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 Fleets and Stations

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ido66667
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PostSubject: Re: Fleets and Stations   Mon Aug 27, 2012 10:25 am

Silver Sterling wrote:
Intresting would be a part system. Yust get different sized parts and put them together to create different spaceships and give them different roles. Then the size would also determ, what you can put on them. Small or huge cargo container, crew quarters, engines and weapons as example. The size of the ship should be defined by the number of parts u put on the vehicle. If its a fighter, a cruiser, a dreadnought or what else should be defined by the player self. Yust like the vehicles. The game Kerbal Space Program actually has such a part program. Okay, should be eventually a bit more simple here, because it doesn't only deals with space travel.
But think we should forget, that war isn't everything. So the ability to configure who many enemies, etc. should be in the game should be possible at least at start of the game, for player who want a more peacefully game. ^^

Amm, Well, I think that like spore, we may desine our own ships...

BTW... By "Yust", Do you mean "You"?
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Silver Sterling
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PostSubject: Re: Fleets and Stations   Mon Aug 27, 2012 1:07 pm

ido66667 wrote:
Amm, Well, I think that like spore, we may desine our own ships...
Jesus! No, no! The spore system was a epic fail. Ok, the part setting was okay, but the problem in spore is, that most parts has no real function. So there should be the different parts, but they should have different functions and the quantity should also have effect.

So a ship with more engines should have a higher top speed as a ship with less engines, with the same mass. But it will need more energy, because it has to power all engines for it. This could result, that it can't power all system completly.

Some internal systems like reactors would be fine aswell.

But don't make it to elaborate. Just one standard part for every technology and eventually resized (and a bit altered, if it is absolutely necessary) for different sizes, aswell some random color would do the job, that it works if the player don't want to make a specific part by themself.

Different advanced engines, weapons, etc. of the same size should have the same weight and energy usage, but different performance. Everything else can be done by players, or after the release.

This at least would be my idea to make it.

ido66667 wrote:
BTW... By "Yust", Do you mean "You"?
Oh sry, i mean just.
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The Uteen
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PostSubject: Re: Fleets and Stations   Mon Aug 27, 2012 5:34 pm

This discussion really doesn't belong here, the reason this thread was focused more on war is because that was sort of the topic. (Fleets, combat fleets )

Anyway, the Tech Editor will be used to construct spaceships, vehicles, all tech objects. In order for the thing to be a space ship in the first case means it must have the following function parts (assumably):

A cabin for the crew.
Some sort of general facilities unit (sleeping area, toilet, etc.).
A powerful engine.
A fuel tank (or renewable energy sources such as solar panels).
A strong hull.

Since it is made in the Tech Editor, these things are necessary to make it classed as a space ship, otherwise the game could end up sending you to space in a katana or something, which would also be made in the Tech Editor but serves a completely different purpose. We know what we're doing, you know.


Afterthought:
It is mostly the unification of what are separate editors in Spore which means different parts must categorise the resulting product, and determine its purpose, rather than just blindly assuming the lump of stuff is what the editor is supposed to make. Maybe if we unified the Tech, Organism, Microbe, Nation, and Planet Editors, we could create a truly realistic and glorious editing experience! Although, thinking about it rationally, it's more likely we'd create a horrific monstrosity of impractical over-unification. Never mind.
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Silver Sterling
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PostSubject: Re: Fleets and Stations   Mon Aug 27, 2012 7:28 pm

Indeed, would be the best idea. was a bit confused because of the static classification. The station idea is nice. But this could be also solved by the size of the ship. I think Infinity had some similar ideas, that ships and stations can have hangars who can take in a ship of a max size with a specific length, width and high. Smaller ships can park in such a dock hangar aswell, and eventaully more as one small ship in a very huge hangar. Eventually we could also have very big hangars (I remember the huge drydocks in Star Trek) this could have a specific number of ships, dependent on the size of the different docked ships.

So to calculate the number of ships you can have in the fleet, there shouldn't be a border, but:
Every ship has building cost
it has crew who cost aswell
you have repair and maintenance cost
the ship needs fuel to be operated
(most of the steps should be automatically (but you should be able to config it a bit [So cheaper ships, but with a lower crew morale and worser maintenance] when the ships dock, otherwise it could become a bit to complicated.)
you have to upgrade the ship, that it doesn't become outdated

and don't forget. As more ships you have, as more difficult it becomes, to manage them.

Think this systems (and also that a spacestation should cost some money aswell, same as the ships include fuel, that it can be online) should lead, that you don't can run to many ships.

In my system, you should be able aswell to park ships in space, but this could lead to small damage because of micro meteorites, etc. So a ship in the station should be protected better. And you don't want to park the orbit full, because it could lead to problems aswell.

The Uteen wrote:
Afterthought:
I personally like the idea of the one technology editor. It would give the player more freedom in creating stuff.
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PostSubject: Re: Fleets and Stations   Today at 10:56 pm

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