First of all, I seperate defense form ground troops.Geoff the Medio wrote:That would make it impossible to differentiate between a planet or system's defenses against orbital bombardment or ground assualt, and its ability to get shipping past a blockade. This would seem to make blockades irrelivant and unnecessary... (ie. if a defender can get past a blockade, then the blockade is pointless, but if the defender can get past the blockade, then the attacker's fleet wouldn't have been strong enough to capture the planet outright, so would have like to have blockaded, but can't...)skdiw wrote:...I don't think we should have another blockade evasion variable. I think we should just compare blockade with defense of the planet.
How would variable changes for blockade evasion differ from defense? To me, the two is similar so we might as well use one value. You compare the fleet str to defense value, but that doesn't mean the fleet is attacking. It's just orbiting and blokading.
The defender can't get pass a blockade without initiating a battle.
Fleet strength doesn't necessary compare to defense on 1-to-1 basis. Just because a scout ship can't destory strong system defenses, doesn't mean it can't block a few freighters. I'm using defense as a reference vaule to estimate the effectiveness of the blockade.
It all works. Hope it's clear now.
First, it's vital not to forget inter-empire trade, not just intra-empire. You don't trade with yourself--that's more like redistribution. You trade with other empires. Thus, profits is very important.The point of the blockade would to prevent transfer of resources from or to the planet / system and to or from the empire pool. If you can get 50% of unblockaded resource transfers through, that 50% is quite useful. If the alternative is just losing the resources because you couldn't get them out to the empire pool from a planet, then even if you only get 1% through, it's still a benefit. If the alternative is spending them elsewhere in the empire, then the player has a choice whether to try to send more, or to cancel or deprioritize the project on the blockaded planets. Analyzing the "profit of the trade" is irrelivant.Also, it doesn't take much fleet strength to make trade worthless. For example, if the profit of the trade is 30%. Given that a freight is worth 10 BC and enemy's blockade effectiviness is only at 50%, Your net is -3.5 BC!! So there is no reason why a player would take the risk sending out freighters in the first place when the cargo is worth so much.
That 50% transfer is NOT always desirable because you lost remaining 50% that could be saved up for system development or in some stock until the blockade is removed or as you said, spend more on the blockade planet.
To me, your rest of arugements just said that just 50% blocade matters: it's not whatever you can ship through, in or out, is good. The lost resources is a opportunity cost to the empire, as it should.
I didn't say anything is wrong with with what you said. In fact, I did mention other factor as you did that would affect natural defense of a system. I'm saying that if the player isn't satisfy, he should be able to be boost his defense. Natrual defense cannot be so strong to prevent all attacks.What's wrong with buildings, technologies, social-engineering, biological and cultural factors affecting the defense meter? The button suggestion seems rather clunky, and will necessaitate micromanagement by definition.skdiw wrote:I agree. I figure players like to be able to boost their defense, so I thought a better way then buildings is a defense button that doubles the with each click (you pay maintainece after the first natural defense lvl).I wrote:You can have some indirect control of a the value of a meter such as the proposed defense meter. What and where you build buildings can have important effects on them. What direct-bonus technologies you research can affect them. Presumably various social-engineering or cultural choices could have an effect on them.
that's right.Planet defense wouldn't destroy enemy fleets, it would just defend the planet from attacks by the fleet, meaning that the fleet can only blockade the planet, rather than destroying it.If we allow the player to easily build system defense and have them be effective against enemies' oribiting fleet, whether they are in transit or blockading, then the player only needs them at choke points dictated by starlanes.
Yes, and you could add the diplomacy and the kitchen sink. All those factors sums to a macro-strategy of growth, defense, and offense. The combinations makes your strategy lean toward one macro-strategy, which can be beaten by another.It's not just Fleet_Strength-Growth-Defenses <=> Rock-Paper-Scissors.
Rather, it's various combinations of Fleet Strength, Growth, Planet Defenses, Ground Troop Strength, Culture, Espionage, Biological Warfare, Psionics, Stealth Technology, Galactic Weather Control, Space Monster Control, etc.
Getting rid of a blockading fleet could be done several ways, and overcoming planet defenses could be done several ways. The defender could have a defending fleet, use cultural or trade-based means to make the attacker's planets unhappy about the blockade action and/or make maintaining the blockade too expensive, or could research better blockade evasion technology to bypass the blockade without destroying the ships doing the blockading.
Similarly, the attacker could also bring enough ground troops to take the planet outright, or research specalized bombardment technology that can overcome planet defenses, or use cultural or espionage means to take the planet or damage its production capacity after achiving space superiority, or use biological warfare, etc.
All I'm saying are 1. not to make defending too powerful and 2. not to have so many insignificant variables like blocade evasion tech even if they are free from another tech.