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Post by Brutus Aurelius on Feb 26, 2015 6:23:00 GMT -5
I will spend some time thinking about how to reduce the clicking in Refuel cycles and consider ways that we could add low-clicking interfaces to allow the player to trade additional credits for faster repair and refuel cycles near planets (those credits might be spent on an upgrade, an action, ect) Perhaps a button on the Ship Status screen that says "Priority Repair" that allows you to boost the Repair/Refuel rate but increases Maintenance.
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Post by tenbsmith on Feb 26, 2015 8:18:47 GMT -5
While I recognize the need to maintain balance, I think giving players options to increase the speed of refueling and repairing could make the game more fun.
Here are are a couple of possibly bad ideas.
Simply increase the amount of refueling a carrier/tanker can do in one turn. Possibly making it variable and the player decides how much.
Allow ships adjacent to planets to be repaired at a much accelerated rate using CP from the planet.
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Post by khamya9 on Feb 26, 2015 11:40:52 GMT -5
I read the post in detail, and while I agree with many of your points, I just cannot get there -- not to this black and white verdict, I think the answer is a lot more variable and nuanced than that. The math in the post is also off by a significant amount -- reading the example and testing / paper calculations show that where you say 33 Turns, it is actually closer to 10 turns, which puts the rest of the pricing calculations off by a factor of approximately 3. Hmm, if the math is off I'm not seeing it. 264 base HP, 25% is 66 healing 6hull/t after 10 turns = 126 hull, definitely not full strength. As for the black/white analysis yes there are many variables. What if you only Ned two more attacks for a world killer to purge a xeno world? Waiting for a second wave means starting over from 20 population, refueling is critical there. Or a tightly contested front line, and out of supply ship can still take hits keeping the shooters alive to turn the tide, or get refjelled and possible make all the difference. And you've said cruiser benefit more than fighters from experience, so refueling brings that advantage to bear as well. But the clicks, that is what it is. A full cruiser shoots ~12 times before needing to wait or get refueled. Refueling actions provide about 1.something attacks per refuel. Plus now your maintaining and moving the tanker instead of making things go boom. Barrage never stops working. That's fewer clicks and no second/third ship to pay for or move. Now those late game torps can 1-shot kill. But in a constant 200+ turn conflict killing 3 to 6 ships/turn per front? They're a real hassle to keep firing.
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Post by khamya9 on Feb 26, 2015 12:23:31 GMT -5
Oops, double post deleted.
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Post by khamya9 on Feb 26, 2015 12:25:54 GMT -5
While I recognize the need to maintain balance, I think giving players options to increase the speed of refueling and repairing could make the game more fun. Here are are a couple of possibly bad ideas. Simply increase the amount of refueling a carrier/tanker can do in one turn. Possibly making it variable and the player decides how much. Allow ships adjacent to planets to be repaired at a much accelerated rate using CP from the planet. A two or three ap refuel variant maybe? If one ap = 29 on my current game's tanker, a two ap for ~60 or three ap for ~90 would really reduce the number of times the action is repeated. There are no 1ap reactors or heavy reactors those are all fast reactors. So bumping the ap on refuel does help without removing any build options. Possibly there's over-fueling waste to consider, but that's solved by not refueling, further reducing clickiness. Efficiency of attacks is still an issue when laying siege to 30+ worlds at once, but at least refueling would be fast.
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Post by Cory Trese on Feb 26, 2015 12:39:37 GMT -5
Sure -- the game does bog down a bit when you're fighting close the the maximum size battles.
We're working on some improvements there, auto-shoot and repeat last orders type optimization.
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koles
CKF Backers
Posts: 449
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Post by koles on Feb 26, 2015 13:40:12 GMT -5
what do you think about specialized military ships changing planets to military camps instead colonies? im sure that army have logistic big enough to double/triple/fourple rate of refueling and repairing on green zones of course that kind of military camps dont have shipyards allowing making full repairs - but field repairs to 70% would be acceptable for many fleet admirals with that kind of outposts we could even make barrage gun cost 1 wf because refueling constantly moving 20 fighters wont be a problem now - refueling carriers would refuel themself much faster - and that would speed game a bit
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Post by elwoodps on Mar 4, 2015 10:37:01 GMT -5
.... Simply increase the amount of refueling a carrier/tanker can do in one turn. Possibly making it variable and the player decides how much...... ...... So bumping the ap on refuel does help without removing any build options. Possibly there's over-fueling waste to consider, but that's solved by not refueling, further reducing clickiness....... I think tenbsmith and khamya9 may have the germ of a solution: A refuel action that, for example, transfers 20 WF times the number of AP that the carrier has remaining (using all the carrier's remaining AP), vs the current "Refuel 1" action that transfers a flat 20 WF per click using 1AP. Over-fueling could be managed by giving you the option of equipping your carrier with both the the original "Refuel 1" training and the new "Refuel 1+" (or whatever you want to call it) training. If the carrier doesn't have enough WF to complete the "Refuel 1+" action (e.g. 3AP remaining, but only 55 WF) the "Refuel 1+" button could either be grayed-out, or if possible just transfer all remaining WF.
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Post by CdrPlatypus on Mar 18, 2015 10:12:52 GMT -5
Just started using boarding and I'm really liking it for defense fleets
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Post by Officer Genious on Mar 18, 2015 11:01:09 GMT -5
... One rule about sock puppets: NEVER TALK ABOUT THE SOCK PUPPETS.
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Post by ntsheep on Mar 18, 2015 11:40:24 GMT -5
Respectfully my Queen I must disagree, the evils of the sock puppets must be shouted through out the land. Just look what they did to poor cg.
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Post by Officer Genious on Mar 18, 2015 11:46:59 GMT -5
But your train crosses the fabric of space-time! My ship is easy prey for the cotton menace!!
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Post by CdrPlatypus on Mar 18, 2015 14:19:48 GMT -5
Close and board ntsheep with the Sock Puppet marines!
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Post by ntsheep on Mar 18, 2015 14:48:03 GMT -5
Luckily I hired a new bodyguard that should keep you distracted CdrPlatypus,
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Vraesrial
Exemplar
The absolute God of Hyperdeath, an outlander, and the bad pun king.
Posts: 278
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Post by Vraesrial on Mar 18, 2015 16:06:07 GMT -5
I never really used boarding. I found that ships which could use it made great distractions or recon vessels. I always thought it was rather under powered whenever I used it, too. You're boarding their ship, after all. A decent bit of destruction, or at least some form of crippling effect, should be present!
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