Well I have to agree that ‘blockade’ is a great idea. There are many ways to implement it, but all of them would take quite a bit of programming I think. So I doubt it will make the game, unless everyone pipes in about it. (And just to make a point that I think everyone who wants this should. I would be willing to wait a month or 2 to get this feature in, and yeah I think it would take that long. And I think it is way more important than good looking graphics.)
The thing to remember is that there isn't 1 solution to how to best implement it. How effective a blockade is or what a blockade does is completely open. And all factors will have an impact on game play, so it would require even more fine tuning, just what the Devs want to hear.
And that is what LJ's point is. What do we want a blockade to do? For now I say keep it simple, though I don't think I can. In terms of building a system that would work you would have to build in control mechanisms to allow for tuning.
The ability to blockade should come after the majority of colonization is done. Yet that varies by many factors, but I hope gives a good idea tech wise and timeline wise when I think it would be safe for players to start gaining the ability. Where you place the ability is 1 control.
What kind of ships can be used in blockade is another type. I would suggest that only large type hulls be allowed initially for blockade, with later techs allowing it to be on smaller type hulls in progression. That is a 2nd control.
Next I would suggest that there be a blockade rating. For me that means it is some form of a module that has to take up space on the hull. Again size and cost are a control factor to keep it safe for early game. Now to elaborate on what I mean by rating. A module would have X points in blockading. That X could be a percent, telling us how effective it would be in a blockade. Or it could just be a number that is used as a ratio against a plants class. What I mean by that is, a class 2 planet should be much easier to blockade (whatever the blockade does) than a class 20 planet where they have the many more means to counter a blockade. Either way you again have a control value for fine tuning. btw I like the class idea
Next the hard part, what does a blockade do? I would suggest keeping it simple and trying to build on it as needed.
First range. Do to the mechanics of the game, this may not be something that can effectively be modified. I don’t know how they store range data in the program, I don’t think it will be an issue, but it may.
Now, 1st off you generally want players to have the ability to reach a planet under blockade, and again the games hidden mechanics makes it difficult to know how I could modify range. I would be ok with a complete removal of that planets bonus to range, especially since there is a way already to increase a ships range. A percentage might seem more fair, but I want to keep it simple and as easy to program as possible. If there is more time then a good discussion on balancing a % idea would be good. But I wouldn’t want to focus ideas here yet.
Next I would suggest that the amount of production but limited. Now there are a few ways to do this. But again due to lack of how they programmed the game I don’t know which is easiest to implement. And yes I am generally more interested in easy of implementation than overall realism due to developmental time constraints.
1 idea is that a planet’s income is all that is allowed to fund its projects. Problem with this idea is the planet under blockaded would want to fine tune that planets production independently of the general economy. They really shouldn’t do research there, and they most likely would not benefit from any construction other than ship building. So for simplicity I would say take that planet out of the general economy and force it to just make ships. Now I know many would want to personally control the planet, but again for simplicity no. Given more time to develop then we could expand on this. But the real problem is I don’t know if you can take it out of the general economy and set something like this up easily.
If not, alternatives would include seeing if you could kill any excess income from the planet while it is under blockade. Stopping of production of everything but ships should still be fairly easy (yeah like I would really know). But just to make some heads spin, I haven’t even brought up how effective the blockade is. How would this effect everything? Going with either the % idea or my ratio idea things get complex very fast. And yeah, I do think that this would be a good place to implement that. However, the more I look at it the more I’m willing to drop effectiveness of a blockade idea. I’m thinking it would just take too much time sadly.
My 2nd idea, which I’ve already kind of shot down, is using the class vs. ability of blockade idea. I really like the idea of the more ships you have the better the blockade becomes. It leaves room for the Falcon to run the blockade and has a bit more realism. It may be easier or harder to implement, I just have no way of knowing. Another way of it working is for every point a blockade has it suppress the class of planet by 1 while in place. Not very useful against a starbase, but it may work and may be easier to program. Don’t know, just throwing out ideas. But this type of modifying would require a lot more fine tuning. So that is another thing to consider.
Influence is another thing that should be affected but a blockade. And again I just don’t know how much data is kept to make this effect or cumbersome to do. Starting with the obvious I would like to see that having a blockade increases the chances of a planet flipping to you increase, this should be easy as I’ve seen in the Journals that it already exists in some form. I would like planets that have been taken over to be more effected by a blockade from there original home worlds, but that may be reaching a bit.
And all this and I haven’t even talked about interaction of effects. So you can all see I hope, how this is just not as easy as it sounds. And I’m getting tired of writing about it. So I will leave it to the rest of you who want it to debate if this is really worth waiting for. I say yes.