The scout needs his fuel-tank.Bigjoe5 wrote:Yes, but what I think makes even more sense is removing that internal slot from the small hull. It's reasonable that at least in the early game, the tradeoff for getting the extra functionality of an internal ship part should be significant.Vezzra wrote:What do you think about my suggestions concerning changing the hull type of the predefined colony and outpost ship designs to basic small hull[...]? Do these make sense...?
I'd rather solve the colony slot problem like this:
* New ships part slot type: "Special". It is a full square, and rarely found on hulls. Used for colonies and outpost mods and super-weapons. Takes the place of the "large" slot type previously discussed presumably with less trouble.
Those fuel changes seem to be beside the point. Loosing ships is still going to be a big problem. A sortable/filterable screen for ships or fleets is what is needed. And it is maybe something we can do in 0.4.2.Bigjoe5 wrote:I agree with this as well. I always find myself losing track of ships if I need to leave them lying around for a turn.Vezzra wrote:...and the change to the refuel mechanic...
I've mentioned before i foresee one of the diplomatic relationships being: "I won't attack you unless you entire one of my systems"Vezzra wrote:If by "enemy" you mean "empire which I'm at war with", then yes, that should be correct (from what I've seen in my recent playtest). Meaning I can't stop any other fleets from passing through my defensive positions. What if I want to block passage through a system to all but fleets from allied empires, without outright declaring war on everyone else? That's not an uncommon scenario...eleazar wrote:"Aggressive" ships only attack enemy ships
That little toggle switch is not supposed to be a replacement for controlling combat. It will be in the combat (or perhaps pre-combat screen) where you decide to fight or run away, and how. Currently we don't have any of that, and enemy ships just fight.Vezzra wrote:When I set a fleet to "passive", I want it to avoid combat. If they are detected, they should try to retreat/evade (not possible with the current implementation of combat, but once that becomes possible, that's what I want a "passive" fleet to do), not turn around and attack. Fighting back should be the last resort for a "passive" fleet (if it can't hide from/outrun the enemy).eleazar wrote:"Passive" ships only refrain from attacking enemy ships when they are undetected.
Every turn an enemy fleet is sitting in your systems, there needs to be some sort of notification that a battle could take place. And you need to decide to attack or not.I see where you want to go, but that's exactly what I want to be able to: Have the option to not be forced into combat, as long as the enemy (or maybe just a none-allied) fleet also doesn't want to attack. Why do you think that this will drain tension out of the situation? I don't see how two not passive, not allied fleets in one system being forced to engage in combat adds to tension (at least in a way that's fun), to me that's rather annoying than fun. I've to agree with BigJoe here, I don't see the advantage of that system. And why do you think this would increase the number of sit-reps?eleazar wrote:I don't think there is or should be any attempt to replicate the MoO3 possibility of having mutually visible enemy fleets sit around in the same system without fighting. That just drains the tension out of the situation, and increases the number of sit-reps.
Why i think it drains the tension?
"Oh no, my system Xenon is being invaded my an enemy fleet! Can i hold them off? Should i retreat? Oh wait, i don't have to decide -- they aren't attacking me.
I'll just wait.
"Dum, de dum -- taking my turn with an enemy fleet parked by my planet. "End Turn""
"Yep, there's still a fleet on my doorstep-- no biggie, i'll just ignore it, and maybe they will go away while i deal with these other guys."