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IDProjectCategoryLast Update
0012134AI War 1 / ClassicSuggestion - Game MechanicsAug 31, 2013 2:24 pm
ReporterKarl Assigned To 
Status newResolutionopen 
Summary0012134: Ship Design Features
Descriptionl'll start off saying that this is rather based on an experience from another game, which had it's ship design system like such:

You had several variables that a ship had to be able to fit.
Your hull was the main part of the ship, in which you used money and it's own form of knowledge to get better hulls, and the better the hull the more the ship could support, and the hull would have to support the pressure of space, be light enough to move quickly, and have enough energy to support all it's feature. It's hard to put into words the amount of delicate balance the ships had in that game, but most of the time some part of the energy, the speed, or the hull support suffered or was completely unused because you didn't have enough of one of the other types of support to do anything with.

Imagine pooring 900,000 of each resource and 5,000 knowledge into a new hull, to find it can support up to 10,000 energy for weapons and engines, as well as being light enough for the engines to support more weight for weapons. This hull being for a fighter. Of course each individual fighter would be excessively expensive, around 5,000 of each resource, but coming out with around 5 million health, 18,000 damage, and 200 speed. And then researching a new weapon type which this new hull can't entirely support as it needs more energy, and then the engines can't support the weapon and it goes through that loop.

Of course it isn't that bad necessarily, as you get 8 options on what you want to research into: (Translating the research variables into AI War.)
Metal cost of the hull,
crystal cost of the hull,
efficiency of the hull,
effectiveness of the hull,
energy support,
weight,
physical support,
and resistance of the hull.

Crystal and metal costs should be obvious, aswell as Energy, Weight, and Physical Support. Efficiency would be how much it gets out of what it has.. Generally resulting in a cheaper ship with no room for unused space. Effectiveness would generally result in a much more powerful but expensive for its power, although allowing for more out of it's ship cap. (Mercenaries, powerful but expensive.) Resistance would directly relate to health.

It has 8 boxes, one for each, for what percentage of each you would want to put into each. Default it would be 12.5% of the research going into each, but it is completely editable so long as it equals 100% total. Hopefully that is followable.

This is in my opinion a great system, although probably hard to implement and may be slightly confusing, especially with the ship cap functions, l still think it would be worth it. Absolutely everything said here is open to discussion as to how it would work. This isn't a feature that should be added soon, really.
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Date Modified Username Field Change
Aug 31, 2013 2:24 pm Karl New Issue