Re: What\'s going on with SUPPLY?
GGmod has some of those features.
The main problem with supply/ordnance in the game I played with SE5a was the fact that the storage facilities don't work yet... A fleet would drain the storage capacity of a planet because the facilities weren't storing anything; the production rate was nice, but there was no opportunity to build a stockpile.
I've increased the planet's base storage to huge levels to compensate for now.
Scouts can be built 30 at a time from the homeworld, while dreadnoughts take about 2 turns, depending on the loadout. (Cost/build time is proportional to size squared. Maintenance is somewhere between flat-rate and the square root of size)
This makes those big ships very valuable, but also hard to acquire.
Maintenance on the dreads is insignificant compared to their build cost, so it is always worth it to repair them...
The small ships, on the other hand, are quite disposable. I design some of my smaller cannon fodder to kamikaze charge with a small short range plasma cannon after they run out of ordnance for their long range bombardment weapons.
As far as repairs go, you can fix 90% of the hitpoints in very little time (armor), while the internals take significantly longer. Proper use of repair priorities will ensure you get the armor bolted back on and basic engine power restored quickly so you can bring whatever surviving guns you have to bear.
The CBmod style combat system encourages the survival of heavily damaged ships, too... if I decide to convert to QNP instead of anti-QNP it should end up encouraging basic mobility in otherwise disabled ships too.
__________________
Things you want:
|