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IDProjectCategoryLast Update
0021132AI War 2SuggestionJul 8, 2019 3:19 pm
ReporterApthorpe Assigned ToChris_McElligottPark  
Status closedResolutionwon't fix 
Product VersionBETA 0.853 An Officer And A Bunch Of Fleets 
Summary0021132: Fleet augment slots
DescriptionWhat if there were slots for fleets which the player could fill based on his choices? As a fleet gained experience, it would gain access to more slots. These slots could be used to acquire augments.

Let's consider this with an example: detection. It wouldn't present an interesting choice to have every fleet automatically gain detection. If they didn't initially have it but earned it after reaching a certain level, that might be satisfying, but if it's something which is inevitably gained, then that's not interesting at the end of the day either. If every fleet gets detection, it makes support fleets (with their sentry frigate) less useful, and it also makes AI stealth ships less interesting and relevant since fleets are no longer vulnerable. So what if detection was one of these augments, where a detector ship (probably a sentry frigate) is added to the fleet? Then it's a tempting choice, but when there are other tempting choices competing for the slot, you'll be likely to diversify rather than give every fleet detection.

These slots could go in a variety of directions which might help tailor the fleet better to particular roles or round out its weaknesses. Augments might have a universal cost, or maybe the cost would vary. Maybe all augments are available as long as the fleet has the points to spend on them, or maybe certain augments aren't available until the fleet has reached a certain level.

I only had this idea recently so it's not well refined, but I wanted to throw it out there in case the basic idea was appealing to anyone. I think it would promote interesting choices and provide a way for the player to influence a fleet while retaining their procedural generation aspect. In fact I think it would complement their procedural generation, since rather than there being an optimal set of augments, it would be relative to the composition of ship types for the fleet.
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Relationships

related to 0021082 closedChris_McElligottPark Wild card slots on fleets 
related to 0021314 resolvedChris_McElligottPark Fleet Management screen: ability to swap ship lines between fleets (offensive fleets only). 

Activities

Chris_McElligottPark

Apr 24, 2019 10:29 am

administrator   ~0051368

Yup, you're not the first to have this idea -- great minds think alike! But I definitely like the discussion that is helping to cement things, I do have to say.

Apthorpe

Apr 24, 2019 10:05 pm

reporter   ~0051394

Ah, I had seen that wild card suggestion before too, so I think there was some subconscious derivation on my part.

Chris_McElligottPark

Jul 8, 2019 3:19 pm

administrator   ~0052110

So, what I'm actually going to do instead is 0021314, which gives you the power of customization in a bit of a different way.

Issue History

Date Modified Username Field Change
Apr 24, 2019 6:41 am Apthorpe New Issue
Apr 24, 2019 10:29 am Chris_McElligottPark Relationship added related to 0021082
Apr 24, 2019 10:29 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 24, 2019 10:29 am Chris_McElligottPark Status new => assigned
Apr 24, 2019 10:29 am Chris_McElligottPark Note Added: 0051368
Apr 24, 2019 10:05 pm Apthorpe Note Added: 0051394
Jul 8, 2019 3:19 pm Chris_McElligottPark Relationship added related to 0021314
Jul 8, 2019 3:19 pm Chris_McElligottPark Status assigned => closed
Jul 8, 2019 3:19 pm Chris_McElligottPark Resolution open => won't fix
Jul 8, 2019 3:19 pm Chris_McElligottPark Note Added: 0052110