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What do you think about ship refitting?

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7 years ago
Mar 7, 2018, 8:35:31 AM

It seems to me that atm the way one prepares for combat is clunky.

I mean specifically how you need to look into a fleet that is coming your way to see how its defences and attacks are put together.

You have to inspect how invested the enemy ships are in energy and projectile attacks and defences and then you need to quickly retrofit your ships to counter their balance.

Perhaps This doesnt happen as much in PvP but it sure works in PvE.


I feel like this procedure you must undergo as part of the current gameplay is inelegant. 

Do you agree? Also how do you think can we make small changes(to not take a lot of dev time) to make it more elegant? 

I was thinking perhaps retrofitting ships should take time above 0.

Why? Well I think it would be more interesting to make it a bit harder to constantly tweak your ship builds. Perhaps even 1 turn no matter what sort of retrofitting you are doing.

Or perhaps make a distinction between straight upgrades of parts to identical but better one and proper retorfitting to different kinds of parts.

So just straight upgrades could be immidiate or take 1 turn and actual chnages would take 1 or two turns.


Another way might be that pure upgrades take no turns but changes will upgrade 1 per turn. So you make a new design and then apply it to your existing ships. You changes 5 parts so your old ships will take 5 turns to change them all but As long as they start the procedure at one of your star systems they can keep moving but if thye engage in battle only the parts that had the time to change would be operable.


This or some similar system would also put more emphesis on scouting or spyingh to get better knowledge of your enemy's ship builds cause changing them will take time...

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7 years ago
Mar 7, 2018, 9:43:16 AM

I hugely agreee.


I am not convinced we even need to upgrade ships at all! I think it is better design when you cannot. But people tend to want their upgrades...


But making it take some number of turns would be a big improvement. Especially with espionage coming.

Updated 7 years ago.
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7 years ago
Mar 7, 2018, 1:23:54 PM

They already have a system to determine how much change is done in a retrofit and the dust cost reflects that value. If they would add a scaling production cost to this as well and consume it from the orbited star system, that might work. You could further penalize retrofitting outside of an "owned" star system by disabling that fleet for x number of turns where x scales to thedistance from the nearest owned star system. Retrofitting in allied space could also have a similar distance scaling where the minimum requirement is 1 turn making it cost 1+x turns.

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7 years ago
Mar 8, 2018, 12:13:38 AM

I disagree that retrofitting should take time or be removed. Preparing for battle is the emphasis of the game's combat, and retrofitting is a big part of that. And retrofit helps the defender more than the attacker (as it should, so an attacking empire doesn't quickly steamroll the defender). There is already a time cost in retrofitting--the time it takes to research the modules needed to effectively counter an enemy's designs.

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7 years ago
Mar 19, 2018, 11:48:50 PM

I would say 1 turn to upgrade per ship being upgraded.


So if you have 5 ships, you can't insta turn them into the new design.


Perhaps a building could be added to the game that would increase this ability? Making it 2 or 3 ships per turn?


That would stop the whole probe switch abuse in the first turn of the game also.


I really dislike knowing no matter what I send as a fleet, in PvP, my opponent will always have the advantage on me, even if I surprise him and he only sees me about to attack him in the very last turn possible.

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7 years ago
Mar 20, 2018, 2:59:47 AM

I think retrofitting is fine where it is.. After all, you use this magical substance called dust so why can the results not be insta? And how would you scale it for game speeds? If minimum is 1 turn, it is too long if you go on a per slot basis in the fast speed.


There are mechanics that can be abused and I think anyone who plays the game can easily know of it and exploit it (it is not necessarily a hidden secret).

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7 years ago
Mar 20, 2018, 6:58:06 AM
DarthMelkor wrote:

I think retrofitting is fine where it is.. After all, you use this magical substance called dust so why can the results not be insta? And how would you scale it for game speeds? If minimum is 1 turn, it is too long if you go on a per slot basis in the fast speed.


There are mechanics that can be abused and I think anyone who plays the game can easily know of it and exploit it (it is not necessarily a hidden secret).

Good point about game speeds. An alternative to deal with that would be that retrofitting time depends on how many changes need to be done. Then Some things can take even half a turn..You wanna change 3 parts? Ok, after 1 turn only 2 parts are changed while the third would need another turn. While retrofitting is happening ships can be moved but if a battrle break out you will only fight with the parts you had enough time to retrofit.


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7 years ago
Mar 20, 2018, 1:12:12 PM

I want to share ideas, on how I think the devs could add to how this works, as I feel that this could be dealt with in a comprehensive manner, in the style of how other gameplay elements flow.


Meaning that there could be new System Improvements (and other Empire Research techs), that then can improve the process in a realistic manner, that, hopefully fits with the vision of the devs.


With the hope to reduce confusion, this is how I see this Ship Design working with these following ideas, as the Base Process being:

Have a design, build the Ship and it is considered Permanent (like buying Ships from the Marketplace).

  • Ships can be scrapped and/or Sold; with more Advanced procedures, like the Hull upgrade transition, takes a few more steps to complete from here.

    • A manner to envision this, is as how it works buying a car from a Dealer, once the Design is in place, that is what the options are reduced down to, without additional Services.

  • Design or redesign a ship, and now you can create a new Ship that can be built in your Systems, as the Base Process, works in this basic cycle.

  • Therefore, new System Improvements would need to be Researched and made Available, so that the important and powerful capabilities of using Upgrades and Refits would be then possible to achieve on existing Fleets, as is the case for any power outfitting their Military.

    • This can be envisioned as now having owned a Car, you can buy and install after-market systems with one place (like a Radio or Tires), or go to another and have full custom work done on the Car, like a new suspension or extra speakers.

Ideally, the basic example, make sense and here's what I've considered as some reasonable possibilities (that can certainly see tweaks and improvements) to fit in line with what the devs intend,


With how such Ship Design and Star System management interacts and fit into Endless Space 2, for how Fleet elements can be supported by the Factions, I'm starting with these three ideas:



Forward Supply Depots – could be a System Improvement that is required for Ships to upgrade Modules, so a Ship can move from Basic OPAL Laser to Basic HELL Array Laser at one of their Star Systems, that has such a Depot, for example.

  • That way there is an upkeep and would have strategic placement in a particular system as an important factor (should also be able to adjust the Dust cost seen in the Ship Design menu), so now in order to take advantage of that new Advancement, a Ship has to go to a Depot for such supplies.

  • Should have a further tie in like Exotic Rations or Patriot Pills Plant, to divert a percent of Industry over to Manpower Rate Increase, as a supply Depot could also help ships fill their Manpower back up, as well as support Systems that have survived dealing with a recent Invasion.

  • This could be available as a Level 2 or 3 Tech, and be say a third item along side, Boarding Pod Basic.


Orbital Drydock - this would allow the swapping of Modules on a Ship going from one Module type, to the next, Ballistics to Missile, or Laser. Hull Plating or Shield modules, so with this built in a system, we just need to pay the bill on such work to Ships.

  • Such a facility would be necessary to get existing Ships up to speed with more Empire Advances and Discoveries, not to mention tearing off the old, out-dated alloys or tech systems for the newer more advanced systems and still be serviceable in the vacuum of space.

  • As another important and Destroy-able System Improvement, like during Invasions (and likely with Espionage just around the corner) so strategic placement becomes another factor for most Factions, as well as a target as to make use of such a resource.

  • This can be a Level 1 base Tech that supplants O2G Delivery Gear (a Module, that can be bumped up into a grouping in a Level 2 Node, such as Coordinated Command and Mobile Energy Weapons).


Naval Engineering Bureau– A Level 1 or 2 (single per empire built) Special System Improvement that influences the efficiency of constructing and repairing Ship Designs, that can adjust construction and repair costs under specific conditions, focused more on the early game progress, before a player begins investing into Industry boosting Tech.

  • The basic idea is providing short term buffers, to help reduce the increasing Construction and Repair costs on a Ship Design when upgrading modules on a default 'factory' configuration (swapping or adding modules, different from the factory configuration would work as normal in raising costs). 

  • So that a Design, instead of construction cost jumping up (enough to add more than one turn to building the Ship, for example) when it's simply upgrading Modules (not swapping or add to empty slots), could be absorbed to keep the original Construction cost of the base modules until the design swaps or adds new modules. 

  • So then having a well worn and battle tested Fleet be faster or cheaper to repair for a period of time, when using the default configuration, even if it is say Level 3 modules, could be a help for that early part of the game, where it can be difficult to keep pace with pirates and aggressive factions.

So that's the first draft for what could be cool to consider for an area that the devs could tweak some, hopefully addressing some of the issues expressed about how this process currently works, with a few additions and changes, that in turn, can allow a different sort of  star system specialization with what can be Researched by a Faction, and then built in Star Systems, at least in the early and midgame.



I plan to keep playing more turns, refining these ideas and then posting in the Ideas area, when I get the chance, so thanks for reading this far.

Updated 7 years ago.
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