Post by Lord Emperor on Jan 2, 2007 22:40:10 GMT
Some kind of supply is a wonderful idea, and I will surely consider it for CYOF Online too! However, maybe making two different supplies and the percentage bonuses are complicating it a bit too much, especially for newer players.
I'd suggest having only one resource, Supplies, covering all ammunition, fuel, food, crew, etc. required for ships, and going over 100% of Supply used/Supply produced would mean 50% decrease in power, and going over 125% would mean complete shutdown. Maybe prolonged shortage of Supply could result in (random number of) ships breaking every turn
Bonuses are fine, the RU should definitely not draw the supplies from the other player, only get some bonus, otherwise everyone would gang up on them in the begining to eliminate them.
Outcasts - maybe the same as Corsairs, or RU?
CF - can stockpile say, 20% of produced supplies to the next turn (or maybe it could be a desirable trait)
On the traits, "The right tool for the job" seems to have no disadvantage like the others. One could simply create two of each ship type, one effective against fighters and the other against capitals, and his fleet would be superior to one not specialised in anything particular. Maybe the "advanced" types could have halved production rates?
"Economic behemoth" seems a bit overpowered if you view it from matemathical point. Total fleet size grows linearly with ship production ammounts, but exponentially with bases owned (and therefore EP income) I can explain further if you don't understand.
I love the "Zerg" trait ;D
Ship placement should be separated between systems, otherwise one can simply place a huge @$$ fleet produced from entire universe to one system and attack someone completely unprepared with it. It's not that hard to sum up ship production for each system and add it to that system's fleet, then move them as necessary. I did it with like 30 systems and ~400 bases, no way it could be difficult for normal-sized factions. In fact, I might make some calculator for it.
One more thing, cloaking is definitely imbalancing the game. I suggest limiting somehow the number of ships or fleets able to be cloaked at the same time, maybe depending on faction size, or better on number of bases owned, so that one can't have half of his fleet cloaked with nobody knowing where he has what forces. Kinda ruins the whole tactical part of the game, when the enemy can suddenly show up with 3x the ammount of ships you expected. Don't get me wrong, secret moves and that are great, just that it can go over the edge easily.
I'd suggest having only one resource, Supplies, covering all ammunition, fuel, food, crew, etc. required for ships, and going over 100% of Supply used/Supply produced would mean 50% decrease in power, and going over 125% would mean complete shutdown. Maybe prolonged shortage of Supply could result in (random number of) ships breaking every turn
Bonuses are fine, the RU should definitely not draw the supplies from the other player, only get some bonus, otherwise everyone would gang up on them in the begining to eliminate them.
Outcasts - maybe the same as Corsairs, or RU?
CF - can stockpile say, 20% of produced supplies to the next turn (or maybe it could be a desirable trait)
On the traits, "The right tool for the job" seems to have no disadvantage like the others. One could simply create two of each ship type, one effective against fighters and the other against capitals, and his fleet would be superior to one not specialised in anything particular. Maybe the "advanced" types could have halved production rates?
"Economic behemoth" seems a bit overpowered if you view it from matemathical point. Total fleet size grows linearly with ship production ammounts, but exponentially with bases owned (and therefore EP income) I can explain further if you don't understand.
I love the "Zerg" trait ;D
Ship placement should be separated between systems, otherwise one can simply place a huge @$$ fleet produced from entire universe to one system and attack someone completely unprepared with it. It's not that hard to sum up ship production for each system and add it to that system's fleet, then move them as necessary. I did it with like 30 systems and ~400 bases, no way it could be difficult for normal-sized factions. In fact, I might make some calculator for it.
One more thing, cloaking is definitely imbalancing the game. I suggest limiting somehow the number of ships or fleets able to be cloaked at the same time, maybe depending on faction size, or better on number of bases owned, so that one can't have half of his fleet cloaked with nobody knowing where he has what forces. Kinda ruins the whole tactical part of the game, when the enemy can suddenly show up with 3x the ammount of ships you expected. Don't get me wrong, secret moves and that are great, just that it can go over the edge easily.