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  #41  
Old December 2nd, 2006, 04:43 PM
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Default 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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  #42  
Old December 2nd, 2006, 09:14 PM
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Default 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.
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  #43  
Old December 2nd, 2006, 10:09 PM
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Default 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.
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  #44  
Old December 2nd, 2006, 10:33 PM

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Default 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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