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Post by Cory Trese on May 2, 2014 0:09:52 GMT -5
Obvious, you get a Hive for each Faction.
The rest of your Fleet is Templars.
How do we allocate the Ship points for new games.
There will be a big tutorial with lots of talking.
But we have to make some choices about what to start with...
Option A: 1 Flagship 1 Cruiser 1 Fighter 1 Explorer
------------------ Option B; 1 Carrier 3 Fighters 1 Explorer
------------------ Option C: 2 Cruisers 1 Explorer
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These are the *big* ships. Stuff like the Vae Victus is too small to show up on this map.
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Post by Brutus Aurelius on May 2, 2014 5:47:30 GMT -5
I like option A. Not too few ships for patrols and exploration, and not too many where maintaining them becomes a big drain early on.
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Post by Deleted on May 2, 2014 8:33:48 GMT -5
Maybe some sort of a tender/repair ship? I very often start the game in the middle of alien occupied territory. The ability to repair the ship would really help.
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Post by Officer Genious on May 2, 2014 11:34:57 GMT -5
Maybe some sort of a tender/repair ship? I very often start the game in the middle of alien occupied territory. The ability to repair the ship would really help. For is reason I'd say choice B. I can hold out and cycle through fighters if I have something nearby to repair them in a reasonable amount of time (and not 3pts a turn!). Or change what you get by difficulty: easy gets A since that's a big boost, then B or C for the other modes?
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Post by Cory Trese on May 2, 2014 11:38:04 GMT -5
Well, we are talking about strictly the tutorial, first time player's experience.
You'll have a dozen fleet configurations, faction and difficulty mixes for the real game maps.
If you want to repair Fighters ...
Class: Carrier Level: 2 Weapon: -You Pick- System: Repair Bays Training 3: Repair Fighter
To use you move the Carrier to 1 tile from the Fighter, select "Repair Fighter" training, and then click the Fighter.
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Post by Cory Trese on May 2, 2014 11:38:24 GMT -5
Maybe some sort of a tender/repair ship? I very often start the game in the middle of alien occupied territory. The ability to repair the ship would really help. You like Option B then.
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Post by John Robinson on May 2, 2014 12:27:40 GMT -5
Option B for me. Like here on Earth. Carriers project force at a distance. I would like the Carrier to provide mobile Repair, Refuel, and Rearm of strike craft.
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Post by d34thspawn on May 2, 2014 12:40:12 GMT -5
I think B as well, its a good mix with a distinct advantage for new players/games as well as teaching them an important fleet mechanic.
After that I like the idea of different choices/random allotments of ships for new games after the tutorial.
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Post by kyleobrien on May 2, 2014 12:49:51 GMT -5
I'm gonna say all 3 and let the player choose at the beginning of the game.
Sent from my XT1058 using Tapatalk
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Post by ChocoCrowbar on May 2, 2014 17:44:14 GMT -5
Option B seems pretty useful, and then show them how to build cruisers and the likes.
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Post by johndramey on May 2, 2014 18:47:46 GMT -5
I like option B as well. First of all, it gives the player a lot of flexibility in their early game strategy. The player can use the fighters as little scouts and expand territory, or can start hitting and running from the very beginning. Also, it might be a good idea to either strip weapons entirely or put largely defensive weapons on the carrier. This will serve to highlight the tactical nature of combat in the game.
The way I see it, this game plays very similarly to civilization. However, most players tend to think "attack from 1 space away" is the nature of the game and that's just not true in ST 4x. Having a dedicated (or mostly dedicated) support ship would help to instill that thinking from turn one.
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