Vessels micromanagement: solution
from
Stardock Forums
Just one thing... if you ever feel obliged to include engeneering of the vessels, please evade any micrmanagement and "upgrade-fter-upgrade" type...
Let's bring some intelligence to it.
For exemple, you could make it simple, so that it really becomes a strategical choice, instead of a nightmare of options and whattever else. It has to bring new possibilities instead of just on path: upgrading.
A lighter vessel will be faster, if you put more money on armament (heavy vessels) you'll have less for your civilian fleet (trading). Stuff like that. So it's up to you to build a general fleet strategy. Not just upgrades which gives you one choice: get more upgrades.
MANY types of vessels could exist, with many different uses! Support (carrying some SB-like bonus), making the whole more efficient wile in itself doing nothing (like some kind of vessel with tacticians specialists in and others), some could have to do with trading or even researching. Maybe at some point some little vessels would be as our airlines: they carry people to a place to another. Some ships should be deployed on trading lines and so on (like the differen types of boats Great Britain had when it was colonialist).
So it does exactly like in Rise of Nations: you need to chose a balance between all your fleets (terrestrial/navy/air, between each units from same type (air...)). Rise of Nations really shows this well. We can also look at history, when Great Britain had to balance ground forces, navy, colonialists and so on.
What do you think? Is it a good idea? How should it be done? At which point should we include details?
[Message Edited]
Let's bring some intelligence to it.
For exemple, you could make it simple, so that it really becomes a strategical choice, instead of a nightmare of options and whattever else. It has to bring new possibilities instead of just on path: upgrading.
A lighter vessel will be faster, if you put more money on armament (heavy vessels) you'll have less for your civilian fleet (trading). Stuff like that. So it's up to you to build a general fleet strategy. Not just upgrades which gives you one choice: get more upgrades.
MANY types of vessels could exist, with many different uses! Support (carrying some SB-like bonus), making the whole more efficient wile in itself doing nothing (like some kind of vessel with tacticians specialists in and others), some could have to do with trading or even researching. Maybe at some point some little vessels would be as our airlines: they carry people to a place to another. Some ships should be deployed on trading lines and so on (like the differen types of boats Great Britain had when it was colonialist).
So it does exactly like in Rise of Nations: you need to chose a balance between all your fleets (terrestrial/navy/air, between each units from same type (air...)). Rise of Nations really shows this well. We can also look at history, when Great Britain had to balance ground forces, navy, colonialists and so on.
What do you think? Is it a good idea? How should it be done? At which point should we include details?
[Message Edited]