Author Topic: New "unit": Armadas  (Read 1823 times)

Offline Toll

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New "unit": Armadas
« on: July 23, 2014, 02:59:10 am »
So, normally I'd put these kinds of stuff in the Mantis, but this... well, it'd be a pretty major shift, so I figured I'd put it here instead. The basic concept is simple enough: A "transport" that allows ships inside it to fire (and be fired upon).

So why would this be good? Well, most of my games lately have basically spired into the old "deathball" mode of battle, with splitting off forces to take care of the eyes before bringing the main force in. Needless to say, having ~4000 ships fly around in a group... well, as we all know, it tends to get a bit laggy after a while, and ships don't get as responsive to enemies while on FRD.

So, the solution is to have fewer ships, which by using a smaller ship cap would kinda remedy. But even on a smaller ship cap, you can still get too many ships in the late games. Thus, the solution of being able to combine several ships into one massive ship.

When it comes to this ship being in battle... well, I can see that working in various ways. One way would be to have it be more or less identical to carriers, in that ships just add to the DPS of the big ship, which would be the easiest solution. Another would be to have all ships inside the big ship fire independently (with its own shots per second, reload timer, range, etc), which, at least to me, would be the preferred way of doing it. When fired upon, the same solutions would come to mind: It either automatically targets the first ship in the group, and kill the ships one at a time (ignoring attack multipliers), or it would semi-randomly target the individual ships inside, which would mean they would more closely resemble the current method of combat.

The one problem I haven't solved would be the static defenses, i.e. mines, tractor beams, etc. One solution for tractor beams would be to introduce a type of "tractor resistance", which would mean all ships could be set to be more or less resistant to tractor beams, and those resistant (instead of immune) would simply have their speeds reduced while tractored.

So... That's basically the gist of it. Thoughts or comments?

Offline Coppermantis

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Re: New "unit": Armadas
« Reply #1 on: July 23, 2014, 07:54:52 am »
Another would be to have all ships inside the big ship fire independently (with its own shots per second, reload timer, range, etc), which, at least to me, would be the preferred way of doing it.

I might be remembering incorrectly, but I don't think this is possible the way unit transport works right now. That is, the units inside don't actually "exist" so to speak, there's only a list of what the transport contains that gets created during unloading and used to calculate firepower of carriers.
I can already tell this is going to be a roller coaster ride of disappointment.

Offline Toll

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Re: New "unit": Armadas
« Reply #2 on: July 23, 2014, 07:56:53 am »
Yeah, it would need to be recoded a fair bit. The big question (that only the devs can answer, really) would be if it would be worth putting the time in to make that happen.

Offline Kahuna

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Re: New "unit": Armadas
« Reply #3 on: July 23, 2014, 10:17:21 am »
One word: Assault Transports.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
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Offline Aklyon

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Re: New "unit": Armadas
« Reply #4 on: July 23, 2014, 10:38:46 am »
One word: Assault Transports.
They do sound pretty similar. Also thats two words :P

Offline Toll

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Re: New "unit": Armadas
« Reply #5 on: July 23, 2014, 10:52:55 am »
The big difference would be:

A) the armadas wouldn't actually lose any health during jumps,
B) the attack power would basically be the same as if the ships weren't loaded at all,
C) the ships themselves would be open to attack without the "formation" being broken,
D) there wouldn't be a (sane) limit to the amount of units inside an armada.

The main reason for the armada wouldn't be to keep ships safe or anything like that, but rather to A) remove the visual clutter and B) make the simulations run quicker due to there being (sortof) less ships around.

Offline Kahuna

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Re: New "unit": Armadas
« Reply #6 on: July 23, 2014, 12:32:36 pm »
2 words: Assault Transport in steroids
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Toll

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Re: New "unit": Armadas
« Reply #7 on: July 23, 2014, 12:34:45 pm »
Yeah, kinda.

Also, that's four words.