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You guys are rock stars!!! Thanks for making the ultimate Star Trek game.
It was never about large fleets hunting pirates and such thing , but about the few ships (mostly one or two) that were close. The 39 ships at Wolf 359 were a big fleet for the Federation at this time.
As for the fighters: Shuttles could be scouts (some are lightly armed).
There are also the tac fighters and Peregrines...
for example connect it with its size? the bigger fleet the more energy and minerals you pay. Maybe even take into account Total fleet capacity of an empire?
This could make people to divide one big fleet into several smaller.
depending what is possible (what variables you can use in algorthms, and what can you modify : maintenance per fleet/only total maintenance) I can think of a solution.
is there a possibility to decrease ship movement speed between star systems durng war time?
this would cause people to keep several fleets in distant places to be ready for invasion and make more strategic choices - if you send your whole fleet far away it will be hard to defend the other end of your empire.
this would also make exploration during peace time in good unchanged pace.
is there a way to change every AI attitude toward an empire during war time? so that it would more likely attack if its target is in a war (assuming that it's main forces are engeged somewhere else)
This would make people not to send all it's forces onto an enemy and do one big battle.
I imagine that it could be possible to create fleet of a size of 30 fleet capactiy but new ships that would make it bigger would cost energy/minerals (one time paymant cost)
if it would be possinble and if we could use total fleet capacity as a variable it could lead to nice solution (assuming AI would see that additional cost and decide not to make a fleet bigger)
I think that an increase in fleet capacity per ship is very good idea - the bigger the ship the more capacity it takes.
I would also increase base maintnenance cost per ship
I would make bigger ship more costly at mainteneance than smaller ones but not in linear way, it should increase more the bigger the ship is (in comparision to hull points)
I would make Hull points of smaller ships bigger so that you have to make a choice if you build more smaller support ships or only the biggest ones- the problem i currently see with ships is that when you get bigger ship design you build only them, smaller ones do not count then and turns to be obsolete.
I really do not think it is a good way to deal with a problem of big fleets
I do not believe AI will handle it properly - e.g. build less ships during peace, send only part of its fleet to engege combat.
AI probably will send all, and build more than it can handle, and go bancrupt when at war.
Player will also do that bcs it is more important to win a battle than loosing energy/minerals.
it has to be done by decrease ship count owned by an empire.
we have:
*fleet capacity from starbases/people
*maintenance per ship
*use of fleet capacity per ship
*maintenance while docking/on the move
only making all those values higher and balanced will lead to battles ala Star trek.
In my currnet game I have fleet capacity at 500 and I could build more, during peace time I have + 500 energy credits, during war time my energy loss is -300, but I can easily replenish it with trade deals and withstand this loses for a long time.
http://steamcommunity.com/sharedfiles/filedetails/?id=696381629
not having a ship to send to help will get anoying real fast
And if a Galaxy Class do take a lot to build, it should be powerful as hell too. Like a sovereign class being able to take on multiple frigates.
1. Will you implement some means to increase the storable Energy Credits? Without being able to have a lot of fleets in the field, wars take for ages, even more than in the vanilla version. Additionally, ...
2. ... the AI might not cope with that very well. It's tending to draw together huge fleets instead of splitting them. With that you might end up having to do the same or just wait until the AI ruined itself in 12-24 months.
Is there a possibility to limit fleet sizes? Maybe based on the admiral's rank he can command only X number of ship points.
hello
ideas are good :)
but I have to disagree.
If building ships is long - war is decided in one big battle, and then you do not have time to rebuild, so you've already lost.
If building ships is fast (like in v0.6) - war last longer, bcs by the time the enemy fleet manages to occupy/blocade your planets you have time to rebuild your fleet and retaliate. I have seen a war between 2 equal empires and it was interesting.
I came up with an idea how to make it hurt you ;) (or any other player) without sacrificing current design.
It is based on ship cost.
But not minerals or energy but ... influence (I hope it is possible to add such a cost - that is always the same for ship level and when upgraded it is not counted)
I know, I know - it is always not enough of it ;)
but lets see...
each ship need a crew and a captain (I am not talking abut generals that are fleet comanders - they cost 40 influence)
I am talkin about commander of a single ship - that is off course imaginary bcs there is no such mechanic in the game. But we could create one ;)
If you want to produce a ship you have to additionally spend influence
patrol -1
ligdht cruiser - 2
...
heavy cruiser - 5
this cost in influence is a representation of your crew and commander for a ship type.
To oppose increased use in influence I would decrease some costs for hiring leaders, resettle etc.
if you are building a large fleet of 30-50k you should be prepared to spend some 100 influence and it hurts :) so do ot lose your ships so willingly in battles.
and some empire unique military buildings could produce some influence
or you could just add some influence after won battle :)