Topic: Non-Instant Fleet Returns

retorica wrote:

Not that i urge to make ic realistic. Is there a chance you could make fleets travel back at the same speed as they do for heading to a planet?  Now they come back to main fleet immediately.  Would be kewl if they had to reach the nearest portal first.   The fear of sending your fleet on a long mission with your home unprotected tongue

This caught my eye.  What do you guys think about it?

Also, retorica reply here and I'll give you tag points for the idea.  Thanks!

Got a few bucks?  The Imperial Tip Jar is accepting contributions!

Re: Non-Instant Fleet Returns

I would think twice before sending my main fleet  on 2 tick attacks with this rules smile

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

Re: Non-Instant Fleet Returns

This will never work.

Parva sub ingenti

(The small under the protection of the great)

Re: Non-Instant Fleet Returns

Because?

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

Re: Non-Instant Fleet Returns

It will slow the game down to a crawl, for starters.

Parva sub ingenti

(The small under the protection of the great)

Re: Non-Instant Fleet Returns

If my infil on you shows massive outgoing fleets it will speed up my game smile

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

Re: Non-Instant Fleet Returns

If infil showed when you send out attack fleets, I would have a lot more planets. tongue

Parva sub ingenti

(The small under the protection of the great)

Re: Non-Instant Fleet Returns

Fleet travel times are bogus. Why does a fleet sent at 12:59 and 12:00 both arrive at 1:00?  It's just another one of those strategies that works in IC with no real sense behind it.

mbvX, jamjam, nobody, smax

Re: Non-Instant Fleet Returns

Processor VX wrote:

Fleet travel times are bogus. Why does a fleet sent at 12:59 and 12:00 both arrive at 1:00?  It's just another one of those strategies that works in IC with no real sense behind it.

Because it's tick based. Makes a lot of sense actually...

The topic is about why fleets that have traveled 15 ticks to reach a planet, can come back in a mouseclick.

I think it would make sense for fleets to take time to travel back as well, makes much more sense!
Would be a big problem for everyone who likes to do no brain attacks tongue

I support this change! big_smile

Re: Non-Instant Fleet Returns

They come back instantly because of the one time only hyperspace jump.

I would like to have the option to use it for travel towards planets.  Instant raid smile

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

Re: Non-Instant Fleet Returns

Hala wrote:
Processor VX wrote:

Fleet travel times are bogus. Why does a fleet sent at 12:59 and 12:00 both arrive at 1:00?  It's just another one of those strategies that works in IC with no real sense behind it.

Because it's tick based. Makes a lot of sense actually...

The topic is about why fleets that have traveled 15 ticks to reach a planet, can come back in a mouseclick.

I think it would make sense for fleets to take time to travel back as well, makes much more sense!
Would be a big problem for everyone who likes to do no brain attacks tongue

I support this change! big_smile

It does not make sense. The second the fleet is dispatched, it is removed from the main fleet and set aside as en route regardless of what time that tick it was sent, and arrives immediately at the start tick of the arrival time. There is no reason to send a fleet at any other time than right before the end of a tick, otherwise it remains unavailable for further use with no benefit.

mbvX, jamjam, nobody, smax

Re: Non-Instant Fleet Returns

That's a pretty insightful point.

Maybe a more sensible way would be that when you "send" a fleet, you're really just queueing it and it remains active in your main fleet until the next tick starts.  So there's no reason to wait until the very last minute anymore, *and* all fleets queued on a given tick all depart at the same time (start of next tick) and arrive at the same time.

Of course, that would mean every fleet gains an extra tick in transit, as the first tick of travel no longer happens during the same time as the player's action.  It would no longer be possible to attack on the next tick, you'd always have at least 1 full tick to travel to non-portalled destinations.  To "fix" that, we could simply negate the first tick of travel for every fleet sent, and attribute it to "hyperdrive acceleration" or something similar that fits the game's narrative.

Regardless, having queued fleets remain in your active fleet for a given tick would have a pretty severe impact on how people play the game currently, but I don't think that's necessarily a bad thing.

It sounds like we're touching on multiple points here, which is great.  I do think it's worthwhile to question things that  "just are" because IC has been the same since forever.

Going back to the non-instant fleet return specifically, this would definitely slow down certain aspects of the game but it would also give more reason to manage your fleets effectively.  If we combined this with something like the possibility to split/merge fleets and re-route fleets during transit, we have an entirely new game mechanic.

Of course, that's biting off quite a bit.  At the very least, we could try simply requiring fleets to travel back to the nearest portal, and make it galaxy setting so if we don't like it we can just disable it.

Lots to think about!

Got a few bucks?  The Imperial Tip Jar is accepting contributions!

Re: Non-Instant Fleet Returns

I like the idea

~ Cloud

"I Cannot Awake From This Nightmare As Long As You Exist..."

Re: Non-Instant Fleet Returns

I am not in favor of adding a return time to fleets. I do like the reasoning of saying the fleet has a one time use teleport back to the main fleet. Adding a return time would significantly slow down attacking, which is already the primary goal of the current morale system. If entirely doing away with the morale system is up for discussion. Fleet return times and longer travel times in general could greatly help achieve the same goal, but I'd have to think about possible consequences more before supporting it.

So far as "queuing" fleets for departure goes, I think it is a very good idea that should be implemented in some way. However, the one thing that immediately pops into my head is that you are unable to station and protect your units during the tick where they have just finished building before they would be sent out away from the fleet. This would definitely have to be addressed, since it would be extremely easy for any larger attacker than you to just watch your NW tick to tick and would have an entire hour to notice you jumped fleet and run all your figs. This consequence could be bypassed by giving the player an option to either send the attacking/stationing units away from the main fleet instantly or send them to the queue to be sent at the very end of the tick. I don't think it would be an issue having them leave at the end of one tick and arrive at the beginning of the next. The recent reports already gives the feel that these things happened in the galaxy last week and now everything is happening this week (a more discretized than continuous timeline).

IC definitely has a more turn based strategy game feel to me already, so being able to queue fleets and not have to play games about whether someone has triggered and recalled fleets at the beginning of the tick or sent away his main fleet at the end of the tick to gamble on when is the optimal time to trigger would push this further in this direction. I think this would be a good idea. Giving players the option to reroute fleets in transit and combine/split fleets would push this in the opposite direction and I don't think that would be a move in line with the core feel of the game. Just my two cents though.

But man is not made for defeat. A man can be destroyed but not defeated