Zpock wrote:What's with all the "balanced ship" hate????, specialized ships always seem to come out on top anyway in most games with ship design.
Because that is the way it is. And it's logical also. Even if it's a realism argument, there is a reason why you don't see a combat tank / troop transport hybrid or a carrier with a couple of cannons. You separete the components and specialize your unit so they can be used for certain tasks. Then you build severel types of tem so you can move them in or out as the situation goes.
There are plenty of tanks with decent guns and that carry 5 troops. Also, you do get lots of specialised vehicles, but you also get 'jack of all trades/swiss army knife' vehicles. Versatility is a very good thing.
About things like "phase shields in nebulae". I don't like it at all.
First it's more complicated to select tech since you need to have in mind how many nebulae are out there.
So you need to do a bit of scouting and deal with terrain, which space doesn't have much of. Nebula's are probably the only thing to worry about, except space mines.
Second, Things grow more confusing since you can kick your enemy's ass several times and suddently you go to a nebulae planet and get your fleet mutilated just because you didn't look carefully to wich type of shield some (not even all) of the enemy ships were using and exactly what that shield meant. That kind of stuff can be VERY frustrating.
So a powerful player is suddenly going to cry about loosing when coming across a nebula. I think that such a tech as a shield that can work well in a nebula or shields that cannot work in a nebula should be ok. The penalty should not be so great that it is an instant loss. It should be inefficiency, but not impossibility. Moo2 also had nebulas. Shields did not work in them, no one complained.
Third, bot ship design and combat GUI are more complicated since you actually need the player to be able to select and see shield types and it's description. An unnecessary thing IMHO.
Hardly complicated GUI at all. I expect various types of shields and weapons, so the information necesary should be there. I would be more boring if there was a lack of variety because people were afraid to implement a GUI that isn't even that complicated. I would in fact like that kind of depth. Select shields, scroll types, select phase shields, "I Like", click ok.
Fourth, things became complicated to play. I need to have in mind the shield of every of my ships since some of them are obsolete outside of nebulae and good in them. And when I build new ships I need to think what to choose since my nebuale ships wont be able to successfully attack enemy planets without nebulae, thus reducing the ships efficiency. Etc.
The inefficiency should not be so great that it is impossible. The game is going to be complicated anyway with all the different types of weapons, ship designs, so it will involve a lot of sorting anyway.
Firstly, you want to manage TFs, not individual ships. Keep in mind the grand scale of things. You don't want to micro wonder ships, TF, and each ships with in TF. The rule bonus is easily scaled so you can scale down for balance ships if you wanted.
I did not really give an indication whether I was managing TFs or Individual Ships. I would like some flexibility, ie rather than being limited to selecting and controlling TFs, I can select and control groups of ships based on my desired selection. Eg, I can select two ships and say, "go here", etc. I think if things were done right, we could have that flexibility. We certainly should not have real time, I would like turn based or phased time (this more since I like it more).
Note that in your example, it is an one weapon ship. The rule, as it stands atm, only applies for weapon, which was agreed was the focus for rps. That does not mean we can't apply the rule into all elements of a ship design, meaning you can have multiple copies of engine for faster ship AND multiple pulsar; the rule says "multiple copies of the same item" so it ems could mean sensors, engines, armor...
You should expand the rule then, if you want. Does this "more economic with higher quanities" rule apply to weapons or like items in a limiting way. Eg, can I choose an equal quantity of Lasers, Missiles and Torpedoes and have the rule applied for all three resulting in quantities of 7, 7, 7. OR is it limiting, eg one gets the rule applied resulting in quantities like 7, 5, 5.