vishnou00:
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it require macro tools, macro tools have been proven impossible in the old forum, hence it is impossible
That sounds like something I would say.
Forgive my terseness on the subject, but the debate over macro tools raged for monthes. I'm not eager to rehash it. I wish I could just point to the postings on the old board, but it's just not possible.
The core of the arguement is that macro tools have never worked before in any other strat game, so there's no reason to suspect that we'll be able to make 'em work in FO. Beyond that, there's OceanMachine's excellent anaylsis on why macro tools tend not to work. Duplicating that work would take pages and in the end I doubt I'd be able to convince you anyway.
geoff:
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I appologize for the wording of my post. It came out a lot more bitter / resentful that I intended.
I don't think you have anything to apologize for.
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That's the main flaw! If a shipyard waaaaay far away next to an enemy empire is just as effective as one in your core, then really, the waaaaay far away shipyard is just as well defended as the one in the core. You can build a whole empire's production worth of ships there.
That's not a bad point at all.
By defense I was thinking Wonders and semi-wonders providing uber-security. (though we'll then have to have wonder-buster attack methods, otherwise everyone will just end up turtling.)
There are ways of solving this problem. Something like summoning sickness for starters: ships that are fresh out of the shipyard require time (and possibly proximity to leaders/wonders) to gain full strength. In the meantime, they are sitting ducks. There could even be some "artillery" pieces that fire down starlanes, or some wide-ranged beam weapons that hit every ship. The idea is to make it so you wouldn't want the sitting ducks next to the enemy.
edit: It just occured to me that we could have the half-constructed ships out there in space. So if you enter into combat in a system with a shipyard, all the half-built ships will be out there waiting to die. Hrm, that sounds pretty cool. You'd raid the shipyard system with fast ships, fly right past the operational ships and hit the ships still in queue.
The reason why I'm not liking shipyards having a max capacity is that it means the player will have to balance # of shipyards with PPs generated (which is itself a balance between industry and minerals). It seems like a pain the arse to me. Possibly, I'm just lazy

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Consider multiple shipyards with a rally point near an enemy border: If the player is continously pumping out ships, a steady stream of ships will be at that rally point anyway, almost as if he had an infinite capacity shipyard there--just a few turns tacked on to the "build time" to accomidate travel.
And if plans should change (the enemy takes over the rally point) the player then has worry about that steady stream of ships flying to their death. He'll have to cancel the movement orders on all those ships (assuming, in a crowded galaxy, that he can even figure out which ships are headed to the rally point of doom).
You have identified some real problems with the global pool and infinite capacity shipyards....just so far I'm liking the alternative less.