.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #2  
Old October 13th, 2006, 01:54 PM

tmcc tmcc is offline
Corporal
 
Join Date: Sep 2006
Posts: 130
Thanks: 0
Thanked 0 Times in 0 Posts
tmcc is on a distinguished road
Default Re: Change Rules for Blockades

My tcw: I basically agree although the leaky part might be a little messy to implement. One ship, unless it was extremely fast, could not realistically blockade a whole planet so I agree that the effectiveness of a blockade should depend on the size of the force. One simple way to implement this would be to create a "% to blockade number" based on the criteria you list and then making a roll against that number every turn. If the planet passes it's "blockade roll" then resources get through (i.e. no blockade). If the planet fails the roll the it is blockaded that turn.

I think another key attribute of the blockader should be speed. Functional armament and an attack strategy are fine, but if the engines are shot up then the effectiveness of the blockade would go way down. Like wise some assumption needs to be made about the speed of the "invisible" transports that carry those resources back and forth. This speed should be based somehow on engine tech level and would then be compared to the blockader's speed as another factor in the "% to blockade number".
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:54 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.