Make combat cost fuel

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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jinlanid
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Make combat cost fuel

#1 Post by jinlanid » Sat Aug 24, 2019 1:59 pm

Say, every time you ship combat, its fuel reduce by 1.

Optional: make 0 fuel ship can not fight.

And also, fuel cost should be ship based not fleet based, a small hull scout suicide attack to a big fleet should not cost the whole fleet

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Oberlus
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Re: Make combat cost fuel

#2 Post by Oberlus » Sat Aug 24, 2019 2:23 pm

What happens if fleet A has fuel 0 and fleet B (enemy) has fuel 1+?

Current, fuel is more about inter-system travel than about tactical movement.

jinlanid
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Re: Make combat cost fuel

#3 Post by jinlanid » Sat Aug 24, 2019 2:53 pm

Oberlus wrote:
Sat Aug 24, 2019 2:23 pm
What happens if fleet A has fuel 0 and fleet B (enemy) has fuel 1+?
fleet A fuel 0, fleet B fuel - 1
optional: fleet B does not take damage or fleet A suffer some debuff during that combat.

jinlanid
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Re: Make combat cost fuel

#4 Post by jinlanid » Sat Aug 24, 2019 2:59 pm

What about combat cost 0.5 fuel?
So a 0.6 fuel ship can fight once, and still have 0.1 fuel, that is not 0.
And fuel efficiency tech should also reduce combat fuel cost.

What about make it round based?
Say, 1 round cost 0.1 fuel, so a small hull killing only cost you a tiny little fuel.
A 0.6 fuel ship can fight twice without penalty.

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The Silent One
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Re: Make combat cost fuel

#5 Post by The Silent One » Sat Aug 24, 2019 3:44 pm

What exactly do you think this would achieve?
If I provided any images, code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0.

jinlanid
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Re: Make combat cost fuel

#6 Post by jinlanid » Sat Aug 24, 2019 3:49 pm

The Silent One wrote:
Sat Aug 24, 2019 3:44 pm
What exactly do you think this would achieve?
For me, this makes cutting enemy supply-line protecting our supply-line more important. Makes game more tactical.

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The Silent One
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Re: Make combat cost fuel

#7 Post by The Silent One » Sat Aug 24, 2019 4:35 pm

jinlanid wrote:
Sat Aug 24, 2019 3:49 pm
For me, this makes cutting enemy supply-line protecting our supply-line more important. Makes game more tactical.
Okay, I see your point. OTOH, in current master there are some changes in this direction (reduced fuel for large hulls) that do exactly this. Also a per-combat fuel cost culd be easily exploited (put a single ship at each system) - a per shot fuel cost is non-KISS.
If I provided any images, code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0.

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Oberlus
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Re: Make combat cost fuel

#8 Post by Oberlus » Sun Aug 25, 2019 4:51 pm

The Silent One wrote:
Sat Aug 24, 2019 4:35 pm
Also a per-combat fuel cost culd be easily exploited (put a single ship at each system)
Good point. That way you can hinder a lot the enemy advance on your territories, or even make them unable to conquer anything (no fuel, no shots, all fleet lost).

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Re: Make combat cost fuel

#9 Post by Ophiuchus » Thu Aug 29, 2019 5:12 pm

I think a combat fuel cost would have to be opt-in.

I could imagine a combat bonus for spending extra fuel.
But it would be hard to avoid micro if one would manually trigger activation of this.

Maybe the classic fuel based torpedo from deuteros as ship part. Automatically shooting if there is at least 2 fuel and consuming one fuel in the process.

But I think in order to achieve the OPs goal I think we would have to distinguish between tactical fuel and FTL fuel.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Furthermore, I propse... we should default to four combat rounds instead of three ...for the good of playerkind.

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