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Endless fleet spam problem

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13 years ago
Jul 10, 2012, 2:39:53 AM
Hey Girls and Guys and Developers...



Problem, "Endless Fleet Spam" is frustrating...breaking this nice game. (Mean realy nice, graphic design is realy stunning, simple, elegant...realy classic "french fine art"! I so much like it!)

Even if you meet with a brilliant AI defense strategie, called 1shipfleet...or sipmle just exploit. Where AI cannot make comparable fleet for defending system, they make endless 1 shipfleet, blocking player to invading system, bc before invading, u must to clear planet space first. 1 fleet only kill 1 per turn...for breaking 100 junk fleet, u need 101 fleet...GLORIOUS!



I think about it, and found a relative simple way to solve this problem. Its a not a big new thing...its a kind of "supply" system, there many other similar games used too...



So...first we need a new resource...Military Supply, MS.

Rules:



MS income:

+1MS/population on all planet

+1MS/Every 4. level of Heroes (mean +5MS at lvl20 per Hero)



MS sunk:

-1MS/outpost base (block rushing expansion)

-2MS/colony base (u need 2 free MS point for invading new system, and low end system is not so much add for your empire without high tech...)

-7-26MS/fleet (depending fleet MAXIMUM CP CAP, NOT SHIPS IN FLEET!!! block endless fleet, and 1shipfleet spam)



Second...need SHIP UPKEEP cost. Something like 1CP cost 10dust/turn. Its block the "100+ ship in system hangar" things as reserve, and slower the game adavnce, bc fleet cost dust too, player need strong economy for making and keeping up real military power, must to keep balance in military/ecomy/expansion/defending things much more better. Player must be thinking about, how much reserve ship need, and where! This upkeep cost is blocking "endless new fleet spam after one fleet loss" too, and empires military power much more hanging on economy/industrial power...and tech level.



Third...need a new "Scout" ship. Simple, bc this old one (corvette) is to high in cost in MS system. New ship only cost 1MS and fleet itself alone, cannot forme fleet with other, cannot carry any weapon, cannot blockade system...but have ability to escape from intercepting fleet to nearest friendly system. Well just use for scouting...



These changes maybe solve game biggest problem, and relative easy to implement. I dont spend to much time to make calculation for every variation, but for starting discussion and developing...is more then enough. smiley: smile



Ohh...and Pilgrim should have new affinity bonus as a plus, decresing ship upkeep cost. They need it. smiley: smile

Horatio have little advantge from +2hero/+10MS...not so much advantge.

Cravers...yeah...they have +2CP on fleet...mean larger, but lesser fleet. Remain advantage at fleet vs fleet combat...but on empire lvl...equal to all others.



Have fun. smiley: smile
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13 years ago
Jul 10, 2012, 3:00:13 AM
I do not agree, the strategy is indeed a brake-down of the AI but i feel like there is a more simple solution:



Allow fleets to engage more targets per turn



Have ships cost dust equal to 1-2% of their industrial cost (ironically ships do already have an upkeep cost...its 1 dust per CP...lol)



Increase the upkeep on industrial structures.



This increases dust cost of building and keeping fleets and industry, as well as allowing you to easly deal with 1 ship fleets.
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13 years ago
Jul 10, 2012, 3:19:39 AM
Woah...



Ship upkeep depend by industry cost...is...very nice!



Maybe You are right...im little bit overcomplicated a problem with new supply thing.

Yes..if fleet can engage multiple target in the same system...its solved 1shipfleet problem.



Just one thing has left...

I propose a new auto combat mode...solve immediatly...a new option, bc auto comabt is to slow for tearing up 20+ junk fleet 1 by 1! smiley: smile
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13 years ago
Jul 10, 2012, 3:23:29 AM
Miskin wrote:
Woah...



Ship upkeep depend by industry cost...is...very nice!



Maybe You are right...im little bit overcomplicated a problem with new supply thing.

Yes..if fleet can engage multiple target in the same system...its solved 1shipfleet problem.



Just one thing has left...

I propose a new auto combat mode...solve immediatly...a new option, bc auto comabt is to slow for tearing up 20+ junk fleet 1 by 1! smiley: smile




I assume the time takenis for the game to do all the math and get the results. smiley: wink otherwise i also agree.
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13 years ago
Jul 11, 2012, 7:01:33 AM
Igncom1 wrote:


Allow fleets to engage more targets per turn



I believe that can be dealt with by saving and reloading the game after a battle. I read somewhere, can't really recall where, that battle_done data is not saved, so when you load you are able to attack once again. Doing that you can attack as many times as you please.

What I am not sure is if movement_done data is being saved or not. Remember an Amoeba fleet disappearing after reloading - found it two systems away : P
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