Topic: Strategic Portals

I just want to start by saying this ; I will be presenting some Ideas that have been presented hundreds if not thousands of times, idea’s that have been shot down with 10 times that many arguments. Why am I posting this here? Because I think that the combination of idea’s might work , it might improve the game and it just might attract some of the players that IC has lost over the years and attract new blood. I remember when there were 1500 people per galaxy and being in the top 100 meant something, now combined in Starburst and Super Nova there are less than 100 active players.

Why do I think that combining these ideas would improve the game? I think that they would add balance to the game, the idea is to give pause to large families farming smaller families because they will know they can and will win the war but the small family can still damage them and critically weaken them allowing someone else to defeat them in war.


First I will start with limiting portals:

I believe that limiting the number of portals can significantly change the balance of power. Putting a limit of portals give an advantage to the smaller players over the larger players because of concentration of force.

Example:

Basic # of portals allowed = Home planet +10
and then for every 10 planets owned, 1 more portal.

scenario #1:So if I have 100 planets I will have 21 portals(Home Planet+basic 10+10% of my 100planets) So I will have 21% of my planets with portals.

scenario #2: So if I had 20 planets I will have 13 portals(Home Planet+basic 10+10% of 20) which means that I would have 65% of my planets with portals.

Make Portals strategic weapons, make people think about where they are putting portals as opposed to building portals on everything and then defending with their whole fleet.

So if Scenario 1 empire was to go to war with an empire from scenario 2 even if all else was equal(Proportionally) empire 2 would be in a stronger position to do damage, even if at the end they lose.

Empire 1 might have 1,000,000 soldiers while empire 2 might have 200,000 soldiers but the balance of power would be in favor of empire two because empire one has to defend 79 planets without portals and while the other can concentrate better because with their main fleet they can defend 65% of their empire.

Portals become strategic weapons both on the individual level, the family and allied level. So in the scenario I presented, the smaller guy most likely will lose in the long term but it will force the larger empire to uncover more of his territory in order to defeat him and thus give the smaller guy an opening. Empire 1 might gain 19 planets from destroying empire 2 but empire 2 might take and destroy the infra on a significant portion of the large empire, they can capture 20 or 30 planets and destroy all the infra along with defending forces.




Now in combination with the first idea I would like to present capital ships. I know we have heard 1,000 different ideas on how to implement capital ships and 10,000 reasons why it wouldn't work but I think that it could work well in conjunction with idea 1.

Capital Ships would come in two classed:

(1)Carrier-Every Empire will start of with 5 of this.(I am using 5 as an example, could be more or could be less.) You cannot build more unless one of your ships is destroyed and you can build a replacement but it will be expensive(proportional to your means) and time consuming to build. So carriers will not be required for regular attacking but they add an advantage, you can station a maximum of say 20% of your fleet on one, and launch attacks from it, and return fleets to it. You can reinforce a planet with fighters and soldiers from your carrier or the other way around. Overtime you attack from a carrier you run the risk of damage or a small chance of outright destruction with a portion of the fleet based on it being destroyed while the rest returning to home fleet or nearest planet. They need to be defended with destroyers, and you can only attack them with destroyers.

(2)Destroyer- They are small warships whose main role is to conduct space combat to clear the way for a carrier or on the flip side hunt down and try to destroy the carrier. They also MIGHT play a small role in defending a planet or attacking a planets air forces and any transports in the area but it is not their main role nor is it their more efficient use of resources. Destroyers cannot be used to defend through a portal, they must be physically present in the system to defend the planets, but once present in the system can defend all of the planets in the system. Basically this would mean that you don't necessarily need destroyers unless you want a chance to destroy the enemy carrier or to attack and even then if you are prepared to risk losing your carrier you might go in without destroyers. Destroyers will be build based on a formula that would take the NW,Size, infrastructure and the family NW and size. Thus someone from a smaller family might be allowed to posses a somewhat larger fleet of destroyers than someone in a larger family but of equal size and NW. Furthermore, when engaging in war with a smaller enemy, the larger empire will suffer a combat penalty while the smaller force will get a combat advantage.

example: Empire(Large) attacks with 100 destroyers and a carrier, empire(small) is defending with 20 destroyers. Large empire takes a 10% penalty while the smaller empire gains a 10% advantage so in effect it would not be 100 vs 20 but 90 vs 22.
Doesn't change the outcome of the battle, but the smaller empire might inflict more casualties than they would otherwise, and with destroyers being destroyed, the larger empire would take a construction penalty in time and resources thereby making them weaker in the long term. The larger empire might win the war, but everyone else will know they must have suffered greater losses and thus would be ripe for the picking by someone of even strength.



So if a large empire uses its 5 carriers to attack on a few fronts, the smaller empire could decide to concentrate all of their destroyers in as few fleets as possible and set up ambushes, you might lose your fleet, but at the end you might also destroy a disproportional number of enemy destroyers and a carrier or two thereby crippling the larger enemy for a time.


Carriers also become strategic weapons, you will have to think about where you station them because if you preposition all of your carriers in preparation for an you might leave area’s without portals with limited ability to reinforce or even retake.  Means that you would have to consider which system will get a portal and which systems will get a carrier.


With the limit on portals, you will have to consider where you are placing them in order to gain the biggest benefit from a limited resource in both offensive and defensive terms.


With the introduction of carriers, you would have to consider where you are placing them and where you are expecting trouble/weak.


Thank You

Anything worth living for, is worth dying for.
And anything worth dying for, is certainly worth living for.

Re: Strategic Portals

I believe that limiting the number of portals can significantly change the balance of power.

Agreed and I like it. Even big players will be vulnarable to the end. Almost 90% chance you won't hit a portal. As defending will get harder, people will be forced to be more offensive early on. It will make it alot harder to ground run also smile

It won't change my gameplay much though. I think last time I played I barely made it to 24% portalled (241 systems with 1 portal) because of most resources went into combat smile

Now in combination with the first idea I would like to present capital ships. I know we have heard 1,000 different ideas on how to implement capital ships and 10,000 reasons why it wouldn't work but I think that it could work well in conjunction with idea 1.

I see no added value in new units and changed combat dynamics.

~Attacking is a Skill~
~Defending is an Art~

Re: Strategic Portals

The portal idea:

Don't know if I like it. It'll become planet ping pong show in the end. But, you can change this by changing defensive range of a portal.

For example; 1 portal covers the entire system it's in. The system just next to it gets 60% defense, a system even further gets 20% coverage.

This also makes warring different as you will be able to hold on to planets easier.

4 (edited by LiGhTGuNs 14-Sep-2015 09:04:56)

Re: Strategic Portals

Giving portals range would make them even more powerfull. Less portals and more ping pong is the idea here.

~Attacking is a Skill~
~Defending is an Art~

5 (edited by Ferengis 14-Sep-2015 09:21:20)

Re: Strategic Portals

Well I don't like the ping pong, sounds like a waste of time.

And about the power of a portal;  depends. If you find the portal then you can take over entire systems with 1 portal block....

Edit: so the limit of portals you can build still has the effect you guys are suggesting here but without the ridiculous side effect of starting a ping pong show.

6 (edited by Xeno 14-Sep-2015 18:00:34)

Re: Strategic Portals

I don't like the limit on portals, but I would like capital ships.

I don't like limits on how many a player or fam can have.





Carriers would act as movable planets whose stationed fleet can attack any planet in the system in which they are hovering.

If carriers are like movable planets, destroyers would be movable laser traps, protecting them and planets where they are hovering.

Destroyers on offense would act the same as a fleet of bombers, with enough of them able to destroy a carrier.

Capital ship battles where carriers are involved on both sides could result in the capture of carriers.

I wrote a long post last night about this, and worked a lot of things out. It could work.  And the same encoding that is currently used for portals, planets, lasers, and bombers could be used for capital ships.

If there is the will to incorporate capital ships, I'll dig up what I wrote last night (battle scenarios).

What would be the overall function of having capital ships?  The only game dynamic that I see is that the introduction of capital ships provides fams a better way to secure planets that aren't lasered / portalled / yet.  This could be useful.

Re: Strategic Portals

Judging by my limited knowledge of the required development time changes to IC requires, limiting portals is possible.  "Capital ships" are not.

<KT|Away> I am the Trump of IC

Re: Strategic Portals

"Capital ships" are not[possible]

Actually, they are.  I've got it worked out.  It's actually rather simple.  It would be fun, and it would bind fams together.  I'll just go and make it happen somewhere else.

Or produce it myself.

Any developers want to help?

Re: Strategic Portals

Either you've worked out how to seamlessly implement a new unit into a game whose code you have no knowledge of, or you've gotten Stefan to give you the code already so you can see how any changes made will effect existing processes.

<KT|Away> I am the Trump of IC

Re: Strategic Portals

That's the thing, though, the way I'd incorporate capital ships would be to use existing processes.  Accordingly, how it effects existing processes in terms of code is negligible.

Essentially, the code's already written for the introduction of capital ships.  Just gotta do a bit of copy / pasting, cross some t's and dot some i's.


Here it is in a single sentence:

Carriers are to portaled planets as destroyers are to bombers (on offense) and lasers (on defense).

Re: Strategic Portals

All that is needed is the political will and money to implement them into the game.

Re: Strategic Portals

Xeno wrote:

I don't like the limit on portals, but I would like capital ships.

I don't like limits on how many a player or fam can have.

The whole point of limiting the portals is to make the game about strategy rather than pure numbers. Someone with 1,000,000 NW will know that they will suffer if they attack someone with only 300,000 NW just because a large section of their empire is lightly defended. Tweak the numbers for moral and construction costs/time and it could work. The goal would be a ping pong type a war, a war that is decided as much by pre-war planning as by the actual fighting. Right now a war is generally decided the first few hours, if I know what timezone you are in I can plan my war to destroy you before you wake up. If we slow the tempo of wars so that they can last longer, end up with evenly matched opponents hammering each other in all out war for weeks on end  and the incentive would be for people to pick wars with equals because you will have the same advantages and disadvantages whereas picking on smaller enemies will give them an advantage and you a disadvantage which even though you might win can critically weaken you.



For Capital ships though, I am suggesting capital ships as a way to shake up the status quo. You can have them as numbered fleets instead of carriers. You can already send a fleet to attack a planet, why not make 5 permanent numbered fleets that allow only say 20% of your total fleet to be in each fleet at anyone time and you can send them to a system instead of a specific planet. When you attack from that fleet the units return to that fleet.


The whole suggestion for capital ships is to add another dimension to fights which would augment portals in peacetime. If your family is at peace you will station carriers/fleets in systems that have no portals, hell make them mimic a portal, if someone attacks your planet in the system the fleet/carrier is stationed in x% of the carriers ground and air will be involved in the defence of the planet.

Anything worth living for, is worth dying for.
And anything worth dying for, is certainly worth living for.

Re: Strategic Portals

Xeno wrote:

That's the thing, though, the way I'd incorporate capital ships would be to use existing processes.  Accordingly, how it effects existing processes in terms of code is negligible.

Essentially, the code's already written for the introduction of capital ships.  Just gotta do a bit of copy / pasting, cross some t's and dot some i's.


Here it is in a single sentence:

Carriers are to portaled planets as destroyers are to bombers (on offense) and lasers (on defense).

So you have seen the code?

<KT|Away> I am the Trump of IC

14 (edited by Xeno 15-Sep-2015 05:13:01)

Re: Strategic Portals

The code is made apparent by the game's design; one does not need to see the code with one's eyes, but one's MIND.

Next question

/me closes eyes, returns to contemplative zen state

Re: Strategic Portals

Xeno wrote:

The code is made apparent by the game's design; one does not need to see the code with one's eyes, but one's MIND.

Next question

/me closes eyes, returns to contemplative zen state

Zarf do you want to take this one?

<KT|Away> I am the Trump of IC

Re: Strategic Portals

Aren't Defence Stations an example of a fleet/capital ship? So Instead of destroying 15% of the attacking fleet they can instead hold 15% of your own fleet, and instead of being a family asset it becomes an individual empire unit? Change the values of the DS and we have the capitalship/fleet.

Anything worth living for, is worth dying for.
And anything worth dying for, is certainly worth living for.

Re: Strategic Portals

I imagine, in terms of code a DS is just a one (DS is in system) or a zero (No DS)  which is linked to a system and a family. As such I could describe a DS with 1;1234;23;99 => DS from fam 1234 in system 23;99

These capital ships would need alot more variables, just to define their existance. Secondly, the battle reports and battle dynamics have to be adjusted. This requires both changes in database, changes in battle formulas, changes in text and layout ingame for well over 20 variables. Did I mention a trial for getting things balanced...

~Attacking is a Skill~
~Defending is an Art~

18 (edited by Manticore 16-Sep-2015 02:34:43)

Re: Strategic Portals

LiGhTGuNs wrote:

I imagine, in terms of code a DS is just a one (DS is in system) or a zero (No DS)  which is linked to a system and a family. As such I could describe a DS with 1;1234;23;99 => DS from fam 1234 in system 23;99

That is because as far as I know unless things have changed in the last little whole a family needs to have possession of 70% of a system to have a DS there. As far as I know the only system that can have multiple DS's is the home system and only 1 DS is actually operational at a time which means that the other DS's are inactive.  So why not have carriers in the same manner?


a carrier 1;1234xy1(5);23;99 => carrier belonging fam 1234, empire xy carrier 1 of 5 in system 23;99
a carrier 1;2223ab4(5);23;99 => carrier belonging fam 2223, empire ab carrier 4 of 5 in system 23;99
etc…

Instead of destroying 15% of all attacking forces, they can hold 15% of the entire fleet the idea would be to take existing systems and repurpose them.


LiGhTGuNs wrote:

These capital ships would need alot more variables, just to define their existance. Secondly, the battle reports and battle dynamics have to be adjusted. This requires both changes in database, changes in battle formulas, changes in text and layout ingame for well over 20 variables. Did I mention a trial for getting things balanced...

(1)I'm not a programmer so my opinion might carry a lot less weight on this but I imagine allowing DS's to be individual weapons and with the capabilities mentioned above.
(2)Battle reports and battle dynamics will for the most part remain the same. We can look at having destroyers inserted in to combat in other stages but if we just decided to make destroyer vs destroyer then that means we add a level before ground vs air( space to space combat) and it would be the same as air to air or ground to ground… you have x destroyers(with bonus of -15 attack due to size) attacking y destroyers(+15 attack due to being significantly weaker). Determine winners/losers and their losses and nothing else will be affected by that stage of the battle, everything else will continue as normal.
(3) for damaging carriers, you can have a formula with attackers and their destroyer strength plus any bonuses/penalties,defender and their destroyer strength plus any bonuses/penalties then have a formula to determine what the chances of damage are and throw the dice.

eg. two even empires go to battle:






Space Phase
22 attacking destroyers were destroyed from defending fleet
15 defending destroyers were destroyed by the attacking fleet
The attacking carrier suffered 20% damage.



The attacking forces were relieved when they didn't have to fight any laser turrets

Airfight 
0 bombers crashed from defending fighters
1 fighters lost dogfights against the defending fighters
0 transporters didn't manage to hide from the defending fighters
3 defending fighters were shot down by the attacking air forces


The final phase, groundfight
1 attacking soldiers ate lead from the defenders
1 attacking droids malfunctioned
1 soldiers died in the fight to defend the planet
0 droids failed in their program to defend the planet
0 soldiers died on the planet they were stationed to defend
0 stationed droids failed in their program to defend the planet




After the space phase, nothing else changes.

The attacker gets 20% damage to his carrier which causes lower speed and capacity requiring say 1,000,000 gc 50,000 iron and 10,000 end to fix(an example).
We can have 99 levels of damage(1%-99%) or we can have 2 levels of damage(50%, 99%) before being destroyed. So the numbers that have to be saved are few.

If we have 1000 players with 5 carriers each then all you have to save is:
Empire xyz has 5 carriers…@0% damage-1 @50% damage-1 @99% damage-2 Destroyed-1
so the system has to remember 5 values that may fall in one of 4 categories.

So the number of variables that have to be saved are:

(number of players X 5)X(Number of categories)
ex: (1,000 players x 5) x ( 4 categories)
=20,000 pieces of data.

That is like having 20,000 more planets in the galaxy, instead of remembering buildings the game saves damage level and stationed forces.


LiGhTGuNs wrote:

Did I mention a trial for getting things balanced...

I stated IC at the end of Beta 1 played for a few rounds before having to quit. Over the last 10-15 years I have come back to play a round or two every once in a while. The most exciting time in IC that I have experienced was during the Beta rounds before everyone settled down. Having some new components in IC might shake up the game and bring back the excitement, if there are only roughly 100 players left in IC when at the hight IC had more than 2,000 obviously IC has lost something, maybe offering people a challenge might be the one thing that brings everyone back.

Anything worth living for, is worth dying for.
And anything worth dying for, is certainly worth living for.

19 (edited by Xeno 16-Sep-2015 07:08:10)

Re: Strategic Portals

Having some new components in IC might shake up the game and bring back the excitement, if there are only roughly 100 players left in IC when at the hight IC had more than 2,000 obviously IC has lost something, maybe offering people a challenge might be the one thing that brings everyone back.

The introduction of capital ships would bring players back, but it would have to be done carefully, with limited but beneficial change to the game dynamics (which are awesome as they are, btw), and with as little burden as possible put on programmers.  >>>  I honestly think I've figured out how to do this.

Aren't Defence Stations an example of a fleet/capital ship?

You could use the code for DSes, but only insofar as how capital ships would be moved.  You wouldn't be able to recall them like you can fleets or units.  They would have to move from system to system like DSes.

Aside from using that bit of code, capital ships would have little else to do with DSes. 

So Instead of destroying 15% of the attacking fleet they can instead hold 15% of your own fleet,

The way I've figured it, it wouldn't be a percentage of fleet, but a set amount per carrier.

and instead of being a family asset it becomes an individual empire unit?

It would be both a family asset and an individual empire unit.  How I envision it is like this:

The capital ship would always be 'owned' by the player who builds it.  The player who builds a capital ship would always have it listed in their fleet pane.  Each individual capital ship could be listed as a single fleet, or individual ships could be merged to form another fleet of multiple capital ships, or divided back to fleets of individual ships.  This would be managed with little check-boxes next each fleet listing, just like we have in the fleets pane for stationed forces.  To merge fleets, the ships would have to be hovering at the same planet in the same system.  A player would check the box next to each fleet of capital ship(s) at the same location and then click a button called 'merge fleets'.  Then they would be listed as a single fleet consisting of multiple capital ships.  To divide the capital ships, a player would check the check-boxes next to the fleet he wants to divide, and click a button called 'Divide fleet'.  Every capital ship that had been in a merged fleet would then be listed in the fleet pane as an individual fleet.  Alternatively, when dividing a fleet of capital ships, there could be an input field in which the player could indicate how many destroyers or carriers the player wants to divide from that fleet (this would be nice but not necessary).

Now, this ability to divide and merge capital ships will always be available to the player who built them, but only when the capital ships he built are under his control.  The player who builds the capital ships can elect to have the ship(s) available for communal use by fam members.  He can do so by checking a little check-box next to the fleet of capital ship(s) that says 'dedicate to fleet command'.  When this check box is checked, the fam player who has the fleet commander tag may at any time take control of that fleet.  Once the 'dedicate to fleet command' box is checked, the fleet shows up in the fleet commander player's fleet pane, along with all other capital ship fleets that have been dedicated by other fam members to fleet command.  A capital ship fleet dedicated to fleet command remains listed in the fleet pane of the player who initially built the capital ships of that fleet, but that player can no longer control that fleet.  If he wants to regain control, must uncheck the 'dedicate to fleet command' box.

Now, for another fun function besides 'dedicate to fleet command'.   Next to the 'dedicate to fleet command' check box, there is another check box called 'allow local control' (this is the best I can come up with for now).  When the 'allow local control' check-box is checked, the fleet comes under the control of whoever is in control of the planet at which the fleet is hovering.  This would be a fam member or, potentially, even an ally.  And so, a player who constructed a fleet of capital ships can send it to a fam member, who can use that fleet, and who themselves can then send it to another fam (or allaince) member who can use it, so and and so forth, so that the fleet essentially becomes communal property of the fam (or alliance).  Once a fleet arrives at the planet of another fam (or alliance) member, the fleet is no longer listed in the fleet pane of the previous fam (or alliance) member who had sent it, and thereby that fleet is no longer under their control.  The fleet will, however, always be listed in the fleet pan of the player who constructed the capital ships of that fleet, because, again, the player who constructed the capital ships of that fleet will always be able to uncheck the 'allow local control' box and thereby regain control of it.  Now, for obvious reasons, it cannot be that both the 'dedicate to fleet command' and 'allow local control' boxes can both be checked at the same time. A player who constructed the ships of the fleet can 'dedicate to fleet command' or 'allow local control', not both;  however, the fleet commander can 'allow local control', so that if the fleet commander so wishes, he can allow fam or alliance members to control fleets at their locations.  Of course, the fleet commander can always uncheck the 'allow local control' too, and thereby regain control of that fleet at any time. 

Now, the big question is, would the fleet commander be able to merge and divide fleets of capital ships that have been built by various players?  The answer is yes.  But isn't this a problem?  It doesn't have to be.  With a bit of encoding, the system could keep track of who built which ships, so that when a player who initially constructed ships that are merged with other ships built by other players suddenly unchecks the 'dedicate to fleet command' check-box, those ships would simply be divided from the merged fleet, and disappear from the fleet commander's fleet pane.  But, as said, there would need to be some new encoding to manage this.  Alternatively, you could just not allow the fleet commander to merge or divide fleets.  This would ensure that all ships merged into any single fleet would have been built by the same player.  The down-side to this would be that the fleet commander would have to manage more and smaller fleets, and would not be able to merge them in order to win big battles.  A fleet commander might have two fleets of 20 destroyers and 2 carriers built by one player and another fleet of 10 destroyers and 5 carriers built by another, facing an enemy capital ship fleet of 25 destroyers and 6 carriers. If he could merge the two fleets, things would fair better.   But because he can't he has to send first one fleet and then the other.  He might lose his entire first fleet, and maybe even the second, whereas if he could merge them, he might be able to win the battle in one go losing maybe only a handful of destroyers.  Better would be to write some code to keep track of who built which ship so that fleet commanders would be able to merge and divide fleets of capital ships built by different players.

Anyway, that's all I've got to say about how capital ships could work, for now.  If there's no will to implement them, what's the point?

20 (edited by Xeno 16-Sep-2015 07:17:00)

Re: Strategic Portals

Oh, and as for there needing to be more variables, a new space phase for battles, data problems, etc..  these are a non-issue.

You would need no new battle phase, nor any new variables, nor all that much more data to process.

Carriers would simply function as a planet with stationed forces (on defense) and a portal connected to a secondary fleet (not main fleet) on offense.  Destroyers would function as lasers (on defense) and bombers (on offense).

As for battle reports, you might want to rename 'air' fight to 'orbital', and have the system factor in and maybe differentiate the attack-power used battles by destroyers' lasers / bombs and carriers' forces.

21 (edited by Xeno 16-Sep-2015 07:34:27)

Re: Strategic Portals

You can use the following rationale for how and why destroyers would function simply as extra bombers on offense and extra lasers on defense.

While on defense, they don't have the first shot, and thus have their 'shields' up.  And because they have their shields up, they can't return fire with their mass-based weaponry or 'bombs'.  They can return fire only with their laser weaponry, which isn't as effective.

On offense, however, they do have the first shot, and thus can risk lowering their shields to launch their more powerful mass-based, projectile weaponry, or 'bombs'.

But when they do this, they are vulnerable to laser weaponry, including fighter fire.

And so, just like laser turrets are impervious to fighter-fire, destroyers are impervious to the laser-fire of fighters when on defense.  But just like bombers can be destroyed by laser fire from laser turrets and fighters, so too are destroyers vulnerable to laser fire of laser turrets and fighters when they are on offense.

And so you can use the same code that you use for lasers and bombers for destroyers!  You can use the exact same variables.  The system could regard a destroyer as, essentially, just a group of 1000 bombers (when on on offense) and 100 lasers (on defense).

22 (edited by Xeno 16-Sep-2015 07:59:07)

Re: Strategic Portals

And so for a capital ship fleet battle (which would only ever happen at a planet), where the capital ship fleet is on defense, the system simply adds the forces from the carrier and whatever forces are stationed on the planet and the lasers on the planet and the 'lasers' of the destroyers as the total defending force, unless the attacker has elected to 'make capital ship fleet primary target' (there'd have to be a little check-box for this which is revealed only if the attacker has successfully done a sense system for capital ship fleets op) in which case, the carriers are the planet being fought for, which, if there is an attacker win, could be CAPTURED, just like a planet can be captured. 

wink

All the code (aside from the need for a few check boxes and such), all the variables, you have it already.

When on offense the destroyers are, essentially, just bombers, and the carrier, just a local portal sending a fleet to attack any planet in the system.

A carrier should be able to replenish its forces from any forces stationed on any planet in the system.  And so one last thing that would have to be done: another little check box in  planet view called 'recall to carrier', which only gets revealed when the player who owns the planet also is in control of a carrier in the same system.

Re: Strategic Portals

There's no reason this can't be done by a team of programmers incentivized to do so, somehow.

24 (edited by Xeno 16-Sep-2015 08:40:30)

Re: Strategic Portals

One last thing and I'm done with this:

Carriers can be destroyed.  Their carrying capacity is like their hit-points.  It can be diminished by bomber fire (either from bombers or destroyers).  As a carrier gets bombed, it loses not only the units but also the carrying capacity to replenish them.  So, say a fleet of say 3000 bombers hit an un-escorted carrier.  And say a carrier can carry 5000 bomber attack power worth of units and have the equivalent carrying capacity.  Well, the carrier loses 3000 bomber attack power worth of whatever units are on the carrier, along with the capacity to replenish that amount of units from any forces stationed on any planets in the system.  The carrier would have to hover at a fam (or allied) planet to recover its carrying capacity.  If say 5000 bombers (or 5 destroyers) attacked an un-escorted carrier, and that carrier lost all its units and carrying capacity by pure bomber / destroyer fire, that carrier would be destroyed.  However, carriers would usually end-up being captured rather than destroyed, because fleet set against them would usually include transports.  And just like a battle for a planet, a battle involving a carrier (or carriers) on defense could end up with multiple carriers being captured rather than any of them being destroyed if the attacking 'ground' forces protected by enough attacking figs and thus were able to sneak past the carriers' defending figs.

Destroyers, likewise after being damaged by laser fire (like any fleet of bombers are damaged up to a maximum of 70% damage after meeting laser and fig fire during an assault) would have to replenish their attack power by hovering at a fam or ally owned planet for a certain duration.  Just as a fleet of bombers aren't completely destroyed by figs and lasers, neither is a destroyer.  But just as lasers are completely destroyed by bombers, destroyers if attacked by a sufficient number of other destroyers or bombers would be.  And so, when on offense, bombing lasers or attacking other destroyers, the destroyer won't get totally destroyed by the return laser fire, but only lose its attack power (up to a maximum of 70%).  It would have only 30% attack power left over (or 300 bomber attack power) for a subsequent attack the subsequent tick, AND it would be left more vulnerable to being destroyed that subsequent tick (if it lost 70% of it's attack power from laser fire from ground lasers and figs one tick, the next tick it could be destroyed by a mere 300 bombers, where usually it would take 1000 bombers to destroy a destroyer).

There are a few more details to be explained.  But it's all worked-out.  All very simple.  Not much encoding necessary, mostly existing processes are used.  And it wouldn't give too great an advantage to the vet-stacked fam, either, as capital ships could be captured, and / or easily-enough destroyed by sufficient bomber-fire.  And their expense could be such that risking having them captured would deter spreading them out and thus making them vulnerable to being captured by a small amount of traditional forces that a small fam could easily build.  Rather, fleet commanders would keep them together and safely under central fleet command control.  They'd thus most likely only be used against a large fam's large enemies.  A large, vet-stacked fam pummeling a small fam of new players with a huge capital fleet that the small fam could do nothing about simply wouldn't be something a large fam would bother doing, I don't think.  I mean what would be the point if the expense of building such a huge capital fleet would be so much more than the expense of the traditional fleet that they could have used to pummel the small fam?  Capital ship fleets would be used to secure otherwise impossible-to-secure systems, usually during a very difficult war against a very difficult foe.

Re: Strategic Portals

Xeno wrote:

One last thing and I'm done with this:
Not much encoding necessary

Just write it out in pseudo code. I think you will feel different after doing that. If you succeed at that a dev can most likely implement it in a few days.

~Attacking is a Skill~
~Defending is an Art~