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  #1  
Old August 18th, 2004, 02:03 AM

TNZ TNZ is offline
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Default SE5 Ordnance Supply?

If all a ship�s weapons use the same ordnance supplies regardless of type then, in my opinion, that will totally miss the point of having ordnance supplies. I know that star ship�s engineers in the 25th century are good, but just how many depleted uranium cannon shells do you need to glue together to make a torpedo anyway?

Why not have 4 or more ordnance supply types? For example, torpedoes, missiles, shell projectiles and energy cells. This way, the idea of ordnance supplies would be fully implemented into the game.

All that would be needed is for the ordnance supply ability and the ordnance re-supply ability to be made into 4 or more abilities. You would also need a new entry in the component file for ordnance supply types.
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Old August 18th, 2004, 02:19 AM

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Default Re: SE5 Ordnance Supply?

It would also increase the display requirements and micromanagement fourfold, and encourage further specialization of ships until they carried only one type of weapon. More, it doesn't solve your objection; after all, how many Capital Ship Missiles do you need to glue together to make a Plasma Missile?

Assume they have replicators and shove the uneeded ammo into those to make ammo they do need.
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Old August 19th, 2004, 01:44 PM

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Default Re: SE5 Ordnance Supply?

Quote:
Phoenix-D said:
It would also increase the display requirements and micromanagement fourfold, and encourage further specialization of ships until they carried only one type of weapon.
I agree completely. I think a generic pool of ordinance works best from a gameplay perspective.
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Old August 18th, 2004, 02:20 AM
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Default Re: SE5 Ordnance Supply?

Send it to Aaron.

It's subspace protomater, see, and they rephase it through the phase emitter coils.
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Old August 18th, 2004, 07:48 AM
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Default Re: SE5 Ordnance Supply?

Asume that the "supply space" used to store Uranium shels in some ships is used to store Missiles in others each time your ships visit a resupply depot.
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Old August 18th, 2004, 04:23 PM
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Default Re: SE5 Ordnance Supply?

Quote:
FLX said:
Asume that the "supply space" used to store Uranium shels in some ships is used to store Missiles in others each time your ships visit a resupply depot.
The point is about ships with both weapons...

And the answer is that quartermasters are naturally Psychic, and can pick the right ratio of ordnance to pack in there based on what you will use in the future.
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Old August 18th, 2004, 03:06 PM

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Default Re: SE5 Ordnance Supply?

There is a fairly simple fix for this objection, and it doesn't require many different types of ordnance. Each weapon component should have its own ordnance storage capacity and not 'share' with any others. Basically, this turns ordnance in a 'number of shots' counter for each weapon that uses ordnance. That means each weapon would represent both the actual firing device and the ammunition storage capacity, which is how seekers currently work in SE IV anyway. I happen to like the idea of needing some 'generic' cargo space for ammunition in a warship but it's not essential to the concept of ordnance.
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Old August 19th, 2004, 12:09 AM

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Default Re: SE5 Ordnance Supply?

Quote:
Baron Munchausen said:
There is a fairly simple fix for this objection, and it doesn't require many different types of ordnance. Each weapon component should have its own ordnance storage capacity and not 'share' with any others. Basically, this turns ordnance in a 'number of shots' counter for each weapon that uses ordnance. That means each weapon would represent both the actual firing device and the ammunition storage capacity, which is how seekers currently work in SE IV anyway. I happen to like the idea of needing some 'generic' cargo space for ammunition in a warship but it's not essential to the concept of ordnance.
Unfortuately that also means you wouldn't be able to add any extra ammo (or less ammo!) to a weapon, which is pretty silly from a design perspective.
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Old August 19th, 2004, 12:56 AM
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Default Re: SE5 Ordnance Supply?

Well, you could have a component that increases supply for all weapons on a ship.
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Old August 19th, 2004, 04:38 AM

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Default Re: SE5 Ordnance Supply?

This is how my ordnance supply idea could work in the game. As suggested by Baron M, all weapons would have their own magazine. For example, depleted uranium cannons would have a magazine of 20 shells, capital ship missile launchers would have a magazine of five missiles and the point defense cannons would have a magazine of 200 shells. We design a ship with 6 depleted uranium cannons (120 shells), 3 capital ship missile launchers (15 missiles) and 12 point defense cannons (2400 shells). Now we can add or not add ordnance storage components that add more ordnance to the ship e.g. depleted uranium shells storage, missile storage and point defense shells storage. We add two depleted uranium shells storage components (80 shells) and 3 missiles storage components (30 missiles). The ship now has 200 depleted uranium shells, 45 missiles and 2400 point defense shells. All weapons of the same type can share ordnance; fleets also can share ordnance, just like ship�s supplies. The re-supplying of ordnance would work like this. A ship would visit a planet with an armory facility or ammunition dump and all its ordnance stores would be replenished. We could also re-supply from tender ships. Maybe this idea, on second thought, would be better for Star Fury II than for Space Empires V?
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