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Make Blockades Optional

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13 years ago
Jun 9, 2012, 6:43:19 PM
Yes. My scout ship that stumbles onto an enemy world should not immediately commit an act of war without direction from me, especially when they're already in constant communication with headquarters.
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13 years ago
Jun 9, 2012, 10:29:14 PM
Also, I think it does damage to diplomacy. In my current game as the Pilgrims, the Sophon and Amoeba declared war on me early because I destroyed their ships as they passed through my territory. I didn't want to at the time, but if I hadn't, they would have constantly auto-blockaded and deprived me of my resources. Because I expanded early, passing through my space was necessary for them to get out of their constellations.
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13 years ago
Jun 10, 2012, 2:18:08 AM
Makes sense, I'm not even sure a single scout ship could really do much as far as a blockade is concerned. Maybe make it so that the more powerful the fleet, the higher the blockade % is!
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13 years ago
Jun 10, 2012, 3:20:05 AM
That's another suggestion of mine: the amount of armed ships should determine how effective the blockade is. A dreadnought is going to be no better against a transport than a destroyer, so having more armed ships in your fleet is going to be what you want for blockading.
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13 years ago
Jun 10, 2012, 4:10:28 AM
Voted: Yes.



On the other hand, the AI will always have blockade set to "YES, please!" 3smiley: smile



How about make blockades only happen if sieges are in progress and invasion>defense?
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13 years ago
Jun 10, 2012, 4:27:48 AM
No, that's too restrictive and looks at military power rather than sheer number of armed ships. You should be able to blockade an enemy world that has strategic resources even if you lack the ability to invade it. It's like an intermediate step.
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13 years ago
Jun 10, 2012, 4:32:58 AM
What about just making a ship module that takes up 0 space(included in the original scouts for the more diplomatic races) and makes the ship not capable of blockades- or simpler still, add it to the first scouting/detection module.



Would probably be less coding and reworking for the devs then adding a new UI element- would be less flexible though.
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13 years ago
Jun 10, 2012, 4:40:12 AM
GC13 wrote:
No, that's too restrictive and looks at military power rather than sheer number of armed ships. You should be able to blockade an enemy world that has strategic resources even if you lack the ability to invade it. It's like an intermediate step.


No, not really. It gives invasion modules more uses. I think of invasion modules as an abstraction of fighter craft, infantry, mech, and deployable assault forces that are not starships.



The siege doen't have to successfully progress, just sieging.



To clarify, fleet invasion power > system defense--ignore the presence of defending fleets.

Think about it this way: the system has marked and cordoned trade routes for civilian/trader traffic and is heavily defended based on the system's defense value. If attacking ships are unable to overcome the systems strikecraft and turrets/satellite defenses, then how ever can the attacker possibly disrupt resources going in and out of said system?

Such is the nature that can be represented by the abstract concept of system defense value.
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13 years ago
Jun 10, 2012, 4:47:20 AM
All of the defensive buildings are pretty clear that they are planetside improvements (bunkers, stealth systems concealing bunkers, etc...). I can't remember the list of invasion modules, but the first one involves bombarding planets and I believe another one involves marines or some other kind of soldiers. That implies pretty well that all of the invasion work is handled planetside, which would make sense since your ships are never in danger of taking any damage during an invasion.
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13 years ago
Jun 10, 2012, 5:37:19 AM
As a knock on effect of making blockades an active choice instead of a passive one, the effects of the interception order could be rolled into it (since it accomplishes what you might expect a blockade to do), simplifying the interface as well as improving game-flow.
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13 years ago
Jun 12, 2012, 4:15:32 PM
Blockades should definitely be optional. Would be nice to scout opponents systems without blockading them and thus in multiplayer, scout is frowned upon. Then if someone does blockade a system, it is an aggressive act
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12 years ago
Aug 20, 2012, 7:43:09 PM
This thread is the origin of discussions about making blockades optional.

Other threads about this have been archived:

/#/endless-space/forum/29-archives/thread/13964-suggestion-make-blockading-a-choice-not-a-default-action



Feel free to post here about this topic here and inform yourself about the variations the threads listed above have already discussed, but don't open new suggestion threads for anything alike. smiley: wink
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