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December 2nd, 2006, 03:30 PM
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Sergeant
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Join Date: Feb 2001
Location: Richmond, VA
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Re: What\'s going on with SUPPLY?
If you can resupply 65 ships with 3 resupply depots in anything less than 3 turns... Now thats over the top. Supply has to take effort and time or it's meaningless. A large fleet like that should take a significant amount of effort to keep in supply.
Javaslinger
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December 2nd, 2006, 03:46 PM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
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Re: What\'s going on with SUPPLY?
Sorry, I don't buy that philosphy. (and actually it was 12 turns, 3 I could live with, I'm trying to get it down to 6) A race that can build a star faring dreadnought in 4-5 months, that can crack planets open and put out suns, is not going to take 3 times that long to load it with fuel and food. These ships had not even fought a prior engagement. Leaving their homeworlds full, and simply flying to another system, and taking over a year to resupply makes no sense. None.
It would make more sense to have a proportions mod that made it take 12 turns (or more) to actually BUILD the dreadnought, and 4-5 months to supply it, than the other way around.
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December 2nd, 2006, 04:24 PM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: What\'s going on with SUPPLY?
Quote:
StarJack said:
It would make more sense to have a proportions mod that made it take 12 turns (or more) to actually BUILD the dreadnought...
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Ha-ha-ha-ha; something like a total conversion being made by yours truly! How does this grab you:
Largest Hull Name: Juggernaught
Displacement: 5,000kt
Available at: High Tech Level 16 (of 18)
Time to build hull only using most modern yards: 11.9 turns (1 year 2 months)
Now that is what I call a true build rate, over a year to make the hull and add a few more months for the internals. Say about two years to make a ship that has no rivals! If I can get the patches to put this TC out players will need to come to grips with a ship being a valuable item! In stock they are just throw away units.
Quote:
Sky Marshal to PE Shang
“Mr. President we won the battle but lost 20 out of 40 ships!”
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Quote:
PE Shang to Sky Marshal
“Oh no, that will take what six months to replace!”
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Geeeeeeeeeee…………
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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December 2nd, 2006, 04:24 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: What\'s going on with SUPPLY?
I've always thought stock building times are way too fast. Increase in ship size barely even increase building time, as well. I'd far prefer if it took 'ages' to build ships so that you actually wanted to take care of every single one of them, instead of the current situation where building new ships takes even less time than resupplying and repairing your current ships.
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December 2nd, 2006, 04:39 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
Posts: 300
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Re: What\'s going on with SUPPLY?
Well, to increase building times you could simply increase the min/org/rad cost of the respective hulls and add in the reduce maintinance ability to keep maint costs normal. However, that doesn't address the ability to quickly build large ships/bases by using retro-series.
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December 2nd, 2006, 04:43 PM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
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Re: What\'s going on with SUPPLY?
That's what I'm talking about PES! <doing that football chest to chest thump move>
Just don't make it take 3 years to resupply! <ducking>
That's one of the beauty things about this game, for at least some of the game play issues, if you don't like it, mod it!
When I was thinking about resupply the USS Yorktown, came to mind. I think she was 18 months from keel to sea trials but I'm not sure. I DO know she was heavily damaged in the battle of the Coral Sea. She was turned around for the battle of Midway by a still reeling from damage port repair facility at Pearl in THREE DAYS and fought effectively, if not at 100% at Midway.
A proportions mod, some improved (and yeah, instantly resupplying a fleet is not right either) resupply, and the kicker, an AI greatly improved from it's present ability, stuff to drool over.
I look forward to enjoying some of your work!
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December 2nd, 2006, 09:14 PM
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Private
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Join Date: Jul 2005
Location: In a chamber of horrors
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Re: What\'s going on with SUPPLY?
Some of the strategies one used in SEIV will not work very well in SEV. Supply is one of them. For instance in SEIV you would build one or two resupply depots at strategic planets in a system. In SEV you might want to build a resupply depot on each planet or dedicate one planet just to supply. The more resupply depots you have in a system the more supplies that will be transported out to your fleet. Remember one of the default colony types is a resupply base.
__________________
Computer AI easy: zero beers, Computer AI average: 6 beers, Computer AI hard: 12 Beers, Computer AI impossible: a fifth of whiskey.
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December 2nd, 2006, 10:09 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: What\'s going on with SUPPLY?
GGmod has some of those features.
The main problem with supply/ordnance in the game I played with SE5a was the fact that the storage facilities don't work yet... A fleet would drain the storage capacity of a planet because the facilities weren't storing anything; the production rate was nice, but there was no opportunity to build a stockpile.
I've increased the planet's base storage to huge levels to compensate for now.
Scouts can be built 30 at a time from the homeworld, while dreadnoughts take about 2 turns, depending on the loadout. (Cost/build time is proportional to size squared. Maintenance is somewhere between flat-rate and the square root of size)
This makes those big ships very valuable, but also hard to acquire.
Maintenance on the dreads is insignificant compared to their build cost, so it is always worth it to repair them...
The small ships, on the other hand, are quite disposable. I design some of my smaller cannon fodder to kamikaze charge with a small short range plasma cannon after they run out of ordnance for their long range bombardment weapons.
As far as repairs go, you can fix 90% of the hitpoints in very little time (armor), while the internals take significantly longer. Proper use of repair priorities will ensure you get the armor bolted back on and basic engine power restored quickly so you can bring whatever surviving guns you have to bear.
The CBmod style combat system encourages the survival of heavily damaged ships, too... if I decide to convert to QNP instead of anti-QNP it should end up encouraging basic mobility in otherwise disabled ships too.
__________________
Things you want:
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December 2nd, 2006, 10:33 PM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: What\'s going on with SUPPLY?
How do you keep the fodder from charging in before they've fired off their main ammo? Max-range strategy?
anti QNP?
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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