Difference between revisions of "User talk:Geoff the Medio/Ships"

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  * ???
 
  * ???
 
These operations could cost a number of RPs proportional to the number and sizes of ships assigned to the mission. Operations could have a base cost and a continuing, upkeep cost to keep operations going. These costs could be affected by special buildings (like a 'naval depot'), leaders with exception organizational abilities, technologies involving logistics, etc.
 
These operations could cost a number of RPs proportional to the number and sizes of ships assigned to the mission. Operations could have a base cost and a continuing, upkeep cost to keep operations going. These costs could be affected by special buildings (like a 'naval depot'), leaders with exception organizational abilities, technologies involving logistics, etc.
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:Giving orders to fleets isn't really a "new" concept; we already have fleet move orders, merge and transfer orders and it's obvious to extend this where appropriate, such as Orbital Bombardment, Dropping Ground Troops, Blockading Neutral / Multiowner Systems.  Garrisoning doesn't really need an order... it's sort of the default state of ships in a friendly system.  Disrupting enemy shipping anywhere, or non-allied shipping through systems you own would also happen automatically, but an order to block non-allied shipping in neutral systems makes sense.  Really, I just haven't gotten around to writing this stuff yet. [[User:Geoff the Medio|Geoff the Medio]] 14:19, 16 Jun 2005 (EDT)
  
 
== Abstracting ferrying (mvor) ==
 
== Abstracting ferrying (mvor) ==
  
 
I think it would be a good thing for gameplay that ferrying tasks (like moving population, goodies, etc.) was abstracted in manner similar to that of MOO2.
 
I think it would be a good thing for gameplay that ferrying tasks (like moving population, goodies, etc.) was abstracted in manner similar to that of MOO2.
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:Resources are already shared empire-wide without need for transports.  I discuss migration [[User:Geoff_the_Medio/Musings#Colonization_.26_Migration|here]] with consequences of the one race per planet rule, which eliminates much of the need for colony ships to ferry population (ie. except when starting new colonies in systems you haven't yet colonized).  The suggestion that transports could be used was only in very limited special cases for story-relevant / unique items and artifacts... like alien artifacts from SMAC, but rarer and more interesting.  This wouldn't necessary need to be specialized transport ships; any ship could carry these things, I'd expect... or perhaps any ship of a certain size or larger. [[User:Geoff the Medio|Geoff the Medio]] 14:19, 16 Jun 2005 (EDT)

Revision as of 18:19, 16 June 2005

About Strategic map balancing (mvor)

What do you think about introducing the concept of fleet operation? Fleet operations, as its name implies, would be missions assigned to groups of ships (from a single ship to a fleet) like:

* System blockade - Prevent shipping from crossing starlanes out of (or into) a star system
* Planetary Raiding - Bombardment of enemy colonies
* Planetary Invasion - Siege, bombardment and deployment of ground troops to capture enemy colonies
* System garrison - Interdict enemy missions in a given star system
* Disrupt merchant shipping
* ???

These operations could cost a number of RPs proportional to the number and sizes of ships assigned to the mission. Operations could have a base cost and a continuing, upkeep cost to keep operations going. These costs could be affected by special buildings (like a 'naval depot'), leaders with exception organizational abilities, technologies involving logistics, etc.

Giving orders to fleets isn't really a "new" concept; we already have fleet move orders, merge and transfer orders and it's obvious to extend this where appropriate, such as Orbital Bombardment, Dropping Ground Troops, Blockading Neutral / Multiowner Systems. Garrisoning doesn't really need an order... it's sort of the default state of ships in a friendly system. Disrupting enemy shipping anywhere, or non-allied shipping through systems you own would also happen automatically, but an order to block non-allied shipping in neutral systems makes sense. Really, I just haven't gotten around to writing this stuff yet. Geoff the Medio 14:19, 16 Jun 2005 (EDT)

Abstracting ferrying (mvor)

I think it would be a good thing for gameplay that ferrying tasks (like moving population, goodies, etc.) was abstracted in manner similar to that of MOO2.

Resources are already shared empire-wide without need for transports. I discuss migration here with consequences of the one race per planet rule, which eliminates much of the need for colony ships to ferry population (ie. except when starting new colonies in systems you haven't yet colonized). The suggestion that transports could be used was only in very limited special cases for story-relevant / unique items and artifacts... like alien artifacts from SMAC, but rarer and more interesting. This wouldn't necessary need to be specialized transport ships; any ship could carry these things, I'd expect... or perhaps any ship of a certain size or larger. Geoff the Medio 14:19, 16 Jun 2005 (EDT)