.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old October 23rd, 2001, 10:44 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Flagships

quote:
this could increase the chances of PD's hitting
Why would you want that? I know that PD does miss occaisionally, but it happens so rarely that I can't recall how long it's been since I've seen it.

------------------
Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #12  
Old October 24th, 2001, 01:40 AM

Rhinestone Cowboy Rhinestone Cowboy is offline
Private
 
Join Date: Sep 2001
Location: newmarket,on,Canada
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
Rhinestone Cowboy is on a distinguished road
Default Re: Flagships

How about arranging it so you could not actually use Fleet tactics without a command ship?

Without a command ship it's just a bunch of ships loosely working together in an attack. With a Command ship (or a ship with a Command Component, "Flag Bridge") better Fleet Tactics are available?

Anybody familiar with the "Honor Harrington" series of books would understand what is possible with a good Fleet Commander on board!

RhineStone Cowboy
Reply With Quote
  #13  
Old October 24th, 2001, 05:36 AM

chewy027 chewy027 is offline
Second Lieutenant
 
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
chewy027 is on a distinguished road
Default Re: Flagships

whatever it may be component or just a designated design i think it would be a cool feature. like the idea of it effecting the whole fleet that would give it more of a commandship/flagship feel then. and i also like the cowboy's idea. that would add some more tactical thought to the game and give more importance to a flagship.
Reply With Quote
  #14  
Old October 24th, 2001, 05:57 PM
mac5732's Avatar

mac5732 mac5732 is offline
Brigadier General
 
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
mac5732 is on a distinguished road
Default Re: Flagships

Cap, I was just trying to come up with reasons for a command control ship. If PD's ok they way they are, then what if the CC componet did something like cowboy said, or make offensive weapons more effective no matter their range, say increase effectivness by 2-5% with CC, normal without, or maybe even lose a % for the effectivness of the fleet fire power including PD's if the ship is lost? A CC ship has to have something worth its cost or why bother to build. Also should there be a limit as to the number you can build? max of 1 per fleet, but what about the overall total? I don't think it should be unlimited as to the overall number, this way makes them even more important to build and protect in combat...

just some ideas mac

__________________
just some ideas Mac

BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
Reply With Quote
  #15  
Old October 24th, 2001, 06:06 PM

chewy027 chewy027 is offline
Second Lieutenant
 
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
chewy027 is on a distinguished road
Default Re: Flagships

Cyrien suggested having the number of command/flagships tied to the overall number of ships you have. Say for every 50 or so you are allowed 1 flagship. Another way this could be done is by pop although i like cyrien's suggestion. But for every XX billion pop you can build a command ship. But yes there has to be a limit and a determinant as to how many can be built.
Reply With Quote
  #16  
Old October 24th, 2001, 06:07 PM

Cyrien Cyrien is offline
First Lieutenant
 
Join Date: Sep 2000
Location: Texas
Posts: 626
Thanks: 0
Thanked 0 Times in 0 Posts
Cyrien is on a distinguished road
Default Re: Flagships

Here is an idea for its importance.

Fleets may be formed without a flagship but and use tactics and recieve no penalty etc...
BUT
only flagships carry fleet exp. A fleet without a flagship has 0 exp always. As soon as a flagship joins it gain exp equal to the flagships fleet exp. This represents the fact that it is the flagships commander giving the orders to the fleet and establishing a fleet exp bonus.

This gives good cause to knock out that flagship if it has a high fleet exp.

A limited number I would agree on. I would say base it on the number of ships available. Make it a setting that can be changed when creating a game like the max number of ships to be built etc. Thus different players could have it range across different spectrums. 1 flagship to 1 ship or 1 flagship to 0 ships or 1 flagship to 100 ship or even have it disable for those that dislike em.

Just some ideas.
__________________
Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
Reply With Quote
  #17  
Old October 24th, 2001, 06:12 PM

Rhinestone Cowboy Rhinestone Cowboy is offline
Private
 
Join Date: Sep 2001
Location: newmarket,on,Canada
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
Rhinestone Cowboy is on a distinguished road
Default Re: Flagships

Keep the maintenance cost high on the flagships and people won't build so many. as well as (If it can be arranged) have it so only 1 flagship works in a fleet. Either thay can't be joined in a fleet or the bonus is reversed (Two flag admirals that have big Egos!) or only the biggest modifier applies.

That way it does you no good to have every ship a flagship....

RhineStone Cowboy

Reply With Quote
  #18  
Old October 24th, 2001, 07:24 PM
mac5732's Avatar

mac5732 mac5732 is offline
Brigadier General
 
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
mac5732 is on a distinguished road
Default Re: Flagships

The more I read the Posts, I think maybe we should incorporate 2 different type ships. 1st, we already basically designate which ship moves 1st in tactical, what if we make this the Flagship of each fleet? Give the experience or whatever bonus automatically when you designate the ship with the number 1. All fleets have a flagship so I don't see limiting these. It would not pertain to single ships. The problem would be in strategic battles but if you designate which ship moves lst as currently done, this would automatically make it the flagship or be able to assign a number which correlates to its movement. example, flagship designated #5, would move 5th and be flagship. I hope I make sense here, 2nd, the CC ship would effect, increases or decreases in different fighting abilites of the fleet and would be limited to a specific number to be built overall. This way a flagship would increase/decrease moral, experience etc, the CC would affect increases/decreases in fighting abilities. In order to accomodate these or similiar ideas, we must keep simple with the least amount of hard code changes as possible.

just some ideas mac
__________________
just some ideas Mac

BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
Reply With Quote
  #19  
Old October 24th, 2001, 07:46 PM
Quikngruvn's Avatar

Quikngruvn Quikngruvn is offline
Sergeant
 
Join Date: Jul 2001
Location: South Carolina, USA
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
Quikngruvn is on a distinguished road
Default Re: Flagships

I love this idea of fleet experience being tied to a flagship. That could be an option at game startup, and possibly set values for number of ships per flaship and maximum number of flagships there as well.

A couple of questions, though. What minimum number of ships would be necessary to build a flaghip? (Could I make the first ship I build a flagship, or what I actually need to mass a fleet first?) Also, if the number of available flagships is tied to total number of ships (i.e. 0-49 ships = 0 flagships, 50-99 = 1 flagship, etc.), would non-warships be included in this total?

I can see pros and cons to each question, so I leave these to the powers of consensus.

Quikngruvn

------------------
Stay alert. Trust no one. Keep your laser handy.
--from the RPG Paranoia, now my PBW mantra
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
Reply With Quote
  #20  
Old October 24th, 2001, 09:53 PM

chewy027 chewy027 is offline
Second Lieutenant
 
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
chewy027 is on a distinguished road
Default Re: Flagships

to keep it simplistic i'd say count all ships for the determinant. So say every 50 you can build another flagship of course the number would be changeable. I like the idea of having the fleet experience tied to the flagship as well. Gives more importance to them. I also agree only 1 flagship per fleet should have an effect. If you put two in a fleet only one's exp gets counted. So it would be a waste of exp to have two in a fleet. And if we would ever get morale implemented into exp it should boost morale as well. Mac i see what you mean about all fleets having a designated flagship already but they really only pertain to movement and formations. One of the suggestions was that without a flagship there could be no tactics used, ie formations. This combined with the exp a flagship would give would make them very valuable. So i think that the flagship would take the place of what is in existence now.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:07 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.