Ship design poll: I can't answer it
from
Stardock Forums
My answer isn't a simple yes/no, and I really can't say that I don't know yet. MoO2/MoO3 style ship design will not work, and I'm not interested in making it work.
On the other hand, maybe having the options of different payloads or weapons selections would help diversify things more. Maybe take a dreadnought and cut down the weapons, but increase the shielding for something that is a better defensive ship for the late game. Or reduce ship stores (range) for an increase somewhere else.
Maybe even go so far as to diversify weapons and defenses so that different attacker/defender combinations result in combat effectiveness which isn't quite the straight line "X is better than Y in almost all cases" combat we see now.
Another idea might be to allow for ships that are faster but more expensive, etc. You could even go so far as to say that if you're mixing and matching too much, the maintenance of all your ships goes up due to lack of interchangeable parts. This way, each race might settle on what they consider to be their main ship type, and while there would be exceptions, you'd know that in a certain game, race X is pushing out a lot of cheap ships to get numerical superiority.
The ideas I've got aren't about actually designing a ship as much as influencing the goals of the design. While I'd expect StarDock to do a better than average job of the ship design AI, I've never seen an AI that designs ships as well as I do (once I'm used to the game). But making strategic decisions of what types of ships the AI wants to have available should be much more within the AIs grasp of the game mechanics.
On the other hand, maybe having the options of different payloads or weapons selections would help diversify things more. Maybe take a dreadnought and cut down the weapons, but increase the shielding for something that is a better defensive ship for the late game. Or reduce ship stores (range) for an increase somewhere else.
Maybe even go so far as to diversify weapons and defenses so that different attacker/defender combinations result in combat effectiveness which isn't quite the straight line "X is better than Y in almost all cases" combat we see now.
Another idea might be to allow for ships that are faster but more expensive, etc. You could even go so far as to say that if you're mixing and matching too much, the maintenance of all your ships goes up due to lack of interchangeable parts. This way, each race might settle on what they consider to be their main ship type, and while there would be exceptions, you'd know that in a certain game, race X is pushing out a lot of cheap ships to get numerical superiority.
The ideas I've got aren't about actually designing a ship as much as influencing the goals of the design. While I'd expect StarDock to do a better than average job of the ship design AI, I've never seen an AI that designs ships as well as I do (once I'm used to the game). But making strategic decisions of what types of ships the AI wants to have available should be much more within the AIs grasp of the game mechanics.