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Idea for Fleet Control tech

Idea for Fleet Control tech

Yes this is a wonderful idea, I call it my brain-child

Basically we know there will be a maximum number of units in a fleet, I mean to keep the game sane of course :/ So I thought what if the number wasnt fixed but depended on another factor, like a different branch of tech? and the way it would be implemented is you would get a maximum number of comand points based on your current tech level int he field of Fleet Control (or swhatever you wish to call it) and each ship would take x amount of points up because of its hull size. This could keep a fleet of 9 medium ships from anhialating a fleet of 9 small ships over and over by making lets say the fleet consist of 4 medium ships and one small ship This can give time for the player/ai with the inferior hull size to upgrade their fleets to counter the new medium hull menace or persue a swarm strategy!

Plz say you liek this idea!
31,536 views 34 replies
Reply #26 Top
Hi!
We're not sure how it will work out in terms of a 25 tiny ships vs. 10 capital ships yet. It's going to be interesting because the 10 capital ships will obviously be more than 2.5 times more powerful than each tiny ship. But the dyanmics seems to slightly favor those who have more ships

If there's no damage to the components on the ship, the biggest hull will always have an advantage in a battle. Small ships would die, but the big ship would still deal 100% of its firepower, despite its armor/structure being 99% damaged. if you'd include damage to ship's components, then that advantage would vanish.

Different sized ships use up X amounts of logistics:
Tiny: 2
Small: 3
Medium: 4
Large: 5
Huge :6

IMO those points will need to be reconsidered. If the biggest hull can carry 10 weapons and the smallest one 1 then the logistics points should also be taged accordingly, or bigger hulls will again have too much of an advantage.
BR, Iztok
Reply #27 Top
1)I think small hulls should be a bit bigger (has 10% more space than it does in the latest bulid) 2)and have minaturazation affect Modules (Not the hull size! PLEASE!) 3)maybe increase logsitcs by another 10%?

Responding to the post above
Hi!
We're not sure how it will work out in terms of a 25 tiny ships vs. 10 capital ships yet. It's going to be interesting because the 10 capital ships will obviously be more than 2.5 times more powerful than each tiny ship. But the dyanmics seems to slightly favor those who have more ships

If there's no damage to the components on the ship, the biggest hull will always have an advantage in a battle. Small ships would die, but the big ship would still deal 100% of its firepower, despite its armor/structure being 99% damaged. if you'd include damage to ship's components, then that advantage would vanish.

The capital ships have the exteme advantage they have FAR more weapons than 25 measly fighters (sure they move faster but the capital ships blow em up faster!) i belive even 8 capital ships could destory 25 fighters (Small hull with balanced tech)
Reply #28 Top

It's important to note that the SIZE of modules is based on both a static value and a % of hull size.

So, for instance, a phasor cannon might use 5 + 10% of the hull size in size.  So a large ship won't necessarily have as much fire power as one might think. 

Reply #29 Top
it still a powerhouse of death (simmilar to a WW2 Battleship)
Reply #30 Top
Hi!
It's important to note that the SIZE of modules is based on both a static value and a % of hull size.

I'm sorry, but that sounds silly to me. I can understand bigger ship needs bigger shields for the same amount of protection, or bigger engines, but a gun is a gun. Why should it take more space just because there is more space? If I'd think there shouldn't be so many guns on a bigger hull, I'd rather decrease available amount of space on that hull.

Please don't go that percentage path. For me it was one of more annoying things in both MOOs regarding specialls. Please don't repeat it here.
BR, Iztok
Reply #31 Top
I'm sorry, but that sounds silly to me. I can understand bigger ship needs bigger shields for the same amount of protection, or bigger engines, but a gun is a gun. Why should it take more space just because there is more space? If I'd think there shouldn't be so many guns on a bigger hull, I'd rather decrease available amount of space on that hull.

Please don't go that percentage path. For me it was one of more annoying things in both MOOs regarding specialls. Please don't repeat it here.
BR, Iztok
well without the percentages Capital ships would be too strong and just 3 could take out 50 fighters (after a while anyways) so there is a need for the percentilie for defenses (but not for guns and stuff) now defenses each take 5% of hull+physical space (it adds up for larger ships trust me!) and engines take 10%+phys space (sorry but they are BIG they must be large so they can actually push a large ship,like a cargo hull ship...)
Reply #32 Top
A gun is a gun. If it takes 5 space on a tiny ship, the same gun should take 5 space on a titan's hull.

What GC is missing is POWER PLANT. Bigger ships need bigger power plants to power all their stuff. The percentage of hull space must represent power plant, maintanence space (ie, crawlspaces for refitting/repair/maintenance), targetting mechanisms (turrets/battery/blister structure etc), and ammo storage/on demand production. That's the only thing I can think of that should cause a percentage used space for guns.

Now, in reality, if all tech is equal, and both tiny ships and large ships have the same guns/etc, then the big ship will win against a swarm. As long as there isn't any damage system. The reason is just as noted... your big ship will still be 100% effective at 99% damage. At 99% damage it's inflicted, most of your swarm has been destroyed (meaning less damage is being inflicted back on the big ship per round).

The question is one of fun. What would be more fun? Always wanting to build the biggest hull possible, or having a balance between hull sizes? I find that games in which the same amount of points invested in small hulls are competitive with large hulls to be more fun (ie, MoO1, where swarms of small ships were very effective against larger ships). MoO2 did not have that balance, so you always wanted to build the biggest hull you could (because 3 tiny ships in MoO2 could not kill the same logistal cost of 1 medium ship).

Now, if you have damage/critical hits in your combat system, that helps the swarm be more effective, or at least, on par with, larger hulls.
Reply #33 Top
Now, in reality, if all tech is equal, and both tiny ships and large ships have the same guns/etc, then the big ship will win against a swarm. As long as there isn't any damage system. The reason is just as noted... your big ship will still be 100% effective at 99% damage. At 99% damage it's inflicted, most of your swarm has been destroyed (meaning less damage is being inflicted back on the big ship per round).

The question is one of fun. What would be more fun? Always wanting to build the biggest hull possible, or having a balance between hull sizes? I find that games in which the same amount of points invested in small hulls are competitive with large hulls to be more fun (ie, MoO1, where swarms of small ships were very effective against larger ships). MoO2 did not have that balance, so you always wanted to build the biggest hull you could (because 3 tiny ships in MoO2 could not kill the same logistal cost of 1 medium ship).

Now, if you have damage/critical hits in your combat system, that helps the swarm be more effective, or at least, on par with, larger hulls.


Gotta say I agree with that. Larger ships are going to come out ahead all the time unless their abilities decrease with damage.

Could it be achieved simply by reducing a ships abilities at damage intervals? At 25% damage the ships firepower drops 25%. At 50% damage it drops to half etc. I imagine coding individual module damage tracking would be awkward and unnecessary.
Reply #34 Top
But the dyanmics seems to slightly favor those who have more ships.

That is, in play testing, we've seen 4 fighters take out 2 medium sized ships.


Just wanted to emphasis this for all those who are worrying about larger ships always winning.

Could just be from the fact that by getting more ships you have a higher rate of fire, or it is harder to hit a smaller ship.