using appropriate countermeasures. Some missiles exist in different variants, depending on their guidance and propulsion systems. This is not the case for all [...]]]></description>
			<content:encoded><![CDATA[<p>Missiles are projectiles containing both a propulsion system, a guidance system and some explosive materials. While they inflict quite a lot of damage, missiles are usually bulky, and they can be stopped using appropriate countermeasures.</p>
<p>Some missiles exist in different variants, depending on their guidance and propulsion systems. This is not the case for all missiles, as some of them really require advanced automation or powerful engines, while others are really too basic to be worth an upgrade.</p>
<p><span id="more-12"></span>The type of guidance system can be either <em>automaton</em> (<strong>A</strong>), which is the most basic, <em>intelligent</em> (<strong>I</strong>), where the missile uses artificial intelligence up to a &#8220;human&#8221; cognition level, or <em>Hyperturing</em> (<strong>H</strong>), where the missile is actually much more intelligent than you.</p>
<p>Propulsion systems for missiles include <em>chemical propulsion</em> (<strong>C</strong>), which is the most basic, <em>ion drive</em> (<strong>D</strong>) and <em>graviton drive</em> (<strong>G</strong>).</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<td><span class="new">Cluster missiles</span></td>
<td align="center">A+C</td>
</tr>
<tr>
<td><span class="new">Devastator missiles</span></td>
<td align="center">A+C / A+D</td>
</tr>
<tr>
<td><span class="new">Tactical nuclear missiles</span></td>
<td align="center">A+C / A+D</td>
</tr>
<tr>
<td><span class="new">Annihilator missiles</span></td>
<td align="center">I+C / I+D</td>
</tr>
<tr>
<td><span class="new">Anti-matter torpedoes</span></td>
<td align="center">I+D / I+G</td>
</tr>
<tr>
<td><span class="new">Quantum torpedoes</span></td>
<td align="center">I+G / H+G</td>
</tr>
<tr>
<td><span class="new">Subspace torpedoes</span></td>
<td align="center">H+G</td>
</tr>
</table>
<p>Do you have other ideas of missiles?</p>
<p>Do you have other ideas of missile guidance systems? Do you have other ideas of missile propulsion systems?</p>
]]></content:encoded>
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		<slash:comments>36</slash:comments>
		</item>
		<item>
		<title>Ship design</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/#comments</comments>
		<pubDate>Wed, 13 Feb 2008 07:12:12 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[ship characteristics]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-13/ship-design/</guid>
		<description><![CDATA[In Beta 5 we only considered four predefined types of ships: Ground Assault ships, fighters, cruisers and battle cruisers. Moreover, any technological advance which improved ship characteristics was immediately available on all ships once the technology was implemented. This system is very simple and easy to manage, both for game internals and players. However it [...]]]></description>
			<content:encoded><![CDATA[<p align="justify">In Beta 5 we only considered four predefined types of ships: Ground Assault ships, fighters, cruisers and battle cruisers. Moreover, any technological advance which improved ship characteristics  was  immediately available on all ships once the technology was implemented.</p>
<p align="justify">This system is very simple and easy to manage, both for game internals and players. However it lacks a great deal of flexibility and it isn&#8217;t very realistic.  We&#8217;ve also had a lot of requests around new types of ships to be added in the game, to increase interest.</p>
<p align="justify">Since we are very attached to designing a realistic game universe, we thought a bit more of the concept of ships. A ship is mainly a hull inside which and on which are installed various categories of equipment. The different types of ships we were proposing so far were mainly predefined sets of hull and equipment.</p>
<p align="justify"><span id="more-11"></span></p>
<p align="justify">To increase the possibilities in the game, we merely considered it would be way more fun to have players define their own ships, using predefined parts, than just provide them with predefined designs as in Beta 5.</p>
<p align="justify">Therefore Beta 6 will feature a real ship design system, where players can assemble their own ship categories, using parts such as hulls, generators, engines (normal and hyperspace), control systems (for biological ships), weapons, defenses, communication devices, jamming devices, navigation systems, detection systems, hangar bays (to carry smaller ships through hyperspace) or ground assault modules. The number of parts which can be integrated in a design is only limited by the total size of these parts compared to the hull size, and can be increased even more through a set of miniaturisation technologies.</p>
<p align="justify">Along these regular pieces of equipment, some special modules provide very advanced abilities, but at a high cost both in room aboard the ship, resources and time to produce. These include special weapons and defenses with a tremendous effect on enemy fleets and planets, cloaking systems, etc.</p>
<p align="justify">Each  category of ship parts of course features different levels or upgrades, which allow for the design of hundreds of different ship categories. Some predefined designs are of course available for those who don&#8217;t have time to play around with ship design, but these predefined ships might not be enough when facing carefully crafted ships in battle.</p>
<p align="justify"> What do you think of the ship design possibility?</p>
<p align="justify">Do you think it is too complex for an online game?</p>
<p align="justify">Do you think it could bring new possibilities to the game?</p>
<p align="justify">What kind of features would you see associated with ship design:</p>
<ul>
<li>exchange of designs among players as long as the one receiving the design has the required technologies?</li>
<li>association of a picture among a list of available predefined pictures or from uploaded pictures (moderated pictures in the last case)?</li>
<li>upgrade / downgrade from one design to another for all ships belonging to a design on a per empire / orbited planet / fleet / ship basis?</li>
<li>other features suggestions?</li>
</ul>
]]></content:encoded>
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