Geoff the Medio wrote:I'd like to avoid disallowing supply ships having defences altogether. There just needs to be a soft ceiling limit making putting more than minimal armament impractical.
The risk is that people start to build missile boats with their own built in resupply capacity, which IMO totally negates the strategic gameplay aspects of resupply. If theres not a total ban on weapons then there definitely needs to be a very significant disadvantage to using supply ships in combat.
Geoff the Medio wrote:Question: Do all supply ships assocaited with a fleet appear in the battle view, or just a fraction dependent on how many would be there in a given turn (eg. 1/4 if your supply route is 4 turns log).
I thought about this, and while its not 'realistic' or intuitive, i think that all of the ships should be present during combat. Otherwise: (a) It becomes next to impossible to significantly reduce someones supply capability via combat (in which case you may as well not bother putting supply ships in combat at all), and (b) What if you only have one, very large, supply ship?
Geoff the Medio wrote:If a supply ship is damaged, but not destroyed, how does that affect it's supply performance?
I would guess that a 50% damaged supply ship would lose 50% of its supply capacity. If FO goes crazy with the damage models then you could even track damage to capacity and damage to engines (speed) separately (not my preference though).
Geoff the Medio wrote:If a stealth attack on a fleet's supply ships damages but doesn't destroy a supply ship, can that attack be followed up in later turns with a better chance to destroy the damaged ship, or will it have headed off to do some supply ferrying, thus taking it out of harm's way?
Nah, i think keep it simple - supply ships are always there in combat - if you can destroy one its gone, if not, try again next turn.
Geoff the Medio wrote:Is it possible to assign a newly built supply ship to supply a fleet if the fleet is out in the field? Does the ship have to travel somewhere under normal ship movement rules before it can start supplying, or is there some other delay (there should probably be some rule along these lines).
I would suggest that a supply ship must reach its fleet before it can start resupplying. If you have an either/or situation you start to get UI issues with the player having to decide which supply ships are supplying which fleet. Keep it simple again - supply for a fleet = the number of supply ships it has at its location.
Geoff the Medio wrote:As I mentioned in the other thread, I'd suggest tracking missiles for each ship during battle and pool supply for the fleet between battles.
Agreed.
Geoff the Medio wrote:I'd suggest a grand total of three components to supply: Big Missiles, Fighters and Generic Supplies. (No fuel, in case that gets brought up).
Well, at this stage i'd keep it flexible (since we dont know exactly what form any of this stuff will finally take is). So just have something called 'supply points' - any item, be it big missiles, small missiles, big fighters, small fighters, repair capability, fuel, food, clean underwear will take up some fraction of a supply point.
How the decision is made where to spend those supply points is another matter. I would suggest a simple prioritisation system, the player can set top level supply priorities for a fleet. e.g. set high/medium/low priorities for missiles/fighters/fuel/repair.
Krikkitone wrote:Actually, I wouldn't put in the time delay (because you can probably assume that any competent general would have reloads on supply ships just one turn behind the battle fleet.. on a fairly continuous basis)
I agree, no delay. Once a supply ship is with its fleet it starts to resupply immediately. Take its supply capacity and divide by the number of turns round trip to a supply depot. Thus the further away from home you are, the less resupply you get per turn from a given ship. Simple.
Krikkitone wrote:Your method of Decreasing supplies reaching them essentially is like a range limit... with the problem of the 'concept' that the player says why can't I just ship more supplies to them?
Well... they can. They just assign more supply ships to the fleet. What could be more straightforward and intuitive than that?
vishnou00 wrote:The supply line thing could be related the maintenance cost, so a empire with all its fleets in orbit of major worlds (supply depots) would have a lower maintenance cost than an empire whose fleets are spread thin across an underdeveloped border with many fleets in enemy territory.
Personally i'm not a fan of the 'economic' model for resupply. All it does is reduce everything to a cost issue, thus removing much of the potential for strategic gameplay. Too much abstraction, IMO.
Geoff the Medio wrote:I also expect there to be sufficient capacity to hold general supplies in a fleet that it could go for a long time without any resupply (as long as it doesn't get in a lot of battles).
Exactly. The whole point is that you *could* design ships with 50 missile reloads, so that they can fight an extended campaign without needing resupply. However theyre not going to be very cost/space efficient. OR you can build ships with just enough reloads for one battle, and rely on your supply ships. But if your supply chain is broken/overextended then youre a sitting duck.
Its all about making decisions, with benefits and risks on either side. The technical term for this is
interesting gameplay.
vishnou00 wrote:I wondering about something pretty fundamental: does the supply ships exist on the galaxy map?
Yes, they exist in the same place as the fleet they are resupplying. I wouldnt expect to see them shuttling back and forth - too much detail. Keep it simple. Supply ships supply the fleet they are with. The fleet has to protect its supply ships.