Geoff wrote:
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eliminate the problem of traditional design where the player just stacks the latest tech onto their biggest hull.
From the first post,
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Each [ship] size will likely have different advantages and disadvantages in and out of combat, none being the best at everything or particularly better than the others.
Consequently, there will be more to ship design than putting the best parts in the biggest hull. Other ship sizes will be better than the biggest at some (most) ship roles.
I'm just wondering how we are planning to design this. People oppose hard bonuses and penalties. For example, instead PD weapon A that gets a bonus against fighters a missiles, it would be better maybe allow the player to refine a weapon to PD version and it decreases the firepower of the weapon and increases the rate of fire so it's more effective at destroy many low HP things. basically you try to use as much of the few game concepts as possible.
if the tech progression is small hull -> medium -> larger -> huge, then it's necessary that the bigger hulls are better the predecessor. it's hard to make make older techs useful since research is suppose to make your empire better in general. To make old tech useful, you can make each ship size parallel or do something like command points in the tech tree.
also, ship size is boring, FO should get away from just more and more space for players to put things. ship class is more flexible concept. instead of more space, we can say this ship class reduces components on it. effectively it's the same as more space, but there are more flexibility of what we can do for a ship class and better fluff we can add.
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Command points limits the amount of ships you can build for a fleet depending on the hull size and ships in a fleet gain special bonuses.
For this discussion, if releavnt, assume there are no command or logistics points limits, and that a player can use as many of whatever types of ships he or she has available, in or out of a battle. If we need limits later, we can use them with just about any ship design scheme.
command points isn't just a dummy limit; it adds certain bonus to the ships grouped together in a fleet. this is critical because it allows players to build a big ship with everything on it and have it competetive that uses many smaller specialized ships because the player makes the decision between going down better ship class or use more of the old ships more effectively.
command points is one method that will effect how ships are design. if command points weren't use, you need some other mechanisms of making old techs un-obsolete, encourage ship roles yet still allow other players to build massive do-it-all doomstars. for example, you might add a concept that each adding additional of the same component takes less space progressively so that encourage ship roles. so that effects how ships are design. then you need something that allow doomstars to be effective and make old ship class useful.
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In general, I don’t like ship direction with functional game purposes. If there is ship direction complexity added, then I think a simple 360 arc and forward 60 degree direction is sufficient.
There will be relevance to ship direction / facing in some capacity.
if ship direction is a factor then i assume speed and angular rotation is gonna be a factor in the game as well? elaborte weapons schemes are also in the game. if stealth and detection is gonna be a continous integral part of the game too, do we really want that many features? how do we and how long to program the AI to do all this?
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PD weapons presumably will try to shoot down everything in range without ever being aimed or activated.
What if they can only engage a limited number of targets? Should ship AI decide which 2 of 5 incoming missiles to shoot down, or should the player be able to specify?
i don't think the player even wants to specify 9999 missiles and fighters targets every 1 ms of tactical combat. i think letting the AI decided which target posses the biggest threat compare to its ability to protect the ship is fine.
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However allowing multiple LR weapons or multiple fighters types in a single ship would indeed complicate the UI. Depending on what other choices are made, a limit on the number per ship is reasonable.
Any ideas how to impose such a limit?
i think player is allowed to control how specials are fired. weapons should be left to the AI.
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I believe predetermined hull kits with set slots is the scenario best suited to having a ship's function and abilities discernible on sight.
Lack of visual distinctiveness is a big downside with fully freeform design, though I'm not sure how effective kits would be at making the visual distinctiveness correspond well to ship abilities. Assuming a kit still lets the player customize the ship to a significant degree, the particular weapons, defenses and other parts that are on the ship could still be quite different, making similar-looking kits not in practice similar-behaving. How would you set up a kit, with what sorts of restrictions or options on ship designs, in order to make them convey strategically or tactically useful information in practice?[/quote]
i guess a not so good idea is limit amount of designs a player can have.
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skdiw wrote:
the question should more [be] how much customization and gizmos do players want to fit on their ship?
Agreed... So what's the answer?
some players want lots of customization and stuff, some players like ship roles. i think we can do both by making two style progressions seperate. so a player can research into making their tactics/roles more effective through something like command points making more of the same stuff more effective grouped together or miniturization so the player can add pack more of the same component or the player can reserach ship class with larger space.
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Also, in terms of graphics, it is much simpler to have 5-6 different sizes of ships with unique graphics for each size. If ships are role-specific, would we have unique graphics for each role-specific ship with different sizes, which could be many times more graphic models? If there will be no unique design within a size, what is the point to restrict ships design anyway?
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the player can make a ship design be roles specific by the components he puts on it.
Completely open ended ship-design would:
• create ship which had little connection to their on-screen representation, and/or
• add several more years to development.
first point isn't necessary true. in galciv2, there is a graphical representation for each component that you tack onto a ship model during ship design.
people should be more aware of the second point.