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Reduce hangar upkeep for ships

EconomyMilitary

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8 years ago
Nov 24, 2016, 10:26:01 PM

I don't think it makes sense for ships to cost same in hangar as while deployed.


Perhaps a reduction of 1/3 or 1/2 while in hangar?


I anticipate that this could promote some micro player behavior to hangar ships each turn, wondering if others have a solution.


My first impulse is to say that the deployed cost will be incurred any time a ship has been out of a hangar at any point during the turn?  I imagine programming this aspect may be a challenge, as it may require a whole new system of fleet management.


Any thoughts?

Updated 4 days ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

SpaceTroll

DEV SpaceTroll

status updated 8 years ago

this is the micro management we want to avoid...

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8 years ago
Nov 25, 2016, 9:43:58 AM

This is a very interesting idea however, this could be abused as people would stockpile ships and construct ships constantly even when not needed. I still do feel that something like this should be implemented into the game!

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8 years ago
Nov 25, 2016, 10:29:03 AM

Hmm, a reduction by a third of the upkeep should be sufficient for both still having a bonus for having all those ships not constantly on guard whilst still not being able to over-stack much. (e.g.: 3 ships active cost as much as 4 ships inactive)


A solution against microing each fleet into hangar after each move: Make the upkeep reduction only apply to ships after the first turn in hangar has passed.

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8 years ago
Nov 25, 2016, 3:41:36 PM

Put a cap on how many ships can be put in the hanger, and only allow it on ships that have never been "launched".


The cap should be something like minimum of 4 then expand it based on population. The cap should not be based on CP, or solely on CP, because then you might have instances where you are holding ships to go into a larger fleet, then you do not check for a turn, and a built ship gets wasted because your hanger was full.

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8 years ago
Dec 1, 2016, 1:14:33 AM
Adding on to other people's comments and this idea, maybe there was a quick access hanger that held only a few ships (@pax365) but there was a larger "Mass Storage" that took a turn or two (possibly depending on how many command points were stored) to take out of storage. I feel like it would add a much cooler "Military Mobilization" feeling, for peace aligning factions that don't want to have a huge military.


I think its a cool idea though, to save money for ships that you are not using!


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8 years ago
Dec 2, 2016, 12:35:14 PM

If getting a ship to a planet hangar (or out of it) costs all movement and action points then I wouldn't be abused.


By all movement points I don't mean it will consume all the ones that are left but you will need to have full movement points to go to the hangar.

This way landing and then going back takes 2 full turns.

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8 years ago
Dec 2, 2016, 5:59:08 PM
DashTheGr8 wrote:
Adding on to other people's comments and this idea, maybe there was a quick access hanger that held only a few ships (@pax365) but there was a larger "Mass Storage" that took a turn or two (possibly depending on how many command points were stored) to take out of storage. I feel like it would add a much cooler "Military Mobilization" feeling, for peace aligning factions that don't want to have a huge military.


I think its a cool idea though, to save money for ships that you are not using!


I think that "military mobilization" feel would be very cool.  Great idea.

samsonazs wrote:

If getting a ship to a planet hangar (or out of it) costs all movement and action points then I wouldn't be abused.


By all movement points I don't mean it will consume all the ones that are left but you will need to have full movement points to go to the hangar.

This way landing and then going back takes 2 full turns.

I also think this is a great amendment to Dash's idea, but want to make sure that combat could be engaged in the very turn that a fleet emerges from hangar.  But maybe not.  Hmm...I'm really undecided about that in particular.

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8 years ago
Dec 3, 2016, 10:17:37 AM
AquaticSonarKey wrote:
samsonazs wrote:

If getting a ship to a planet hangar (or out of it) costs all movement and action points then I wouldn't be abused.


By all movement points I don't mean it will consume all the ones that are left but you will need to have full movement points to go to the hangar.

This way landing and then going back takes 2 full turns.

I also think this is a great amendment to Dash's idea, but want to make sure that combat could be engaged in the very turn that a fleet emerges from hangar.  But maybe not.  Hmm...I'm really undecided about that in particular.

I think that engagement of an attacking fleet should be optional for the defender.

By attacking I mean both a ground invasion or using the guard command to block the system.

So it would be like sending the fleet out with a guard option (no action points needed for that) so the attacker would need to destroy it in order to start it's blockade or ground invasion.


If you have a single ship and it will just get killed then no point in sending it out better keep it in the hangar if a rescue fleet will arrive on the next turn.

This would also be interesting as you would be able to capture any ships found in the hangars that have not been used.

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8 years ago
Dec 7, 2016, 4:14:43 PM
mixerria wrote:

Hmm, a reduction by a third of the upkeep should be sufficient for both still having a bonus for having all those ships not constantly on guard whilst still not being able to over-stack much. (e.g.: 3 ships active cost as much as 4 ships inactive)


A solution against microing each fleet into hangar after each move: Make the upkeep reduction only apply to ships after the first turn in hangar has passed.

This seems like the easiest and most reasonable solution. 


A hangar-ed ship could lose some experience (crew getting rusty), maybe even every turn that it's in the hangar. You can then set a ship to pre-mobilization, where it sits at between hangar-ed upkeep and full upkeep and gains up to 'X' experience (set rate of experience/turn). So conceivably, you could have a very high experience ship turn into a rookie, after being in a hangar for 'X' turns. 


Specific system improvements (dry docks?) to increase hangar capacity. You could have more ships in hangar than capacity, but then they'd be losing HP/turn (inadequate maintenance), down to a minimum of 'X' HP. Maybe dry docks could be more like stations, with individual modules that could provide bonuses to repair, exp. gain, maintenance cost, etc. This way you could put a dry dock in a system with only an asteroid field and it would be a place where you could repair fleets fighting in a neighboring system. 






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8 years ago
Dec 7, 2016, 4:35:18 PM
azymin wrote:
mixerria wrote:

Hmm, a reduction by a third of the upkeep should be sufficient for both still having a bonus for having all those ships not constantly on guard whilst still not being able to over-stack much. (e.g.: 3 ships active cost as much as 4 ships inactive)


A solution against microing each fleet into hangar after each move: Make the upkeep reduction only apply to ships after the first turn in hangar has passed.

This seems like the easiest and most reasonable solution. 


A hangar-ed ship could lose some experience (crew getting rusty), maybe even every turn that it's in the hangar. You can then set a ship to pre-mobilization, where it sits at between hangar-ed upkeep and full upkeep and gains up to 'X' experience (set rate of experience/turn). So conceivably, you could have a very high experience ship turn into a rookie, after being in a hangar for 'X' turns. 


Specific system improvements (dry docks?) to increase hangar capacity. You could have more ships in hangar than capacity, but then they'd be losing HP/turn (inadequate maintenance), down to a minimum of 'X' HP. Maybe dry docks could be more like stations, with individual modules that could provide bonuses to repair, exp. gain, maintenance cost, etc. This way you could put a dry dock in a system with only an asteroid field and it would be a place where you could repair fleets fighting in a neighboring system. 






Love all of these ideas you're proposing.


If it's not already posted in its own idea somewhere, perhaps it would be good to start a separate idea for the dry dock Station improvement.

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8 years ago
Jan 17, 2017, 6:43:49 PM
mixerria wrote:


A solution against microing each fleet into hangar after each move: Make the upkeep reduction only apply to ships after the first turn in hangar has passed.

Good idea !

I think it should be mixed with samsonazs's and azymin's : spend movement points (but maybe not all) to dock a ship is realistic, and build stations / docks (with a limit according to system's planets) to increase hangar's capacity is very interesting too.

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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

SpaceTroll

DEV SpaceTroll

status updated 8 years ago

this is the micro management we want to avoid...
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