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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old October 13th, 2006, 01:23 PM
dmm's Avatar

dmm dmm is offline
Captain
 
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
dmm is on a distinguished road
Default Change Rules for Blockades

I would like to see changes in the rules for blockades. What do you all think about the following suggestions?

1) Only functional warships may blockade. A functional warship is any vessel (ship/fighter/drone) with some sort of ship-to-ship attack strategy and capability. Vessels with "Don't get hurt" strategy cannot blockade. Vessels with no movement or no functioning ship-to-ship weapons cannot blockade.

Seems like this should be easy to implement in the code. It's just one small subroutine.

2) Blockades should be "leaky," and the degree of "leakiness" should depend upon several factors, including: the number of enemy functional warships in the planet sector, the number of friendly functional warships in the planet sector, the planet size, the presence of (and maybe even the range of) weapon platforms, the presence of mines and sats, and the domed status. (Domed colonies should be easier to blockade.)

This would be also fairly easy to implement in code. Again, just another subroutine, slightly more complicated than the one for #1.

3) Blockades should isolate the colony. If it doesn't have sufficient resources available (either through on-world production or through leaks in the blockade), then bad things should start happening: construction should halt, facilities should break down, and people should starve (in that order).

A very nice aspect to this is that blockading a border colony that consisted solely of a shipyard would prevent the colony from hurry-producing a ship to break the blockade. On the other hand, you couldn't blockade it forever while you brought up troops from 20 systems away, because the shipyard would break down and the people would starve. Eventually there'd be nothing left to take over. (Although they might riot before that and join you.)

At first this sounds hard to implement in code, since it seems to require keeping separate track of resources available to each blockaded colony. However, there is already a subroutine that checks for insufficient resources on an empire-wide scale and then inflicts damage commensurate with any shortfall. So SEV would just need to do this first with any blockaded colonies, one by one.
__________________
Give me a scenario editor, or give me death! Pretty please???
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 09:37 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.