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Post by wazzledazzle on May 22, 2017 11:43:50 GMT
I believe my idea of a point for every 2kt over 4kt was accepted (nobody said no) with a minimum of two I like that idea, since it makes more sense and also encourages building larger ships that have longer range, while smaller ships will have to use slingshots or stay in a defensive role. Are fights supposed to end when all of a factions's ships are disabled/destroyed? What if both parties end up out of delta-v for exemple? Also, did you consider the possibility to capture "disrupted" ships? Since turns are three months long, fights should stop at that time limit. And since we track every individual ship, partial destruction of a fleet isn't a problem either. Running out of fuel should set the fleet into Defensive status for its next fights (since, if I remember correctly, the AI never moves when set to Defensive). Once again, being able to manually set fuel / ammo levels would help a lot (pleading look at @qswitched ) Hadn't considered capturing ships, but since it's done in the campaign we definitely should consider it. Not sure how it would work, though - maybe just give players the option to scrap or capture the ship ? Obviously they would still need to repair it, which is quite an investment, but scrapping it would only give 1/4 of its value, so the choice is interesting. Which makes me think, if we go with Enderminion 's idea for fuel, that does make running completely out of fuel a possibility. How about allowing using the civilian tankers for that ? They could give a certain amount of fuel depending on the weight of the ship being refueled. PM'd !
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Post by Enderminion on May 22, 2017 12:22:02 GMT
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Post by The Astronomer on May 22, 2017 12:28:33 GMT
@admin
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Post by Rocket Witch on May 22, 2017 21:37:46 GMT
Once again, being able to manually set fuel / ammo levels would help a lot (pleading look at @qswitched ) Suggested here, if there's anything you to want to add.
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Post by Enderminion on May 22, 2017 21:45:03 GMT
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Post by randomletters on May 23, 2017 23:06:38 GMT
This definitely looks interesting, I'll play if you haven't got too many people already.
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Post by samchiu2000 on May 24, 2017 12:59:22 GMT
I think that calculating fuel points though mass isn't a great idea, as it is weird for a gunship to have 5 fuel point (which imply to 15 km/s dv) with 4 km/s of dv...
I think that it's better to calculate the fuel by implying 2.5 km/s dv = 1 fuel point instead of 3, since many stock ships have a dv between 5 to 6 km/s, so implying 3 km/s dv will limit most stock ships to 1 fuel point, which ban them from multiple time interplanetary transfer, hence limiting diversity of ship used in the game.
I also notice that the belt sectors and Jovian sector are very hard to access, and any ship within other sector need 3 fuel point (9/7.5 km/s of dv) to move to these sectors, which mean only privateer can access these position since only stock ship are allowed in the game, making them excellent defensive positions/forts. I can imagine some bloody battles over Jupiter and these asteroids.
Finally, will the ship being considered as a space junk and removed from the game if it run out of fuel in these node? Also, will the ship being forced to stop when it pass by celestial bodies during slingshot, especially from Jupiter?
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Post by Enderminion on May 24, 2017 13:35:46 GMT
I think that calculating fuel points though mass isn't a great idea, as it is weird for a gunship to have 5 fuel point (which imply to 15 km/s dv) with 4 km/s of dv... The Idea was to allow most ships to make it from sector to sector, allowing heavy warships to make it to every sector, breaking stalematesI think that it's better to calculate the fuel by implying 2.5 km/s dv = 1 fuel point instead of 3, since many stock ships have a dv between 5 to 6 km/s, so implying 3 km/s dv will limit most stock ships to 1 fuel point, which ban them from multiple time interplanetary transfer, hence limiting diversity of ship used in the game. Which is why I thought that ships should have a lower limit of two pointsI also notice that the belt sectors and Jovian sector are very hard to access, and any ship within other sector need 3 fuel point (9/7.5 km/s of dv) to move to these sectors, which mean only privateer can access these position since only stock ship are allowed in the game, making them excellent defensive positions/forts. I can imagine some bloody battles over Jupiter and these asteroids. yeah I would add a couple more belt sectors to allow access and alternate routes, limiting the belt sector and Jupiter to privateers would be bloody when somebody has a real warship stuck in their. Also, can you set the battle to somewhere at Jupiter high orbit to accurately simulate battles over Jupiter? I will love to see it Finally, will the ship being considered as a space junk and removed from the game if it run out of fuel in these node? Also, will the ship being forced to stop when it pass by celestial bodies during slingshot, especially from Jupiter? My text is in blue and I responded to what I can answer
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Post by samchiu2000 on May 24, 2017 13:55:17 GMT
I think that calculating fuel points though mass isn't a great idea, as it is weird for a gunship to have 5 fuel point (which imply to 15 km/s dv) with 4 km/s of dv... The Idea was to allow most ships to make it from sector to sector, allowing heavy warships to make it to every sector, breaking stalematesI think that it's better to calculate the fuel by implying 2.5 km/s dv = 1 fuel point instead of 3, since many stock ships have a dv between 5 to 6 km/s, so implying 3 km/s dv will limit most stock ships to 1 fuel point, which ban them from multiple time interplanetary transfer, hence limiting diversity of ship used in the game. Which is why I thought that ships should have a lower limit of two pointsI also notice that the belt sectors and Jovian sector are very hard to access, and any ship within other sector need 3 fuel point (9/7.5 km/s of dv) to move to these sectors, which mean only privateer can access these position since only stock ship are allowed in the game, making them excellent defensive positions/forts. I can imagine some bloody battles over Jupiter and these asteroids. yeah I would add a couple more belt sectors to allow access and alternate routes, limiting the belt sector and Jupiter to privateers would be bloody when somebody has a real warship stuck in their. Also, can you set the battle to somewhere at Jupiter high orbit to accurately simulate battles over Jupiter? I will love to see it Finally, will the ship being considered as a space junk and removed from the game if it run out of fuel in these node? Also, will the ship being forced to stop when it pass by celestial bodies during slingshot, especially from Jupiter? My text is in blue and I responded to what I can answer Oh OK. Well using mass to calculate fuel points is really weird...for me at least. If we could imply 2.5 km/s DV =1 fuel point, much more stock ship can perform interplanetary travel. And yes battles over Jupiter and asteroids are TRULY BLOODY~
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Post by samchiu2000 on May 24, 2017 14:15:13 GMT
Two more suggestions: Diplomacy and coordinates for nodes
Players can PM the game host to inform other players to ask for military access (right to pass by sectors or celestial bodies controlled by other players), use of fuel deposit controlled by other players, ceasefire and request for corporation (or making allies in another word), and even sharing of intelligences~
Also, I suggest to give each node a coordinate, so we can have a more clear idea of location of ship during transfer between celestial bodies~
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Post by wazzledazzle on May 25, 2017 21:01:18 GMT
Oh OK. Well using mass to calculate fuel points is really weird...for me at least. If we could imply 2.5 km/s DV =1 fuel point, much more stock ship can perform interplanetary travel. And yes battles over Jupiter and asteroids are TRULY BLOODY~ The idea behind ship mass for fuel calculation is that ships aren't launched with their internal delta-V reserve - that's their combat fuel. For travel, they are strapped to external tanks/engines. So a larger ship has a larger surface for mounting extra stages, giving it more range than a smaller ship. The map scale can't really be changed, though, since it mostly represents real-world delta-V cost (with a few compromises). Two more suggestions: Diplomacy and coordinates for nodes Players can PM the game host to inform other players to ask for military access (right to pass by sectors or celestial bodies controlled by other players), use of fuel deposit controlled by other players, ceasefire and request for corporation (or making allies in another word), and even sharing of intelligences~ Also, I suggest to give each node a coordinate, so we can have a more clear idea of location of ship during transfer between celestial bodies~ Diplomacy - I was definitely counting on players communicating ! No need to go through the GM, though, players could PM each other directly for whatever alliance plans they have. But for balance reasons, I think that we should force any starting alliances to be declared at the start of the game (to avoid everyone ganging up on a single player). Node coordinates - I'm not sure why those would be needed, since the nodes are just used for calculating fuel use and travel time. The only thing you need to know is when the ship is going to arrive, and when it is going to pass by a planet (since it could be intercepted). But I don't see why you need its specific location on a node since it can't be attacked there anyways.
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Post by David367th on Jun 13, 2017 1:51:15 GMT
Bump because we gotta get the ball rolling on this
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Hyperant
New Member
Owner of Hyper Productions
Posts: 32
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Post by Hyperant on Jun 13, 2017 2:17:38 GMT
Sounds interesting.
I'm eager to be a tester for this
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Post by Enderminion on Jun 13, 2017 2:51:48 GMT
Bump because we gotta get the ball rolling on this this has happen at least three times (you or someone else bumping it)
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Post by David367th on Jun 13, 2017 2:53:47 GMT
Yep, sadly enough
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