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Old August 19th, 2004, 05:14 PM

Phoenix-D Phoenix-D is offline
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Default Re: SE5 Ordnance Supply?

Good to know about the changes..assuming it isn't already like that I'd suggest making seperate abilities for refilling ammo and supplies..ditto on the Quantum Reactor or equivilent. That way even if the stock Resupply Depot fills them both a modder could restrict that. I presume the amount it fills per turn is moddable as well?
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Old August 19th, 2004, 05:47 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: SE5 Ordnance Supply?

These same objections could be raised about the concept of 'generic supplies' as well. How do the quartermasters know exactly how much fuel, food, ammunition, etc. to load all the time? That's why many games -- like the MOO series -- use a fixed radius of operation to simulate the supply train, and some others -- like SE III -- use a fixed number of turns.

The use of explicit supplies is a good thing. It lets you have ships with greater or lesser range at the same technology level and allows greater endurance for less activity rather than forcing you into one fixed range or one fixed time limit. I like having supplies explicitly included in the game, and I hope crew quarters and life support will honor their 'supplies used' settings in SE V!

I also think the concept of 'generic ordnance' is a good one. It splits off the biggest 'exception' to the supplies problem -- the difference between combat usage and regular usage -- and makes ship supply consumption a bit more logical at minimal cost in micromanagement. The additional bonus of being able to give heavier weapons a disadvantage of running out of ammunition is also good.

There are many 'issues' like this in simulation games where full realism is too difficult or burdensome to adhere to. I for one can live with the 'problem' of apparently interchangeable ammunition just like I can live with the 'problem' of interchangeable supplies because it enhances the game.
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Old August 19th, 2004, 07:04 PM
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Mephisto Mephisto is offline
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Default Re: SE5 Ordnance Supply?

IMHO it would be nice if you actually had to produce supplies and ordinances which where then distributed through the resupply centers. This way you could actually sent an ally supplies which would free his planets to produce warships while someone without such a supply delivery from an ally would have to chose either to build more ships or keep them running.
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Old August 20th, 2004, 05:18 AM

TNZ TNZ is offline
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Default Re: SE5 Ordnance Supply?

One way to add more realism, without adding more micromanagement, would be to add a new entry to the component file that would controlled how many times a weapon could fire in any single battle. This, combined with the current ordnance supply system and the existing ability to control a weapon’s reloading time, would mean we could reach a good level of realism without adding to much micromanagement. Baron M.’s suggestion, that weapon components store and use only their own ammunition, is a good idea as well.
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Old August 20th, 2004, 12:51 PM

rdouglass rdouglass is offline
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Default Re: SE5 Ordnance Supply?

If MM is going to go thru the trouble of separating ordnance and supply, it would be nice to have another mining component type of item; one that you can setup like a remote miner to build ordnance remotely.

Rather than have to return to some planet-based facility, I'd like to be able to have my SolarPanel/QR-equipped fleet be able to produce their own ordnance when on long-range missions.

Of course, they'd have to be over some planet/asteroid with the resources required. They also could use the resource amounts of the planet / asteroid to determine the rate at which the ordinance is built.

Is that idea any good?
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