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  #1  
Old July 12th, 2002, 09:16 PM

Barnacle Bill Barnacle Bill is offline
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Default Re: Space Empires 5

Starfire, at the height of its micromanagement (3rd Edition ISF rules before SM2), made you actually build different types of missiles, and store them in magazines on your ships, and track them getting used up in combat. It was rather like drones in SEIV now.
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Old July 13th, 2002, 12:14 AM

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Default Re: Space Empires 5

Quote:
Then you could have ammo storage compartments, and ships in a fleet could share ammo the way ships share supply now.
What you like how ships share supplies now???
I think that the ability to transfer supplies.
Maybe keep the auto-share in fleets, to avoid micro some managing. But I want to have a large transport go to the fleet carrying ammo and other supplies nad then GO BACK to the depots to pick up more without carring back a large portion of what it brought.

I also like the one type of ammo for every weapon and even or even more than one. Perhaps you can research better shells, or missiles for the cannon or missile tube you already have.

And also the idea of having supply generation have a cost and use this cost to replace current manteinance cost. A ship could be expensive to build but cheap to mantain or viceversa.

[ July 12, 2002, 23:19: Message edited by: Andr&eacutes Lescano ]
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Old July 13th, 2002, 01:11 AM
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Default Re: Space Empires 5

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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?

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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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Old July 13th, 2002, 01:29 AM
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Default Re: Space Empires 5

I thought we already talked about Ordinance in that Micro/Macrodrone thread.
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Old July 13th, 2002, 03:31 AM
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Default Re: Space Empires 5

And I thought the Last time it was discussed, somebody pointed out the difference between ordnance ( = military ammunition) and ordinance ( = governmental law).
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Old July 13th, 2002, 05:39 AM
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Default Re: Space Empires 5

Quote:
Originally posted by capnq:
And I thought the Last time it was discussed, somebody pointed out the difference between ordnance ( = military ammunition) and ordinance ( = governmental law).
Hey, who needs WMGs when you have red tape?
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Old July 14th, 2002, 01:58 AM
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Default Re: Space Empires 5

I still don't see why you all want to split the "conditions" field into different variables like gravity and radiation only to manipulate all the variables again with one facility. I do however think it would be nice to have the "conditions" field related to a race, not to all races.
The "ammo" thing would be nice IMHO and I have thought about it myself some time ago. I think "ammo" or better "military stuff" (small weapons, personnel, ship weapons...) could be the 4th resource, but could not be harvested but must be produced with the other resources. It would be stored like all the other resources and distributed over the resupply bases. Further, the actually demand for "military stuff" should exceed the possible production in a large war so that you are forced to think about building new ships or resupply your fleets. Further, an ally could actually help you in a war with delivering supplies and would not be forced to enter the war (like the US supported England in both WW). A superpower could easily fight a war through its minions this way without ever firing a single shoot itself.
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