A camel with one hump or two...

Why not just make ships need a power/fuel supply? First, the addition of fuel cells or tanks would instantly drop the available number of spaces on a given hull. Second, a ship traveling at it's normal rate (let's say anything less than 8 since that seems to be the magic number) would incur little, if any, fuel/power consumption. Once a ship breaks the 8 spaces a turn rule, fuel consumption would rise exponentially. That being said, player's would have to be more mindful of how they wish to deploy their fleets and in what time frame they would get there. To stave off the inevitable "then how do you refuel?" question, the fuel supply could be regenerative (sci-fi to the rescue)i.e.: You send a fleet into an enemy's territory at full speed. Even though you make the trip in one, maybe two turns vs. the twelve plus it would've taken at "normal" speed, you find that your ships are severely drained of power, pretty much making them sitting ducks until your power supply can recharge itself. I think this would be a viable option for the devs to entertain. What do you guys think?
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Reply #1 Top
So we'll have a tiny Nibbler inside each ship that can only poop out so much dark matter in a given time frame?

100bc to the guy who gets the reference
Reply #2 Top
100bc to the guy who gets the reference


Futurama anyone? Where's my money!
Reply #3 Top
Seriously though, it seems like a reasonable solution to the whole speed problem doesn't it n0v4c4n3? I admit it isn't worded too well, but I get my idea across. I think this would be better than just totally nerfing our present engine system into lord knows what. But as I always say, what the hell do I know?
Reply #4 Top
Eeeep, that was fast.
Umm... you'll get it when GC has multiplayer hahahahaha

Actually, when I make a reference to a show like Futurama, it usually means I like the idea, because I can't think of anything constructive to add to it/ debate it
Reply #5 Top
Actually, when I make a reference to a show like Futurama, it usually means I like the idea, because I can't think of anything constructive to add to it/ debate it


And now I know. Glad to see someone at least "likes" the idea.
Reply #6 Top
So we'll have a tiny Nibbler inside each ship that can only poop out so much dark matter in a given time frame?

100bc to the guy who gets the reference


Yes that was from the same Episode Leela met Zap Branigan(ChamPagn any one?)
Reply #7 Top
Hey guys, did you know that Futurama is coming back? Thirteen shiny new episodes. Here is a link to a recent interview with David X. Cohen on the subject: http://www.wizarduniverse.com/magazine/toyfare/002710592.cfm On the subject of the original post; on the surface it seems completely doable. The ships can repair themselves now- regenerating energy could be handled in the same manner. Slowly in space, much more quickly in orbit. The speed at which they regenerate there could be tied into the various power plants now available. Be careful what you wish for, though. The Korath deciding to attack while your fleet is unavailable could spell disaster.
Reply #8 Top
Something tells me I might have to wait a little while to see some response to my actual post, ahem. Just kidding guys, knock yourselves out. Once I quit watching Futurama, I pretty much lost interest in it, so there's not much there for me as far as catching a new season. Not to say that my interest couldn't be renewed...
Reply #9 Top
Wouldn't it be better then to tie it in with some form of Star Gate/Wormhole/Jump Gate/Space Tunnel thingy then?
I mean, if ships have to sit there for a while anyway, which by the way makes it sounds vaguely familiar to former jump-like sci-fi methodes used in other worlds/stories/games ect , then I'd rather have it being more restricted instead of letting ships jump.

How about being able to construct huge warp gates of sorts in space using the constructors or even a new module, (The gates are sorta used in the background lore), between two points in the galaxy, obviously within a finite range and not from one end of the huge map to the other.
Gates that allows ships to travel through them but like Asteroids they would limit traveling speed for a short while after the ship is clear of the Jump Gate. You could even force the ship to spend 1 turn on the gate/in front of the gate before being allowed to jump through, and then not allow it to move during the turn it travels through the gate, ie. it jumps and appears at the end of the Jump Gate, but then remains there for the reminder of the turn.

You could tie in the new tech research line for power plants. (Fusion, Anti-Matter, Quantum) Each step allowing longer distances between gates.
Reply #10 Top
The asteroid mining could be worked into mining for a useable fuel source, which could make asteroid ownership even more important, similar to original Star Trek's dependence on mining dilithium.
Reply #11 Top
Something like dilithium crystals could serve to restrain naval fleet sizes.

Seriously, once everybody has over 100 ships, you're in for a LONG game. If each ship needed a rare crystal to function, things would be more manageable.

I'm never playing gigantic again after I'm done with this particular map.
Reply #12 Top
Futurama -- News
Futurama -- News
Futurama -- News

Futurama wins!

Actually, I just have it on for background noise while I'm playing GalCiv. I never play game music. Ever. Except in Victoria. Unless the wife is home in which case she is watching HGTV. (snore)

Anyway. Call 'em fuel cells, start the mixer and watch 'em flash!
Reply #13 Top
Sounds a little like the Stars! model. You only have so much fuel. Traveling at base speed has little or no effect. Traveling at lower speeds increases fuel supply (ram scoops), over base line uses fuel expotentially. Although, most ppl won't care if their transports get there with no gas left over.

It would probably require a major code change tho, and nerfing is easier.  

edit: how about this. put in a 15 pct cap (one sector's worth, would be easy since the map is set up that way anyway). For each movement past 15 pct, there is a chance the engines will overheat and blow the hell up 
Reply #14 Top
Captain: 'What's taking so long, we gotta fix the engines! We're stranded in Drengin territory!!'

Engineer: 'I'm sorry captain, this is going to take a long time to repair, but a least I found the cause, it says in the manual right here:
For each movement past 15 pct, there is a chance the engines will overheat and blow the hell up


Reply #15 Top
there is a chance the engines will overheat and blow the hell up


This would work just as well. Have a random chance for a system failure after pushing your engines to their limits.

It would probably require a major code change tho, and nerfing is easier.


I have no idea what it takes to make a game. That's why I leave it up to the pro's.

I'm sure whatever the final product ends up being we'll learn to adapt our style to the dev's changes, so...
But it is fun to think of ways to go about all of this.
Reply #16 Top
I thought it was a rather clever idea, the micro-management aspect of it would be an extreme headache though.
Reply #17 Top
the micro-management aspect of it would be an extreme headache though.


Please explain a little more.
Reply #18 Top
I thought it was a rather clever idea, the micro-management aspect of it would be an extreme headache though.


He is right. Say you've made a fleet with ships of different speeds. Getting all of your fueling right for maximum movement would be a real headache.

Plus figuring out the most efficient way to cross a galaxy... arg.

But when I heard the idea, i thought of it more as like a nitrous boost. Like every ship has a certain amount of nitrous cells (module), that can be used one at a time to double speed or some significant boost, and took a while to regenerate outside of orbit. Obviously they wouldn't use nitrous oxide, i'm just making a metaphor.
Reply #19 Top
Well, if you have to refuel the ship as others were talking about above, keeping track of the ships and their fuel consumption would be a bit of a pain. I think you would need to be able to create "fuel ships" of some sort, adding to the amount of ships you are already using. Having to intercept, refuel, and then refuel the re-fuelers could turn into a logistical nightmare.

However, if done this way...

You only have so much fuel. Traveling at base speed has little or no effect. Traveling at lower speeds increases fuel supply (ram scoops), over base line uses fuel expotentially.


It would subtract greatly from the micro-management aspect, but the overall space used by your fuel cells / tanks (that you suggested) would be greatly reduced because you would only move the maximum spaces allotted only in times of an emergency, which in turn would negate your overall concern on ship space, I would think.

Overall I like the idea of limiting the range of ships and also giving them the ability to move faster in times of great need.
Reply #20 Top
Well, theoretically you wouldn't even need to make a size for the power source if it would save headaches. As far as fleet composition, I'm not so sure. Let's say I am at the end of the tech tree, or at least have researched all engine techs. Obviously my ships would have the best engines, correct? So, let us also say that all of my ships can travel up to 60 spaces a turn. As a fleet, moving the whole thing could be anywhere from 1 to 60 spaces. There would be no "slower" ships within that fleet, so the speed would be the same across the board. The only issue would come if you were penalized for using max speed, and had your fleets arrive with little or no power left. That would be where your support ships come into play, and they would have to be strategically placed prior to, or during, your commute to the enemy's territory.
I wasn't implying that there would be refueling, simply because it would be too much more to manage. Just have a "rechargeable" fuel cell, thus eliminating all the refuel headaches. Like I said, I am sure it wouldn't fly, and after reading in a thread where the dev's have pretty much put all the features into DA that they're going to, well, I have no hope for such a system. I guess I was just still fighting to keep my uber ship's with their insane speed!
Reply #21 Top
The only issue would come if you were penalized for using max speed, and had your fleets arrive with little or no power left.


I think this is a good idea and would add to the Galactic Warfare experience.
Not to mention change the fundamental tactics some of us use on a regular basis.

Just have a "rechargeable" fuel cell, thus eliminating all the refuel headaches.


I think this would be the way to go. Even though it may not ever see the light of day Evil, it was a very good idea.
Reply #22 Top
Thank you very much Quixen. I appreciate when I get some positive feedback. Now if I could just learn how to write code, maybe I could make my own sci-fi game, on an epic scale of course!
Reply #23 Top
Which fuel would be good for hyperdrive, ion drive, warp engines?

I hardly can imagine some (known to us today) conventional fuel (like oil) being good for hyperdrive thingy!

I remember this article from new scientist that is telling of a theory on hyperdrive, but it's more about magnetism then any other "fuel"!

http://www.newscientist.com/channel/fundamentals/mg18925331.200-take-a-leap-into-hyperspace.html

Physics experts, your thoughts!
Reply #24 Top
Which fuel would be good for hyperdrive, ion drive, warp engines?


Deuterium. Common in salt water. Cold fusion application. Very potent, very common (at least on water planets) and utterly simple. Allows for nuclear reactions at room temperature, very impressive. Oh, and power output is about 30 to 1.
Reply #25 Top
Which fuel would be good for hyperdrive, ion drive, warp engines?


I think this is a moot point. Basic principles of physics, in order to move something (gain kinetic energy), you must first have potential energy. Fuel is potential energy, nowadays being chemical potential energy. In any case, it's impossible to have a completely renewable source of potential energy (which is why we can't create a perpetual motion device).