Shipyards / Starbases
Posted: Fri Aug 13, 2004 8:57 am
I'm not sure if this is something that will be decided on officially soon, but since we're talking about designing ships, perhaps it's a good time to discuss building ships.
It's been decided to use empire-pooled production, and (I gather) to generally have a small number of shipyards, rather than lots of them all over an empire. Also perhaps relevant is that there will be limited buildings slots.
That in mind, how should shipyards work?
1) Production - Limits on Spending or not? How much can a particular shipyard produce in a given turn? Relevant sub issues:
1a) Existance / Form of Limit
A) unlimited
B) limited by number of ships worked on simultaneously
C) limited by PP that can be spent from the empire pool per turn
1c) Uniqueness of Limit
D) the same for all shipyards owned by an empire
E) determined for each shipyard indivually
1d) Source / Scope of limit
F) based on (local only) planet(s) in system, by population, buildings, resource access etc.
G) based only on researching technology immediate benefits to shipyards (all, or just those meeting certain requirements)
H) based on what addons or modules have been built for a particular shipyard, which increase capacity and/or allow new types of components
I) based on type of shipyard, (as opposed to components added to a shipyard). A type of shipyard could specialize in a particular class of ship hull, for instance.
J) combinations of F - I
2) Specialized or General? Can any shipyard build any type of ship that an empire knows how to build, or are shipyards specialized in some way, only building specific types of componenets / ships? This could be dependent on "modules", or available resources or, or building separate shipyards for different classes of ship hull, or other factors.
Having specialized shipyards might be redundant if players typically only research a few types of ship components, rather than having a wide variety available. If shipyards are specialized, it would imply that the number of componenets buildable at a particular shipyard is limited, rather than it being possible to build any and every component at a single shipyard.
3) Are shipyards a type of starbase, or something different? (Assuming there even are starbases...) A shipyard could be an addon to a standard "starter" starbase, as would weaponry and trading posts and scanning arrays and such. It could also be it's own separate object that's built on its own with or without a starbase in the system.
4) Can shipyards be captured and used by another empire than the one that built them?
Other issues? I didn't feel like scanning through rather lengthy threads to compile an exhaustive list... a starting point for more / to review might be this thread: viewtopic.php?t=774
It's been decided to use empire-pooled production, and (I gather) to generally have a small number of shipyards, rather than lots of them all over an empire. Also perhaps relevant is that there will be limited buildings slots.
That in mind, how should shipyards work?
1) Production - Limits on Spending or not? How much can a particular shipyard produce in a given turn? Relevant sub issues:
1a) Existance / Form of Limit
A) unlimited
B) limited by number of ships worked on simultaneously
C) limited by PP that can be spent from the empire pool per turn
1c) Uniqueness of Limit
D) the same for all shipyards owned by an empire
E) determined for each shipyard indivually
1d) Source / Scope of limit
F) based on (local only) planet(s) in system, by population, buildings, resource access etc.
G) based only on researching technology immediate benefits to shipyards (all, or just those meeting certain requirements)
H) based on what addons or modules have been built for a particular shipyard, which increase capacity and/or allow new types of components
I) based on type of shipyard, (as opposed to components added to a shipyard). A type of shipyard could specialize in a particular class of ship hull, for instance.
J) combinations of F - I
2) Specialized or General? Can any shipyard build any type of ship that an empire knows how to build, or are shipyards specialized in some way, only building specific types of componenets / ships? This could be dependent on "modules", or available resources or, or building separate shipyards for different classes of ship hull, or other factors.
Having specialized shipyards might be redundant if players typically only research a few types of ship components, rather than having a wide variety available. If shipyards are specialized, it would imply that the number of componenets buildable at a particular shipyard is limited, rather than it being possible to build any and every component at a single shipyard.
3) Are shipyards a type of starbase, or something different? (Assuming there even are starbases...) A shipyard could be an addon to a standard "starter" starbase, as would weaponry and trading posts and scanning arrays and such. It could also be it's own separate object that's built on its own with or without a starbase in the system.
4) Can shipyards be captured and used by another empire than the one that built them?
Other issues? I didn't feel like scanning through rather lengthy threads to compile an exhaustive list... a starting point for more / to review might be this thread: viewtopic.php?t=774