
July 13th, 2002, 01:11 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: Space Empires 5
Quote:
Originally posted by geoschmo:
I kind of like this energy/ordinance idea. It adds some detail, without too much detail. Running out of ordinance has obvious implications as far as missles and projectile weapons. What would be the implications for the ship as a whole if it used up all it's ordinance and still had energy? Would it still be able to move, just not shoot, except for energy weapons? You have engines and energy weapons using a "tiny" amount of ordinance. What is this? Spare parts maybe? Would a complete lack of ordinance then cause engines to not function?
Geo
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Take the idea of splitting supplies into Energy and Ordinance one step further -- perhaps repairing damaged components takes from the generic pool of Ordinance (said now also representing spare parts, as well as just bullets*) ... ? Might make establishing forward -bases- more important, especially in High tech games (instead of just slappign a Repair Bay III on every warship design, heh).
It would also help if SE5 tracked partial damage from one turn to the next -- then, lack of Ordinance-supplies could cause slow, progressive damage to all components that have to go without (in reverse order to your repair priorities, IOW, whatever you thinkis most important to fix, will be the Last thing to wear out for lack fo spare parts). So, no, your engines wouldn't stop working because you lacked spare parts ... but they will eventually break if you don't resupply the ship soon.
An increased need for spare parts based on higher and higher technology base could also provide a reason for building ships with "obsolete" technology -- you may be able to build better, but the "old-tech" stuff is FAR easier to keep in good repair "nowadays" ...
You'd also want to consider splitting the Supply storage component into "Magazine" and "Batteries" components. 
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