supply reduction

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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jinlanid
Space Squid
Posts: 55
Joined: Mon Aug 12, 2019 9:26 am

supply reduction

#1 Post by jinlanid » Tue Mar 24, 2020 12:51 pm

Reduce supply if your fleet is far from your system.
If you system has supply range of 6.
If your fleet are at you system or 1 lane away of your system, they get 100% supply. Means they can fully refill fuel and fighters.
If further, reduce supply by scale. If they are 2 lane away, get 5/6 fuel and fighters,if they are not empty in their fuel tank, they can probably fully refill their tank. If they are 4 lane away, they can only get 1/2 supply, they may not be able to fully refill fuel and fighters.

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Oberlus
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Re: supply reduction

#2 Post by Oberlus » Tue Mar 24, 2020 1:26 pm

Unnecessary and unfunny complication.

jinlanid
Space Squid
Posts: 55
Joined: Mon Aug 12, 2019 9:26 am

Re: supply reduction

#3 Post by jinlanid » Tue Mar 24, 2020 3:14 pm

Yes you are right.
Most important part, newly occupied system should not provide supply range. That's the real problem. Can't solve the problem without touching that.

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Oberlus
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Re: supply reduction

#4 Post by Oberlus » Tue Mar 24, 2020 3:17 pm

jinlanid wrote:
Tue Mar 24, 2020 3:14 pm
Most important part, newly occupied system should not provide supply range. That's the real problem. Can't solve the problem without touching that.
Newly occupied system has a supply of 0, and it grows at a rate of 1 per turn until it reaches target supply.
You can delay the meter growth if that is what you want.
That has nothing to do with escalating resupply with distance to supply source, though.

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