search pattern ponderings

Perhaps search patterns can be a technology in GalCiv II.

A) some things are more difficult to detect than others -- hidden anomolies, resources, even planets!

B) Not necessarily a matter of just sensor technology -- knowing where to look and how to search efficiently, in addition to sensor range.

C) First level, scout craft on auto-search simply look for nearest unexplored area. Second level, advanced scout ships plot nearby unexplored space for efficient coverage. Third level, sensor squadrons interact and coordinate to maximize exploration rate.

D) possibly stands as a competetive technology to cloaking. Most advanced Shadow Drones can be programmed to seek enemy targets, perhaps cloaked vessels, terror stars, resource starbases, whatever, and follow them discretely.
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Reply #2 Top
bump -- response to sirian's issues in the bug thread with locating resources.

In addition I want a map mode with "last known position" and map filters for starbases, etc. Resources should not be relocatable.

I think everyone would agree combining a physical map (this planet exists here) with a political map (this planet belongs to blue) with a logistical map (this star is orbited by defenders) is primitive.

In GalCiv I can see a planet that would take me dozens of turns to reach being taken over and *garrisoned* immediately -- I might even see the tech level of an IA I had never met before.

I would like to see much more sophisticated mapping with data-ageing, intelligence accuracy issues, etc. I would like to see ships with fuel gauges, acceleration and deceleration and combat factors, and actual ranges, where they had to physically return to a starbase to refuel (or call for an automatic refueler). Blow-up the nearby starbase and the ship runs out of fuel, drifting until refuelers can reach it. Or send a ship off into deep space knowing a starbase will be constructed soon.

Fuel supply and supply lines would be a major logistical hurdle.
Reply #3 Top
It's a sweet series of ideas, Maxti, but you're moving into a realm of micromanagement that Stardock had thus far studiously avoided. I understand that there will be a 'logistical' component introduced with Alt Prophecy but this is likely to be simplistic - ie "you cant build any more of 'those' right now - but that's all. I would also wonder how this might be interpreted on maps of differing sizes - if a ship's range is 15 squares before refueling, that's a big strategic difference on tiny as opposed to gigantic map size.
Reply #4 Top
I think the next generation of games will do the micromanagement for you -- kinda like an underlying layer of reality that only invades into game play when the limits are reached. In the refueling example, if you overload a sector with ships so the fuel bases can't handle them, you will get a notification along with an option to divert resources to upgrade those bases. If you try and send a ship beyond a reasonable range, you might get options to lighten the ship (emergency jettison), extend fuel base capacity, or just hope it can survive until it can be manually refueled.

I also like the idea of being attacked when low on fuel. You can't fight as effectively, and may be forced to retreat.