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September 25th, 2002, 05:19 PM
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Colonel
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Re: Base Training
Quote:
Originally posted by Sinapus:
(What would really be nice is some sort of built-in supply generation ability for bases along with some base-only components to increase it. Then make supplies transferrable like cargo.)
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Yeah, what would make a lot of exploits go away would be to make supply a transferable quantity like cargo. Oh well, for SE5, I guess.
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September 25th, 2002, 06:44 PM
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Major
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Re: Base Training
<$.02>
Well, I too liked fleeting bases. As mentioned earlier, if you have 20+ orbiting a planet, the ship list gets kinda' cluttered. But on the other hand, I don't care much for the inherent infinite supply that bases get.
How about having to supply bases just like ships? Maybe give the base hull a certain amount of supply storage. As they don't move, they wouldn't use supplies unless firing weapons, etc. Then, unless they were at a Resupply Depot, you'd need to oufit 'em with Solar Collectors or QR's. If they had a QR, you'd fleet 'em for filling up just like you do now.
Then, you still could use them as a remote resupply station. Personally, I used to do that all the time - find a storm and build a base far from home. Use it as a waypoint and fleet 'em when they get there.
The only downfall to this is the micromanagement involved. You'd need 2 turs to fill the whole fleet 'cause you coul;dn't move all the ships in the fleet to the base's fleet. (You have to keep at least 1 ship in the fleet).
$.02>
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September 25th, 2002, 07:52 PM
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Colonel
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Re: Base Training
Quote:
Originally posted by rdouglass:
<$.02>
The only downfall to this is the micromanagement involved. You'd need 2 turs to fill the whole fleet 'cause you coul;dn't move all the ships in the fleet to the base's fleet. (You have to keep at least 1 ship in the fleet).
$.02>
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See, I didn't mind the micromanagement involved. It was kinda a role playing thing. Before going to a battle, or a deep space exploration or colonization, ships would fleet with the base.
Passengers would depart, news would be shared, letters home would be offloaded, crew would enjoy the entertainment facilities, while the bridge crew would discuss latest tactics and gossip. It's a pretty typical episode of ST:NG or BAB5.
While this is happening, the engines are resupplied, missile batteries a reloaded, crates of depleted uranium slugs were stored.
New fleet members would arrive, like repair ships and resupply ships. Colony ships and cargo ships would break their old fleet and rejoin new ones. Maybe people would pick up a little training at the planets' training facilities.
I thought the delay was more fun than, "OK, supplies are low, gotta just move past that square there and they'll be full as it passes"
How does the planet bound resuppy base work, giant rail guns shooting supply crates up to passing ships. "Dammit Lieutenent, you gotta aim for the OPEN supply hatches"
[ September 25, 2002, 19:21: Message edited by: Arkcon ]
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September 25th, 2002, 09:37 PM
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Shrapnel Fanatic
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Re: Base Training
Quote:
Originally posted by rdouglass:
The only downfall to this is the micromanagement involved. You'd need 2 turs to fill the whole fleet 'cause you coul;dn't move all the ships in the fleet to the base's fleet. (You have to keep at least 1 ship in the fleet).
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That is completely unnecessary. Just add the base to the ship fleet for a turn. 
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September 25th, 2002, 10:30 PM
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Second Lieutenant
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Join Date: Dec 2000
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Re: Base Training
Quote:
Originally posted by rdouglass:
<$.02>
The only downfall to this is the micromanagement involved. You'd need 2 turs to fill the whole fleet 'cause you coul;dn't move all the ships in the fleet to the base's fleet. (You have to keep at least 1 ship in the fleet).
$.02>
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That could be seen as part of the difficulty of resupply in deep space w/a depot. The depots could have tons of shuttles to bring up supplies and such.
Anyone test a "resupply" component that acts like a depot?
__________________
--
...can you and your associates arrange that for me, Mr. Morden?
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September 28th, 2002, 01:53 AM
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Private
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Re: Base Training
Quote:
Originally posted by Baron Munchausen:
The simplest solution would be to remove the 'system wide training' abilities as Psychic only bonuses. That is, make all training facilities system wide. Would that be considered a hit for the value of the Psychic trait?
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I'd have to agree that making training system-wide would have to be the simplest solution.
The thought of assigning crews based on the number of crew quarters onboard also seems interesting, and then making them transferrable like cargo, then again, it'd probably be too much micro-management...
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September 27th, 2002, 05:08 PM
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Major
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Re: Base Training
Quote:
Originally posted by Imperator Fyron:
That is completely unnecessary. Just add the base to the ship fleet for a turn.
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Doh! Couldn't see the tree because of the forest!! That is definitely the easier way.....
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