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SE5 Ordnance Supply?
If all a ship’s weapons use the same ordnance supplies regardless of type then, in my opinion, that will totally miss the point of having ordnance supplies. I know that star ship’s engineers in the 25th century are good, but just how many depleted uranium cannon shells do you need to glue together to make a torpedo anyway? http://forum.shrapnelgames.com/images/smilies/wink.gif
Why not have 4 or more ordnance supply types? For example, torpedoes, missiles, shell projectiles and energy cells. This way, the idea of ordnance supplies would be fully implemented into the game. All that would be needed is for the ordnance supply ability and the ordnance re-supply ability to be made into 4 or more abilities. You would also need a new entry in the component file for ordnance supply types. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5 Ordnance Supply?
It would also increase the display requirements and micromanagement fourfold, and encourage further specialization of ships until they carried only one type of weapon. More, it doesn't solve your objection; after all, how many Capital Ship Missiles do you need to glue together to make a Plasma Missile?
Assume they have replicators and shove the uneeded ammo into those to make ammo they do need. |
Re: SE5 Ordnance Supply?
Send it to Aaron.
It's subspace protomater, see, and they rephase it through the phase emitter coils. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5 Ordnance Supply?
Asume that the "supply space" used to store Uranium shels in some ships is used to store Missiles in others each time your ships visit a resupply depot.
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Re: SE5 Ordnance Supply?
There is a fairly simple fix for this objection, and it doesn't require many different types of ordnance. Each weapon component should have its own ordnance storage capacity and not 'share' with any others. Basically, this turns ordnance in a 'number of shots' counter for each weapon that uses ordnance. That means each weapon would represent both the actual firing device and the ammunition storage capacity, which is how seekers currently work in SE IV anyway. http://forum.shrapnelgames.com/images/smilies/happy.gif I happen to like the idea of needing some 'generic' cargo space for ammunition in a warship but it's not essential to the concept of ordnance.
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Re: SE5 Ordnance Supply?
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And the answer is that quartermasters are naturally Psychic, and can pick the right ratio of ordnance to pack in there based on what you will use in the future. |
Re: SE5 Ordnance Supply?
I would have thought the point of having ordnance supplies was so a ship’s ability to use a particular weapon type in combat could be precisely controlled. With the combat in SE5 being real-time, the need to controlled the ability to use a particular weapon in combat is more important, not less. For example, consider a fleet with an exhaustible supply of missiles and a restricted supply of torpedoes or a ship with point defense systems with an exhaustible supply of ammo. We could get the point defense systems to use the ship’s supplies, but then the ship using up all of its supplies, and this ruins the point of having an ordnance supply system in the first place. Also, some universes that people like to mod or make up don’t have replicators [img]/threads/images/Graemlins/ooo.gif[/img] or even energy weapons [img]/threads/images/Graemlins/ooo.gif[/img].
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Re: SE5 Ordnance Supply?
If something like this is implemented in SE:V, I'd rather see it like Baron M. suggested below. A generic "supply" value rather than specific types for different kinds of weapons like missiles, torpedoes, etc. It would be automatically stocked at any supply depot. :P
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Re: SE5 Ordnance Supply?
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Re: SE5 Ordnance Supply?
Well, you could have a component that increases supply for all weapons on a ship.
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