labgnome wrote: ↑Sat Jun 06, 2020 5:57 pm
Outposts need a supply connection. They're not a viable alternative here. I don't remember this problem before the new fuel system was introduced.
Do you mean fuel efficiency? The usual suspect hulls (medium hull, organics, flux bubble) for colonisation have exactly the same effective fuel when mounting a colony pod as before (what a coincidence
)
labgnome wrote: ↑Sat Dec 07, 2019 5:14 am
The general idea is that currently colony ships are too weak and using them is made almost completely irrelevant by the colony building. Having the colony parts boost fuel would allow colony ships to become a way to have them be much more useful in establishing colonies outside of your supply range. Currently I don't really use colony pods in my games at all, they just aren't worth it to me and so I'd like to see them become relevant again.
The general idea is that colonization using ships is much more micro-managy than colonisation via building/outpost. The colony pod is only left in the game because we need out-of-the-supply-colonisation as well. There is no need to make it more relevant. building/outpost vs pod should always be more cost effective.
labgnome wrote: ↑Sat Jun 06, 2020 5:57 pm
Outposts need a supply connection. They're not a viable alternative here. I don't remember this problem before the new fuel system was introduced.
Do you mean fuel efficiency? The usual suspect hulls (medium hull, organics, flux bubble) for colonisation have exactly the same effective fuel when mounting a colony pod as before (what a coincidence
)
labgnome wrote: ↑Sat Dec 07, 2019 5:14 am
The general idea is that currently colony ships are too weak and using them is made almost completely irrelevant by the colony building. Having the colony parts boost fuel would allow colony ships to become a way to have them be much more useful in establishing colonies outside of your supply range. Currently I don't really use colony pods in my games at all, they just aren't worth it to me and so I'd like to see them become relevant again.
The general idea is that colonization using ships is much more micro-managy than colonisation via building/outpost. The colony pod is only left in the game because we need out-of-the-supply-colonisation as well. There is no need to make it more relevant. building/outpost vs pod should always be more cost effective.
Besides that thinking of options for making out-of-the-supply-colonisation less of a hassle is a good idea:
How about a refill ship influence project? You pay some fixed amount of IP to have a single ship set to maximum fuel. That is very expensive for refilling a normal ship, but for rare cases like building-outposts-along-the-way-is-taking-too-much-time-and-PP or this-scout-is-already-so-far-out-i-will-never-be-able-to-send-another-scout-there-in-time it might be worth it.
About extending reach for all outpost/colony ships (Not sure we want such a thing though):
Giving a flat +1 fuel if you add an outpost pod and +2 if you add a colony pod would also be an option for reducing hassle. Maybe even enhanced by supply tech). Or having a simple hull easily available where you can add fuel parts besides outpost pod (no-external-slot, 2 or 3 internal slots). Or having a policy which does this.
Besides that thinking of options for making out-of-the-supply-colonisation less of a hassle is a good idea:
How about a refill ship influence project? You pay some fixed amount of IP to have a single ship set to maximum fuel. That is very expensive for refilling a normal ship, but for rare cases like building-outposts-along-the-way-is-taking-too-much-time-and-PP or this-scout-is-already-so-far-out-i-will-never-be-able-to-send-another-scout-there-in-time it might be worth it.
About extending reach for all outpost/colony ships (Not sure we want such a thing though):
Giving a flat +1 fuel if you add an outpost pod and +2 if you add a colony pod would also be an option for reducing hassle (or fuel multiplier like you suggested). Maybe even enhanced by supply tech). Or having a simple hull easily available where you can add fuel parts besides outpost pod (no-external-slot, 2 or 3 internal slots). Or having a policy which does this.
labgnome wrote: ↑Sat Jun 06, 2020 6:07 pm
That's still pretty pricey in the early game.
That is maybe not what you want, but maybe that is OK. Please elaborate why that is not OK. Focus on reducing necessary management or enabling diversity of strategies.
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