David Bethel
These are changes that are being thought about - pls read and comment - i will delete any posts that detract from the fact that this is a consultation and not a statment of what will be.

Suggested Change A

One off payment of X*(crew and troops) stellars to add to enemy/support/defend lists.

X will depend on which list you are adding to (Enemy,support or defend)
and on what kind of addition (PIR/AFF/Position+type/Posted).

Not sure what the _maximum_ value of X should be but it should reflect double pay for a number of weeks (So ~ 10).

Also there will be an increase of the transfer surcharge into a position up to the maximum value of X incured. (To provent ships having enemy lists changed without crew on - it fits in with the fact that the crew have been paid danger money).

Suggested Change B

Ranks will be changed to be min charge to change by political orders to correspond to the above. However you will still need to be a certain rank to carry a certain list.

Rank 0: Captain, will have no rights.
Rank 1+ i would like suggestions for from ppl what these should be

I will look into making these permissions only the default settings and induvidual affs can change them to what they like.

Suggested Change C

Targeting will be changed to reflect enemy lists more. The suggested order in which targets are selected is as follows

[1] Personal position List
[2] Posted List (Own Aff)
[3] General Enemy (AFF/PIR etc)
[4] Posted List (Other Aff)
[5] Defending a position (Own aff)
[6] Supporting a position (Own aff)
[7] Defending an position (Other aff)
[8] Supporting an position (Other aff)
[9] Defending a own aff
[10] Supporting a own aff
[11] Defending other aff
[12] Supporting other aff

A further target type will be availiable and this will be chosen first on all the above steps. Target types will include all the current ships descriptions, and position types. And there will be an option to test retarget each day if you are not
already locked on the correct target type.

The first target found from the above will be attacked. If the above creates a list of possible targets at any stage then there are 2 choices. We can either chose the largest target profile to attack or attack a random target from the group weighted on size.

The idea is to move to a more systematic method of target selection so ppl know why they are attacking certain targets.

Suggested Change D

Screen ship, similar to defend list but position imposses itself as the target when another position is selected. With a more systematic target selection we may need a way to stop certain ships being targeted all the time. You could only screen one ship at a time, and you have to be faster than the ship you are screening for this to work.

Suggested Change E

Adding Do not Target list - discussed before and seems sensiable but any other issues should be brought up.

Suggested Change F
Efficiency will change the number of weapons fired not the accuracy of each weapon.

--------

Thats all the basic suggestions pls comment on anything that does not seem right, but always explain why don't just slat the idea. Also anything that has not been covered here discuss in the addition combat changes thread.
MasterTrader
Changes A & B:

I believe that what David means is that rather than paying to have ships of a certain rank, you pay extra wages to the crew for having active support, defend and enemy lists. By the sounds of it, this will actually work just as paying a danger bonus to the crew when positions/affiliations are added to the lists.

I definitely like the idea of paying for having positions on lists, rather than paying for ship ranks.

Regarding the rights of different ranks, this was discussed previously (see the "New Rank Structure" poll), and there seems to have been general agreement on the rank abilities described there.

QUOTE
Ranks will be changed to be min charge to change by political orders to correspond to the above.

What does this mean?

Change C:

This sounds good. What about specific positions on defend/support lists though? If I have both my whole affiliation and a specific position on my defend list, I would want to defend that specific position in priority over the affiliation.

I would also want to target based on all defend lists before considering support lists. I can see situations where that might not be the case; possibly there ought to be an option to choose whether to defend first or support first (i.e. take a defensive role or an offensive role)?

Change D:

Screening ships would definitely be a useful tactic, especially for freighter escorts or for defending a flagship (admiral).

Changes E & F: also sound good to me.

Richard
AFT
David Bethel
QUOTE
QUOTE

Ranks will be changed to be min charge to change by political orders to correspond to the above.


What does this mean?


There is a 100 stellar charge for all political actions, as i remember. So its not free to change rank, just very cheap.
Guest_ABBA
QUOTE
Suggested Change A

X*(crew and troops) to add to enemy/support/defend lists.


Sounds more complicated than it needs to be - why not just a multiplier to pay, effective on the ship's maintenence day? That means you wont have to worry about 'X' - they'd get paid extra for every maintenence day they went through. Seems more realistic to me: A ship under battle orders for two weeks would incur two weeks combat pay, a six month 'tour of duty' would incur six months combat pay (only if they get through it).

Of course, people would try to subvert this, by adding to combat lists just after maintenance, and removing just before - but I'm sure the extra cost for a single week could be incurred as part of the 'add to list' order.

TonyH
David Bethel
QUOTE
Sounds more complicated than it needs to be - why not just a multiplier to pay, effective on the ship's maintenence day?


Sorry, mistake on my part - i missed a lot of words from that one smile.gif I have ammended it .

Its a one off payment to add to a list and X will be defined for all cases before we finish. So you will beable to see what your crew is paided every weeks and hence will know what the one off payment will be.

QUOTE
Of course, people would try to subvert this, by adding to combat lists just after maintenance, and removing just before - but I'm sure the extra cost for a single week could be incurred as part of the 'add to list' order.


Yes and this is why a one off payment is kind of necessary, solutions to the exploits that ppl would do would make a wages situation more complicated. Cost per issue will cost more in the short term and less in the long term.

Basically i want to make it less complicated in general. Maybe its just better to have a fixed cost per item added to the list. This would most likely balance over each ship.
finalstryke
QUOTE (David Bethel @ May 8 2004, 03:13 PM)
Suggested Change A

One off payment of X*(crew and troops) stellars to add to enemy/support/defend lists.

X will depend on which list you are adding to (Enemy,support or defend)
and on what kind of addition (PIR/AFF/Position+type/Posted).

Not sure what the _maximum_ value of X should be but it should reflect double pay for a number of weeks (So ~ 10).

Also there will be an increase of the transfer surcharge into a position up to the maximum value of X incured. (To provent ships having enemy lists changed without crew on - it fits in with the fact that the crew have been paid danger money).

Is this just intended to apply to ships?

Would be a killer if it applied to starbases aswell.
Steve-Law
QUOTE (David Bethel @ May 8 2004, 03:13 PM)
Suggested Change A

Also there will be an increase of the transfer surcharge into a position up to the maximum value of X incured. (To provent ships having enemy lists changed without crew on - it fits in with the fact that the crew have been paid danger money).

Presumably this extra transfer charge would only apply to ships (only ships?) with active lists? So you wouldn't be bankrupt by the normal moving of personal with unarmed life carriers (thus no lists)...
HPSimms
A) Ignoring the fact that paying warship crews danger money seems a bit ludicrous, since danger is what they are paid for in the first place, I concur that this should definitely not be applied to starbases.

cool.gif Rank enemy lists are OK as is. Do not fully understand the charge for change ranks, there already is one for the affiliation and the political position pays a fixed rate for proposing the change, it is effected by the affiliation vote so why pay more for the proposal?

C) The list selection seems reasonable, once we have got the hang of it.

D) Good idea, in favour.

E) Very good idea, especially for starbases with neighbours.

F) Mmm! we would need to know what the effect was so that ship maintenance dould be organised in line, as it currently is for Combat Engine efficiency.

Geoff
HPSimms
A again) I get the impression that there will be some sort of charge whenever an Enemy list is changed. This could get expensive as lists are changed to meet the circumstance - like clearing them as a ship passes through Yank/Skord and when changing completely specific targets are indicated. Definitely not in favour of that as my warships change their lists practically every time they move.

Geoff
Romanov
Agreed to Geoff's last comment. A Do Not Fire option on the combat options might be the simplest way of preventing combat in Yank whilst allowing you to carry active lists.

Nic
David Bethel
ok couple of issues/suggestions

[1] Make an Alert Staus order: Turns lists on and off. Make this so it can be set for current/next system only ? (maybe)

[2] Scrap one off payments for adding to lists order and say anyone can add anything to lists based on rank options. At the same time make wages 2 stellars per crew/troops on ships that are classified as warships.
So they are paided for being war ship crews and not merchant. This sort troop carriers out as they are not classified as warships.

[3] Posted list change - make anyone/rank able to add anyone posted list or positions from posted lists and add a bounty to posted lists (settable when posted).
Bounty only paided for destruction.



Jons
Hi there, yes I like the look of all the proposed changes above, although not sure how much of an impact the cost factor will be in the long term. To stop a battle (like we had to in Skye) we cleared the enemy lists of all our ships each day, then they would be activated again. Obviously, being a small warfleet -aff rather than some of the big boys with their massive fleets of toys, the impact is less for me than for others.. smile.gif

Cheers
Jons - SMS
Gandolph
im in agreement with most of these, except the adding to enemy list charges, i think your secondary option of extra wages for war crews is more acceptable.

also with your trageting of specific ships, or defending specific ships i think this adds more diversity to the battle program, IE currently if a freight convoy is attacked, then it doesnt altogether matter wether he has escorts, as once an enemy ship has targeted him, then its all over, ( unless massively overwhelmed ) where as, if the warships moved into a position between the attacking vessel and the freight vessel, this would seem logical, no doubt this would mean a penalty of some sort for the manouvering warship, but thats his job isnt it, and thats why he is being paid the extra stellar as above.

will think a bit more before answering any of the others
HPSimms
Additional proposals,

1) Alert status sounds good.

2) Could put a bit of a strain on some economies biggrin.gif

3) Bounty sounds good, whould it be paid from Affiliation Funds?

Geoff
Mica Goldstone
QUOTE (HPSimms @ May 10 2004, 01:54 PM)
3) Bounty sounds good, whould it be paid from Affiliation Funds?

Geoff

Yup. Also it will be paid to whoever destroys the position. We will presume that there is some intangible but definite proof of destruction (before the specials roll in to not only remove ships from other aff's posted lists, but also collect the bounty to boot) - some things have to be a game mechanic.
David Bethel
QUOTE
2) Could put a bit of a strain on some economies 

But only for war ships - so no change for starbases and when a war ship is badly damaged it may well slip out of the warship definition - so in that way the payment is dynamic.

QUOTE
3) Bounty sounds good, whould it be paid from Affiliation Funds?

Yes and i think the cash should be taken at the time the bounty is issued to provent unpaid bounties. Removing the bounty would pay the money back.
Rich Farry
QUOTE (David Bethel @ May 8 2004, 02:13 PM)
Suggested Change D

Screen ship, similar to defend list but position imposses itself as the target when another position is selected. With a more systematic target selection we may need a way to stop certain ships being targeted all the time. You could only screen one ship at a time, and you have to be faster than the ship you are screening for this to work.

Would screening only be effective against LOS weapons?
Mica Goldstone
QUOTE (Rich Farry @ May 10 2004, 07:27 PM)
Would screening only be effective against LOS weapons?

Yes, screening is not just physical but also electronic, so the screening ship, sitting virtually on top of the screened ship effectively appears to be the target ship. View it more of a case of stealing the lock from the screened ship.
All screening is reconfigured each day as the attacker realises their mistake and attempt to re-lock.

We view space combat to be analogous to the naval battles of eighteenth century. In place of smoke and noise however are huge distances and electronic chaff distorting sensor images and communication.
Azreal (FGZ PD)
I'm against increasing the crew wages on war ships. The FGZ have never been able to generate large amounts of stellars. I may find that I suddenly have to scrap a large proportion of our war ships just to balance the books if this change comes in.

The likes of the IMPs and Confeds may be able to cope with an increase in warship wages. The FGZ cannot

Increasing wages will only swing the balance more in favour of the larger affs with large incomes.
David Bethel
QUOTE
Increasing wages will only swing the balance more in favour of the larger affs with large incomes.


Don't see that at all, can you explain why larger affiliations have proporationall more cash per ship ?

QUOTE
The FGZ have never been able to generate large amounts of stellars. I may find that I suddenly have to scrap a large proportion of our war ships just to balance the books if this change comes in.


I'll have a look at affiliation balances then so see how the picture is at the moment.
Azreal (FGZ PD)
I never said they have more cash per ship, but they can increase there income much quicker than we could. They control more territory thus more markets and more unique trade goods.

I spent the first year of Phoenix building items to outfit our BSE Legacy ships, and I DO NOT want to have to spend the next 6 months building merch complexes so just I can maintain a war fleet.

What is the reasoning behind the increased cost for warships anyway?


Gandolph
i would say its down to the fact that, at the moment some affiliations can build gargantuan fleets without any real term costs, it is in my opinion unrealistic that warships can be pushed out in large numbers weekly and run relatively quite cheaply, bearing in mind at the moment the proportion of military and crew is large in comparison to the amount of employees at each starbase.

In real terms the military is a small percentage of the country's employee base and civilian base, in this game its massive. Even the dictatorship or communist blocks dont have an army equal to, or larger, or even half of its current civilian working population. whereas the total crew/soldier/marines etc etc is probably at the moment out of proportion.

That is just my view, and will no doubt be classed as total cods by some of you

David Bethel
QUOTE
In real terms the military is a small percentage of the country's employee base and civilian base, in this game its massive.


There is nothing 'civilian' about the way we have the current setup. The starbases are not really ment to be representative of a planets civilian population, they are power bases that tend to be well defended.

As for the reason for increasing military wages - its to cover for the fact that there will be no cost for rank and we don't want the game going 100% military.
Dan Reed
QUOTE (Azreal (FGZ PD) @ May 11 2004, 08:43 AM)
I'm against increasing the crew wages on war ships.  The FGZ have never been able to generate large amounts of stellars.  I may find that I suddenly have to scrap a large proportion of our war ships just to balance the books if this change comes in.

Increases in warship wages would affect everybody with a high warship-to-starbase ratio not just the FGZ. What we should be looking at is first what end result is needed for overall game balance, and second how to ease the pain of transition.

Having warships suddenly double in wages overnight would most likely cause cash difficulties for half the affs in the game. But you're viewing this in isolation, not in the light of other changes proposed/in the pipeline as well. As one example, when we get the Infrastructure update we will (hopefully) be able to increase income on our existing planets. For a while at least that will give us all room to increase our income without having to double the number of starbases we run.

Perhaps we could not have a blanket doubling for warships - but different modifiers for the various classes of warship - ranging from slightly more (say x1.1) for troop ships to x2 for capital ships? Not sure exactly what ranking we should/could give to the classes but this might also affect people's choices in shipbuilding and the wider implications with regards to existing blueprint designs also needs considering. It would also give a way to phase the changes in though, with all warships going to x1.1 wages then most going to (say) x1.25 then a smaller subset going up to the next level and so on until we get the last couple of classes going up to double wages.

If that was pre-announced - both the final levels and the timescale for each step, then each aff has the chance to review their capability for economic growth,and adjust their expansion plans (warship building and everything else!) accordingly. As with all things, there will be winners and losers to an extent. But the game can't go on expanding the size of the military forever, and this type of proposal will hopefully serve to put an upper limit on expansion rates, rather than bankrupt any aff.

There are already some politicals that are losing stellars every week, but still insist on building more warships etc. If (long term) they continue to do then there could be no complaints when the stellars run out... But there are others who are being responsible within the current framework but who would need to cut back their growth if this kind of change is implemented. Changes to the cashflow equation should be phased in, not just implemented (and especially not implemented without warning, which is why this kind of discussion is so valuable biggrin.gif )

Dan
finalstryke
So the problem is that standing warfleets are growing to fast / becoming too large?

Is this what this thread's proposing to fix?
Avatar
I don't like the idea of having people, bugs, kitties...whatever, which have trained to perform a dangerous profession, crewing rregular ships and warships, getting overpaid, just so that AFFs don't get overly large fleets.
This measure is not only introducing a rule that shouldn't exist, but also penalizes some AFFs more than others. Large ships for instance carry more crew, due to having more space and more gadgets, so operating baseships and the other over 100 hulled warships users would be paying proportionaly more stellars per ship, than the 100 hulled warship users, which BTW include some of the biggest AFFs in the game. Some AFFs are stuck with using large and/or huge ships, so they can't even downsize their ships size.
Also, AFFs owning large territories, or even just more spread out, will be able to generate more currency and surprise, surprise, most of them are the ones with the loads of ships.
I don't have THE answer, for this problem, but needing more stellars isn't the way. What happens when some AFFs stabilize their income to meet the proposed increase in wages and start increasing the size of the fleets again?
Let's not forget that some AFFs in BSE had a fixed 70% morale thingy, which for some meant they really didn't pay any attention to accumulating wealth.
One thing that would lend some flavour to the game, would be to force the creation of task forces! Don't you find it annoying that fleets are 99% composed of a same type and size of ship? If for every Battleship, SoL, Nebulon, main battleship, one had to field support vessels, then we would still see large fleets, but a more balanced fleet composition. Something like SW Imperial Star Destroyers suffering at the hands of small and fast Rebel fighters, while if they had frigate support they'd be safe.
Another idea would be to put a cap on the type of officer capable of handling a top of the line warship. If a straight out of the academy fleet officer was forced to do some tours of duty as crew, before being able to fully use the capabilities of a Super Dreadnought Baseship, or quite simply giving penalties to ship captains serving aboard ships too "advanced" to their command experience. One could put as captain of a behemoth a rookie, but one would know the ship would have poor combat capabilities.
This penalty to mass, would of course vary from race to race, as while a 100 Hulled warship is the pinacle of Human achievement, it's still a second rate warship to a 150/200/250/300 hulled ship user.
Maybe with something like this in place we'd see escorts targetting missiles and fighters attacking CAP ships?
Duckworth-Lewis
The amount of territory you control - and thus resources you have at your disposal to sustain a large fleet - can be changed in-game through conflict and/or negotiation. Indeed - presumably control/access to resources is one of the biggest factors for in-game politics/conflict? To me it feels 'right' that AFF's should be covetting thy neighbour!

There is almost an implication that an AFF with one starbase should be able to support a fleet the same size as an AFF with 20 starbases (of the equivalent size).

In terms of ship size - a 200 hull ship obviously would have a higher wage than a 100 hull ship....but would it have a higher wage than two 100 Hull ships? (...and would 2 100 hull ships neccessarily be the equivalent of it?)

The IMP bloc/CNF bloc/DTR may have more resources to draw from than some - but they still also have real world constraints to consider. Furthermore the IMP bloc in particular occupy some of the most explored and congested space so expanding revenue sources isn't that simple.
Dan Reed
As has been pointed out, it's not the wages per ship that makes the difference, but wages per crewmember. the extra gadgets in a larger ship are there because there is more space - but there is very little economy of scale with larger ships - only really items you need one of (stargate keys, jump drive, bridge and their like). Armour and shield factors get some advantage as well due to the relationship between surface area (one of the dependant factors for the protection) and volume (ie. installation capacity) as ships get bigger. They've also lost the main BSE "bigger is better" advantage because we don't pay to move them any more!

But smaller ships have different advantages - not least the fact that two 100 hulled ships can be doing two different things...

Why do you say that the crew are being overpaid? it's precisely the same crew that can be put on an unarmed freighter deep in "safe" territory. Paying a higher wage to the warships isn't absurd in the least - just expensive for those that have a lot of warships....

Dan
MasterTrader
Changing the payment for warships in the way that has been proposed should promote smaller fleets and "task forces". The proposed changes will mean that the payment for warfleets comes through crew wages, rather than officer ranks. This will penalise large uniform fleets, which may currently have only one Admiral in a huge fleet (so small rank cost now goes to large wage cost), but benefit smaller forces, which can now have higher ranks for the same cost (as increased wages will be more than compensated by removal of charges for rank).

Richard
AFT
David Bethel
The problem is that we are taking away any rank costs and we want to put something in place that makes sence for the future. Its not a particularly expensive change for most ppl and it will be looked into on a per account basis to make sure we have not stuffed anyone by accident.

Most ships will be paying an additional 150-200 stellars a week and this is less than one merch complex per warship. Since a warship is ~30k production and a merch is 1k production i don't see a major problem there. Currently it cost about 20k to make an admiral and 70 stellars per week but i do see as wrong as it does not reflect the damage that can be done to other players.

The fact is that this is a simple change that seems to cover all of the issues with changing the rank system and tied back the warship expansion problem at the same time. I don't see how its going to destroy all ppls work and it does make sence.
nortonweb
I can see no problems with crews going into possible combat situation getting combat pay.

This is just like in real life where troops are paid extra for being in a war/combat situation.

The only reason my mate Steve wanted to be station to the Gulf during the war there was the extra pay.


Sjaak
QUOTE (Dan Reed @ May 11 2004, 08:44 PM)
QUOTE (Azreal (FGZ PD) @ May 11 2004, 08:43 AM)
I'm against increasing the crew wages on war ships.   The FGZ have never been able to generate large amounts of stellars.  I may find that I suddenly have to scrap a large proportion of our war ships just to balance the books if this change comes in.

There are already some politicals that are losing stellars every week, but still insist on building more warships etc. If (long term) they continue to do then there could be no complaints when the stellars run out... But there are others who are being responsible within the current framework but who would need to cut back their growth if this kind of change is implemented. Changes to the cashflow equation should be phased in, not just implemented (and especially not implemented without warning, which is why this kind of discussion is so valuable biggrin.gif )

If the affls wants to have this player to run such a high number of warships, then the aff should give the player involved some stellars to run his ships.

If the player insists on running more warships then his economy can sustain, then *he* is in problems.
Mica Goldstone
We could introduce alert status as part of the change.

Basically ALL ships work at half combat effeciency unless they have been set to alert status.

At alert status they get triple standard pay.

A ship will automatically be upgraded to alert status AFTER the first day of battle IF they do not already have 100% combat effeciency.

This gives at least two viable tactics:
Save money by keeping fleets in safe locations off alert status.
Use veterans or overcrew ships to give them 100% combat effeciency even when not on alert status.
ABBA
I have no strong feelings about the combat pay rates, since it wont have a great effect on me. I would comment that it might give a serious advantage to an aff which has 'Combat AI navigator' technology though.

Could these changes be packaged with something for us less 'warmonger' types -the combat option to 'trade embargo' positions or affs, for instance? It's pretty normal to be constantly warned by the military affs - "dont do xxx, or we shoot you", without being able to do anything other than submit meekly. I'd just like to be able to say "xxxx off and shop elsewhere, then".

TonyH
DMJ
QUOTE (ABBA @ May 13 2004, 09:44 AM)
I have no strong feelings about the combat pay rates, since it wont have a great effect on me. I would comment that it might give a serious advantage to an aff which has 'Combat AI navigator' technology though.

Could these changes be packaged with something for us less 'warmonger' types -the combat option to 'trade embargo' positions or affs, for instance? It's pretty normal to be constantly warned by the military affs - "dont do xxx, or we shoot you", without being able to do anything other than submit meekly. I'd just like to be able to say "xxxx off and shop elsewhere, then".

TonyH

If you want to take on the warmongers... run warships.

To give people the chance to hinder trade, causing reduced income, is just going to screw those who run battle fleets much more.

Has a similar change of wages been though of for trade ships, freighters and the like. Using the same logic applied to battle fleet crew, you would probably find that freight crew are paid just as much (i.e Merchant Navy) simply due to the monotony of the work. Heck, most people in the military are there cause they want to be there, a decent wage is a co-incidental bonus. However, those in the merchant navy are more likely to be there for the money, unless shipping of cargo really does float their boat.

It seems this change in wages is becoming biased against the aff's that maintain large warfleets. I mean, after all it doesn't cost much in game cash to opperate bases capable of building such ships, researching the bp's for the techs to go in them wink.gif . Most would agree that it is easier to build freight ships (in terms of tech), than it is to build warships.






DMJ
QUOTE (Azreal (FGZ PD) @ May 11 2004, 11:55 AM)
I never said they have more cash per ship, but they can increase there income much quicker than we could. They control more territory thus more markets and more unique trade goods.

I spent the first year of Phoenix building items to outfit our BSE Legacy ships, and I DO NOT want to have to spend the next 6 months building merch complexes so just I can maintain a war fleet.

What is the reasoning behind the increased cost for warships anyway?

Spot on. What happens when you max out on merch and still need to generate more cash?

Mica Goldstone
QUOTE (DMJ @ May 13 2004, 09:24 AM)
Has a similar change of wages been though of for trade ships, freighters and the like. Using the same logic applied to battle fleet crew, you would probably find that freight crew are paid just as much (i.e Merchant Navy) simply due to the monotony of the work. Heck, most people in the military are there cause they want to be there, a decent wage is a co-incidental bonus. However, those in the merchant navy are more likely to be there for the money, unless shipping of cargo really does float their boat.

The proposal governing alert status was designed to be applicable to all ships. This means that in times of peace (off alert status) - everybody gets the same wage.

We could even push this on to starbases ohmy.gif
This would mean that surprise attacks could be devastating!
ABBA
QUOTE
If you want to take on the warmongers... run warships.


If I did, I would. I dont want to take on a warmonger in battle - I just want to be able to say "trade somewhere else".

This game is turning into a "power block" game, where having a big battlefleet is all, and everything else just follows along afterwards. (Unless that is whats wanted? - by the GM, not the warmongers). Having a trade embargo option might bring it back the other way, just very slightly. And I dont think it would be much effort compared with the effort required for the ever more esoteric combat options being discussed. How about something to make the game more interesting for us non-wargamers?

TonyH
DMJ
QUOTE (ABBA @ May 13 2004, 10:41 AM)
QUOTE
If you want to take on the warmongers... run warships.


If I did, I would. I dont want to take on a warmonger in battle - I just want to be able to say "trade somewhere else".

This game is turning into a "power block" game, where having a big battlefleet is all, and everything else just follows along afterwards. (Unless that is whats wanted? - by the GM, not the warmongers). Having a trade embargo option might bring it back the other way, just very slightly. And I dont think it would be much effort compared with the effort required for the ever more esoteric combat options being discussed. How about something to make the game more interesting for us non-wargamers?

TonyH

I think i missunderstood what you were saying...

Response amended...

A few lines of mass production on missiles and launchers will do the job for you.
DMJ
QUOTE
The proposal governing alert status was designed to be applicable to all ships. This means that in times of peace (off alert status) - everybody gets the same wage.


Okay. So the idea is to bung loads of AI's into ships, to avoid this change stinging too much. But open yourself up to other types of attack, which freighters will be prone too.

But would this sort of a change just lead to less and less space battles? I don't know about other aff's cash flow, but I can imagine some nightmare cases where people will not be able to finacially maintain their current fleet. This sort of option would cripple them.

QUOTE
We could even push this on to starbases 


Hehe, one attack, bankrupts entire affiliation. Now thats a tactic.

Mica Goldstone
QUOTE (DMJ @ May 13 2004, 09:59 AM)
But would this sort of a change just lead to less and less space battles? I don't know about other aff's cash flow, but I can imagine some nightmare cases where people will not be able to finacially maintain their current fleet. This sort of option would cripple them.

If an affiliation wants to fight it will find a way of financing it, even it if means going to a rich merchant affiliation for a loan (or taxing them). How do you think the crusades were paid for?
DMJ
QUOTE (Mica Goldstone @ May 13 2004, 11:22 AM)
QUOTE (DMJ @ May 13 2004, 09:59 AM)
But would this sort of a change just lead to less and less space battles?  I don't know about other aff's cash flow, but I can imagine some nightmare cases where people will not be able to finacially maintain their current fleet.  This sort of option would cripple them.

If an affiliation wants to fight it will find a way of financing it, even it if means going to a rich merchant affiliation for a loan (or taxing them). How do you think the crusades were paid for?

True. I forgot about the taxation proposal.

biggrin.gif
ABBA
QUOTE
A few lines of mass production on missiles and launchers will do the job for you


I already have plenty of both. For illustration only, lets pretend that the BHD were friendly to the IMPs, and allowed to trade in IMP space, where my current main colony is located. I use BHD only to avoid the real aff(s) who might be offended.

I COULD put 'all BHD' on my starbase enemy list. This would cause a massive space battle the first time a BHD ship arrived in orbit - even if it didn't cause a defensive response by the neighbouring IMP starbase, which would probably destroy my own, it would probably get my aff thrown out of IMP space.

All I want to do is provent them trading with me. So, I should be able to, without causing a massive space battle. The diplomatic response from the BHD would be far more proportionate to what I was trying to achieve, and the IMPs probably wouldn't particularly be bothered. Much more appropriate for a trader aff.

TonyH
Sjaak
QUOTE (ABBA @ May 13 2004, 09:41 AM)
QUOTE
If you want to take on the warmongers... run warships.


If I did, I would. I dont want to take on a warmonger in battle - I just want to be able to say "trade somewhere else".

This game is turning into a "power block" game, where having a big battlefleet is all, and everything else just follows along afterwards. (Unless that is whats wanted? - by the GM, not the warmongers). Having a trade embargo option might bring it back the other way, just very slightly. And I dont think it would be much effort compared with the effort required for the ever more esoteric combat options being discussed. How about something to make the game more interesting for us non-wargamers?

TonyH

I agree with Tony. And that other idea that my troops on a starbase will need to pay double wages is horrible. Troops are expensive at this moment.. Troops on a starbase are used defensive, most of them are doing nothing at all, especially compared to the troops in ships. Also an base without troops is a sitting duck, it can't even move away...

About an trade-embargo, you already have this option. If afls XYZ is making troubles, just remove the unqiues he is making from your market, and stop moving goods to his base. If traders just refuse to carry those goods with him, he will have problems selling his goods... theoretically, because in practice those affls would just trade internally.. which is still to commen.

I am BTW still missing the planetary upgrade... I recall reading about them in 2002.. (some of the messages are that old) would it be possible to get those done, before any new warlike-only updates are created???
DMJ
QUOTE (ABBA @ May 13 2004, 12:45 PM)
QUOTE
A few lines of mass production on missiles and launchers will do the job for you


I already have plenty of both. For illustration only, lets pretend that the BHD were friendly to the IMPs, and allowed to trade in IMP space, where my current main colony is located. I use BHD only to avoid the real aff(s) who might be offended.

I COULD put 'all BHD' on my starbase enemy list. This would cause a massive space battle the first time a BHD ship arrived in orbit - even if it didn't cause a defensive response by the neighbouring IMP starbase, which would probably destroy my own, it would probably get my aff thrown out of IMP space.

All I want to do is provent them trading with me. So, I should be able to, without causing a massive space battle. The diplomatic response from the BHD would be far more proportionate to what I was trying to achieve, and the IMPs probably wouldn't particularly be bothered. Much more appropriate for a trader aff.

TonyH

I guess so. Limited who can trade with your base would make common sense.
finalstryke
QUOTE (Dan Reed @ May 12 2004, 07:55 PM)
Why do you say that the crew are being overpaid? it's precisely the same crew that can be put on an unarmed freighter deep in "safe" territory. Paying a higher wage to the warships isn't absurd in the least - just expensive for those that have a lot of warships....

Dan

What about a warship crewed mostly by vet soldiers / marines?

The handful of crew can get danger money if they want it... I dont see why the soldiers should get more just for being stationed somewhere dangerous... that's their job afterall.
Dan Reed
QUOTE (DMJ @ May 13 2004, 09:28 AM)
Spot on. What happens when you max out on merch and still need to generate more cash?

just the same as you would now - increase your income another way, or stop expanding....

Dan
Dan Reed
QUOTE (finalstryke @ May 13 2004, 03:30 PM)
What about a warship crewed mostly by vet soldiers / marines?

The handful of crew can get danger money if they want it... I dont see why the soldiers should get more just for being stationed somewhere dangerous... that's their job afterall.

There would be a case for veterans being paid higher wages....but not as much as two crew.

The point is that "military" crew on warships currently get the same as "civilians" in trade ships, and this proposal would change that

Dan
MasterTrader
QUOTE (DMJ @ May 13 2004, 10:28 AM)
Spot on.  What happens when you max out on merch and still need to generate more cash?

One word answer: trade.

Or, as Mica suggested, there is certainly the possibility for inter-affiliation loans in the game (all enquiries to the Free Trade Bank, Ariel tongue.gif ).

I quite agree with Tony's comments about the problems for non-wargamers, and I also think that the Alert status idea sounds good...

Richard
AFT
DMJ
QUOTE (MasterTrader @ May 13 2004, 07:43 PM)
QUOTE (DMJ @ May 13 2004, 10:28 AM)
Spot on.  What happens when you max out on merch and still need to generate more cash?

One word answer: trade.

Or, as Mica suggested, there is certainly the possibility for inter-affiliation loans in the game (all enquiries to the Free Trade Bank, Ariel tongue.gif ).

I quite agree with Tony's comments about the problems for non-wargamers, and I also think that the Alert status idea sounds good...

Richard
AFT

Long reply: Why should players with no interest in trade beforced to play the trade game. Is it not enough that the cost of maintianing the research, and production facilities to produce such ships is there. this is not cheap.

I'll even place my cards on the table and point out that at present the BHD is a loss making affiliation, this new introduction will only mean that we either run less ships (against our whole personna), run more bases (yeah get more players and that might happen), spend hours sorting out trade runs (when we have to spend ages building and maintaining a warfleet), or see more drastic consequences (players dropping out etc).

I've never understood the reason for these increased wages in the first place, it might be nice if someone went over it again? If it is simply to encourage trade, why not do something to make trade advantagous rather than a neccesity. Reward those who make the effort.

CNF_PD
Following on from DMJ here....

I like the ideas about improving the combat system such as the screening ships (excellent idea) - the idea for which was banded about before phoenix started I remember.

However.....

Whats with all this stuff about complex mechanisms to essential limit peoples ability to wage war (making crew cost 3 times as much for alert status on/off etc..) ... it adds nothing to the game and makes it harder for new players to even understand and only winds up the warlike aff players such as myself...

If the aim is to limit peoples ability to wage war then do just that... put a limit on warships, make a top rate of stellar income possible etc.. It sucks completely in my opinion when you consider the real life time and effort people put in to achieve these results but dont mess around with the combat program to restrict peoples activity

Cheers,

Ewan.
Sjaak
QUOTE (DMJ @ May 13 2004, 09:12 PM)
QUOTE (MasterTrader @ May 13 2004, 07:43 PM)
QUOTE (DMJ @ May 13 2004, 10:28 AM)
Spot on.  What happens when you max out on merch and still need to generate more cash?

One word answer: trade.

Richard
AFT

Long reply: Why should players with no interest in trade beforced to play the trade game. Is it not enough that the cost of maintianing the research, and production facilities to produce such ships is there. this is not cheap.

As a player with only a small amount of ships, but actively in trying to find ways to earn a living, I must say that having warships only isn't a bright idea.

Face it, wages need to be paid, so you need a way to generate money. The way to do so, is by trading. So, all affls *should* have some players who are earning money for their affl.

If you don't have enough, you should try to recruit some, or try to make things easier for the traders. I have seen multiple bases which are offering goods for sale, but they don't make their location public.

Lets think it like this. If I got some (example) Falconian Wool available for selling, I am trying to get the best deal. So, if I am going to sell to the open market (and I am shipping it myself) I will chech the bases which are buying it. If I see an great price, but I can't see the location. Then I won't try to trace it in my old turns, but just move along. Also, I would like to have an return trip. So, if I can get 10 stellars profit without an return trip or I can get 9 stellars profit plus an profit of 1.5 on my return trip, I will take the second one.

At the moment you base income is no longer high enough, you should make it easier for others to reach you. One of the reasons I never went into DTR space is the big restrictions there. I don't mind not being able to enter orbit... but to prevent people just moving through it, make it far harder for them to consider going into it.

Example (again): lets assume I start from Spritzer (256)/Yank going into Cyprus (791)/Venice.
Technically its one jump (100 tu) moving from Gamma13 to Alpha1. So, you normally jump from Yank to Venice (100tu) go to Gamma1 then move to Alpha1. With an ISR4 ship it would be 100 + (leave orbit + enter orbit) 12*4 to got to Gamma1 and then 2*4 to get to Alpha1. An total of about 156+two orbits. But I can't access Gamma9. So I need to move from Gamma10 to Beta10.. costing me another 40 TU's. Increasing my traveltime with about 25%.
Ofcourse its no problem if you start on Alpha10 or so... but its still a hassle

This is just an example why restricting access to traders isn't a smart idea.

finalstryke
QUOTE (Sjaak @ May 13 2004, 11:44 PM)

Example (again): lets assume I start from Spritzer (256)/Yank going into Cyprus (791)/Venice.
Technically its one jump (100 tu) moving from Gamma13 to Alpha1. So, you normally jump from Yank to Venice (100tu) go to Gamma1 then move to Alpha1. With an ISR4 ship it would be 100 + (leave orbit + enter orbit) 12*4 to got to Gamma1 and then 2*4 to get to Alpha1. An total of about 156+two orbits. But I can't access Gamma9. So I need to move from Gamma10 to Beta10.. costing me another 40 TU's. Increasing my traveltime with about 25%.
Ofcourse its no problem if you start on Alpha10 or so... but its still a hassle

This is just an example why restricting access to traders isn't a smart idea.

The venice markets will probably be moving to Dalmatia in the near future so there should be no access problems, as well as fewer excuses for those that stray into restricted space.
DMJ
QUOTE
Face it, wages need to be paid, so you need a way to generate money. The way to do so, is by trading. So, all affls *should* have some players who are earning money for their affl.


Why should this be the only way. Why force people to play a part of the game they don't want to?

QUOTE
If you don't have enough, you should try to recruit some, or try to make things easier for the traders. I have seen multiple bases which are offering goods for sale, but they don't make their location public.


There are good reasons for keeping bases and systems private, i doubt the FCN need be reminded of this.

QUOTE
This is just an example why restricting access to traders isn't a smart idea


No it's a very smart idea. Keep all trading internal, the large warlike aff's control enough space to be able to play the dynamic markets. Shut off access to their own space, and use their reduced warfleet solely as a defensive option. prevent all others from entering their space. Research new systems off their space and keep them restricted.

Or pick on the trade aff's, that are more likely weaker, forcing them to maintain warfleets capable of coping with the warlike aff's, forcing them to play a style of play they may not like too.

In the end increased crew wages is simply going to punish the trade aff's, as when push comes to shove, they will be the easiest to raid, tax, steal from.

DMJ
QUOTE
It sucks completely in my opinion when you consider the real life time and effort people put in to achieve these results but dont mess around with the combat program to restrict peoples activity


I would just like to add that some most people I know involved in maintian large fleets of battleships spend hours or real life time designing, building, reconfiguring, and maintaining these fleets. They also spend months to years getting the production capacity sorted, BP's in place, and designs researched. On top of all this they spend a large amount of stellers getting the BP's, maintaining employee wages for the research complex's, and factories, not to mention mines. Then add the amount of time it takes to ship in rare ores where needed, or even buy from private or open sources.

I think these costs alone justify why running warships is such a difficult task, and thats before you add the whole scouting out potential targets, etc. Contary to what people think running a warfleet is by no means an easy feat.

To add a few hours of trading each week onto this, would just push it over the edge. not to mention the fact that most warlike affiliation could probably not afford to run as many ships as they do now.

As Ewan says, if there is a reason to limit the number of ships in combat, do that. But please don't over complicate a system, solely for what appears to be some sort of reason to adjust the goal posts with respect to running warfleets.

Many of us feel, somewhat, confused as to the reasons for such an increase in wages? Is it because it is felt that some aff's earn too much? Because I think that affiliation finances, and political finances should be looked at more closely. Because many players, certainly this side of Yank, make routine losses each week. Affiliations make overall losses each week.

So the option appears to be should you want to run a large warfleet, you either need to run large numbers of merchandising bases (wooohooo BSE again, where real life money dictates the winner in space battles), spend hours working out trade routes (only so many hours in the day), or reduce your fleet and suffer against the war like aff's that have a large player base, or have players with the cash to run many bases (once again BSE all over again).

So far phoenix has lived up to it's namesake, and has risen from the ashes of BSE. Please, lets not go down that road again.

</essay>

ABBA
So you think trading is easy? I must spend, on average, at least a couple of hours a night working out individual purchases and sells, and the movement in between. All pretty much different, every single day. I should imagine a fleet of 20 or so virtually identical battle-wagons, all with the same destination/target should be able to run from one set of cloned orders. If not, you're doing it wrong. And we ALL constantly re-configure ships - I've done about four this week, and will be doing the same next.

Anything which makes it untenable/uneconomic to run vast battleflets of 200+ ships per faction is a good move as far as I'm concerned. It will effect all sides equally, so the battles might go down to more realistic Jutland/Midway sized engagements. And a tiny fleet of half-dozen or so warships run by some other affs might not be so totally insignificant. And the reduced number of warships you'll be running personally will take up a lot less of your time, too.

As for the aff with the vast player base having more money, and a larger fleet - wouldn't that be the case both with, or without, the prospective changes?

TonyH
Steve-Law
Increasing all warship wages across the board will have the effect of reducing the numbers of warships run by *all* affiliations. It will not effect the ratio of warships for each aff.

e.g. AFF X currently has 6 warships, AFF Y has 60. 1:10 If warships cost double then you can effectively run half as many. 3:30, still 1:10.

So we would reduce the numbers of warships being run, thus reducing the numbers of warships thrown into each battle. The way I see it is that smaller numbers of warships makes battles *easier*. Less fleet management needed.

The other effect this will have is that it makes bases stronger (as there are less warships around to attack them). Is that the goal? This is good or bad depending on your point of view/AFF profile.

Making ranks (thus targetting) cost more will allow the defensive affs to slightly improve their ratio of warships compared to the offensive affs (you only need support/defend lists for defence, thus no extra costs). They'll still have a lot less warships of course, but their odds will be improved a bit.
DMJ
QUOTE
So you think trading is easy? I must spend, on average, at least a couple of hours a night working out individual purchases and sells, and the movement in between. All pretty much different, every single day.


No I don't. In fact that is my argument, it is not. But If I had to do that ontop of all my battleship turns, the turn process would be 6 hour job.

QUOTE
I should imagine a fleet of 20 or so virtually identical battle-wagons, all with the same destination/target should be able to run from one set of cloned orders. If not, you're doing it wrong.


Sorry, but your completely wrong. This may be the case should we be simply pushing a few broadies into combat like a bunch of newbies. However, in order to run an active, effective fleet, running orders takes a lot of time. Ontop of this the colony order take forever to sort out. These ships don't juast appear from nowhere.

QUOTE
And a tiny fleet of half-dozen or so warships run by some other affs might not be so totally insignificant. And the reduced number of warships you'll be running personally will take up a lot less of your time, too.


First of all. I think the the limiting factor in the number of ships you can run, should be time, and production capabilities. I think if you can get your bases to the size where they can build and maintian a huge fleet, well done on you. That process would of hardly been an easy, cheap one. Just imagine the wage costs.

Secondly, though i appear to making huge rumblings, these changes will mean that i will actually run many more battleships, as i have the seteller finances too. In fact I can carry on expanding. I just feel sorry for those who can't, those whose interest in the game is being lost because running warfleets is becoming over complicated and prevented.

QUOTE
As for the aff with the vast player base having more money, and a larger fleet - wouldn't that be the case both with, or without, the prospective changes?


More so with the proposed change. As smaller merchandising bases a quicker and easier to build that more ships producing bases. More players would give greater possibility for such bases and allow the running of more ships.





David Bethel
@cnt_pd
QUOTE
Whats with all this stuff about complex mechanisms to essential limit peoples ability to wage war (making crew cost 3 times as much for alert status on/off etc..) ... it adds nothing to the game and makes it harder for new players to even understand and only winds up the warlike aff players such as myself...


Ok the 3 times cost thing is a bit complicated but what about the x2 wages for war ships ? (thats simple)

This is not an attempt to mess with the current state of play. Its an attempt to limit the future, is it a good game that makes it _required_ that you bring 500 ships to a battle (the size of the battle is irrelevent to the program) - in may view this would be bad. I'm not looking at any one aff, i'm looking at the game in general.

@DMJ
Please calm down your posts, this thread is not about shouting to make your point.
Guest
QUOTE (finalstryke @ May 13 2004, 11:06 PM)
QUOTE (Sjaak @ May 13 2004, 11:44 PM)

Example (again): lets assume I start from Spritzer (256)/Yank  going into Cyprus (791)/Venice.
Technically its one jump (100 tu) moving from Gamma13 to Alpha1. So, you normally jump from Yank to Venice (100tu) go to Gamma1 then move to Alpha1. With an ISR4 ship it would be 100 + (leave orbit + enter orbit) 12*4 to got to Gamma1 and then 2*4 to get to Alpha1. An total of about 156+two orbits. But I can't access Gamma9. So I need to move from Gamma10 to Beta10.. costing me another  40 TU's.  Increasing my traveltime with about 25%.
Ofcourse its no problem if you start on Alpha10 or so... but its still a hassle

This is just an example why restricting access to traders isn't a smart idea.

The venice markets will probably be moving to Dalmatia in the near future so there should be no access problems, as well as fewer excuses for those that stray into restricted space.

Hi Finalstryke,

That would be appriciated.. This way people will have no reason to enter the sector!
Or you could restrict entering orbit instead of entering the sector..

sjaak
Azreal (FGZ PD)
I am 100% in agreement with DMJ. I DO NOT want to see an increase in ship wages.

The number of ships in game SHOULD have been considered before launching Phoenix. I feel that I am paying to play in a Beta test version of a game!
Ted
I don't think wages need to be changed,keep them as they are.
Combat does need sorting out to give us more options and encourage the use of diverse ship types.

If an aff wants to be totally committed to warfare that's fine,same goes for affs who want to concentrate on trade.

Everything is already in the game so that these styles of play can be accomodated!
It just takes a bit of common sense(no I'm not called anyone stupid ohmy.gif )and in game cooperation to allow affs to play as they wish!

Trade is out there if you take the time to look and combat is certainly to be had if that's your style mad.gif !!!

Keep wages as they are,but let's have more combat options please!!!! smile.gif
Mica Goldstone
Wages – Pay more to get exactly what you have now. How could we not see that this was destined to be a very unpopular idea no matter how necessary for the long-term stability of the game?

So rather than take away, we thought that we would add to the game instead.

What we will do is put in an officer upgrade package. This will change the way officers are created in the game. Officers will play a much more important role in all aspects of running ships, including combat, mercantile and covert operations. Officers will either prevent inherent penalties or give bonuses within their field of expertise.

An academy will be created in each affiliation’s primary starbase in order to produce new cadets.

We will add necessary or remove spurious officers at the time of the package upgrade. Those remaining will be assigned their specialist fields based on the ship they are in command off.


For those not in the know – Phoenix is not Command and Conquer. It is not a case of building up for years then pounding a target with impunity. It is designed to be a game of diplomacy, skirmish, trade, exploration and skulduggery. We reserve the right to modify the code in order to keep the balance. We will however endeavour to do so in a way that is popular. biggrin.gif
DMJ
I'm still a little confused. Is this change in place of increased wages, or in tandem with it?

It sounds really interesting, and could add alot of depth.
Mica Goldstone
Everything that we are doing is looking at the long-term stability of the game. It is not a question of shafting one faction or the other, it is not a question of the game being broken, it is not a question of this being a beta-test.

Phoenix is a game that develops. We, as responsible referees have an obligation to maintain the standard of the game today and through the many tomorrows. In order to achieve this we monitor progressions, extrapolate over months and years and form conclusions. Having monitored stellar and warship growth we felt that there will be a long-term problem, even before the currently set Global Economic Potentials of worlds have been reached. We felt that it was best to tackle the issue prior to it becoming a problem.

The officer package circumvents wage issues making wage changes no longer necessary.
Sjaak
QUOTE (Mica Goldstone @ May 14 2004, 11:27 AM)
What we will do is put in an officer upgrade package. This will change the way officers are created in the game. Officers will play a much more important role in all aspects of running ships, including combat, mercantile and covert operations. Officers will either prevent inherent penalties or give bonuses within their field of expertise.

An academy will be created in each affiliation’s primary starbase in order to produce new cadets.

Good idea.

Why not add more then one Acedemy.. The main one in the official capatical and the others in smaller substations. Make sure that the highest ranking officiers will be created in the capital only, and some lower ranks in the substations.

This way, an active player can send some of his best guys to the captical for some special training. Adding interacting within the affl and giving more char to the officiers involved.
Mica Goldstone
QUOTE (Sjaak @ May 14 2004, 11:51 AM)
Good idea.

Why not add more then one Acedemy..

And deny the player the pleasure of setting up their own... we wouldn't think of it.
Rich Farry
QUOTE (Mica Goldstone @ May 14 2004, 11:27 AM)
What we will do is put in an officer upgrade package. This will change the way officers are created in the game. Officers will play a much more important role in all aspects of running ships...

Will this be extended to officers for ground parties and installations as well?
Romanov
QUOTE (Mica Goldstone @ May 14 2004, 12:27 PM)
Wages – Pay more to get exactly what you have now. How could we not see that this was destined to be a very unpopular idea no matter how necessary for the long-term stability of the game?


Great we go from a simple 3 stellar per crew charge for having active warships to something that looks complex.

My vote is for the 3 stellar charge.

For those players who want to make stellars but don't want to trade, I assume that this means moving trade ships, there is that excellent device call the Starbase market. Build modules, sell modules at 3 times MUs, make money. There are plenty of players out there who do like the trading side of the game.

If KJC want to stop warship build up spoiling the game then changing the ejump rules would be a better way. Currently the rules allow fleets to disengage too easily therefore ships are not being lost and everyone one if forced to build more warships to be certain that they are keeping up with the enemy.

Nic

David Bethel
To limit via wages we would have to raise to something like 10 stellars smile.gif so i'm not sure thats a goer.
MasterTrader
To expand on Nic's point (apologies for going somewhat off topic):

When I said "trade" earlier, I didn't exclusively mean "run trade ships". Running trade ships takes a LOT more time that running starbase markets, especially if your starbase concentrates on produced goods rather than worrying about keeping track of luxuries. There are people out there who want to run trade ships; what treade really needs is for more of those affiliations that are NOT traders to operate halfway decent starbase markets. Income for you, at relatively little time cost. Don't worry about running the trade ships - there are others of us who will happily do that.

I could expand on this at great length, but this is not the thread for that smile.gif.

"Hit and run" is a valid tactic. The combat rules should not be changed so as to force any one particular battle tactic.

Improved officers is something that has been requested elsewhere, especially for those of us not in military affs, and I like the idea of an officer academy. Presumably this will mean that officer ranks will be linked to the officer, not the ship?

Richard
AFT

Kaastle
Nice to see that you have scraped the first ideas. I could see that it could of made people say enough is enough and quite the game.

I can see why you want to do it and agree with the new ideas you have put forward that it might be a better way to control war fleets and the like. I would like to suggest an idea.

How about as well as the officer trainig complexes, offices can only be made from veteran crew or marines. However, normal crew on trader ships should have a chance of becoming a vet in relation to time served on a ship. Also if they are put in a situation of not being on a ship to keep them safe there is a chance of them lossing this status due to their knowledge going to waste.

Also a ship should need a certain lvel officer on board each ship. A warship needing a higher level one. A set level of pay should also be put in place for an officer ranking.

I would like to say thought that I would preffer that you sort out the planet population upgrade before this as you have been on about that the longest.
finalstryke
QUOTE (Guest @ May 14 2004, 09:18 AM)
That would be appriciated.. This way people will have no reason to enter the sector!
Or you could restrict entering orbit instead of entering the sector..

sjaak

Hi Sjaak,
I dont believe any current restrictions will be changed once the market location has been amended.
Like you say, even honest merchants like the FCN will have no reason to enter ring <10 once the markets have been moved, so ther eare not very many excuses left.
HPSimms
QUOTE (Mica Goldstone @ May 14 2004, 12:27 PM)
Wages – Pay more to get exactly what you have now. How could we not see that this was destined to be a very unpopular idea no matter how necessary for the long-term stability of the game?

So rather than take away, we thought that we would add to the game instead.

What we will do is put in an officer upgrade package. This will change the way officers are created in the game. Officers will play a much more important role in all aspects of running ships, including combat, mercantile and covert operations. Officers will either prevent inherent penalties or give bonuses within their field of expertise.

An academy will be created in each affiliation’s primary starbase in order to produce new cadets.

We will add necessary or remove spurious officers at the time of the package upgrade. Those remaining will be assigned their specialist fields based on the ship they are in command off.


For those not in the know – Phoenix is not Command and Conquer. It is not a case of building up for years then pounding a target with impunity. It is designed to be a game of diplomacy, skirmish, trade, exploration and skulduggery. We reserve the right to modify the code in order to keep the balance. We will however endeavour to do so in a way that is popular. biggrin.gif

>We will add necessary or remove spurious officers at the time of the package upgrade. Those remaining will be assigned their specialist fields based on the ship they are in command off.<

Kindly define spurious. I have some experienced officers waiting for ships at a starbase and they are in no-way surplus to establishment or spurious.

Geoff
David Bethel
QUOTE
Kindly define spurious. I have some experienced officers waiting for ships at a starbase and they are in no-way surplus to establishment or spurious.


If experience>0 they are not spurious. We have plenty of backups of the game data to see if lots of surplus/spurious officers has poped up sudenly.

QUOTE
Nice to see that you have scraped the first ideas. I could see that it could of made people say enough is enough and quite the game.


Enough is enough ? This kind of implies that there have been a lot of other changes that might cause upset ? Have there been ? Other than the mistake i made with not auto compensating platforms i thought the game had changed very little.
Nik
QUOTE (Mica Goldstone @ May 14 2004, 12:27 PM)
Wages – Pay more to get exactly what you have now. How could we not see that this was destined to be a very unpopular idea no matter how necessary for the long-term stability of the game?

So rather than take away, we thought that we would add to the game instead.

What we will do is put in an officer upgrade package. This will change the way officers are created in the game. Officers will play a much more important role in all aspects of running ships, including combat, mercantile and covert operations. Officers will either prevent inherent penalties or give bonuses within their field of expertise.

An academy will be created in each affiliation’s primary starbase in order to produce new cadets.

We will add necessary or remove spurious officers at the time of the package upgrade. Those remaining will be assigned their specialist fields based on the ship they are in command off.


For those not in the know – Phoenix is not Command and Conquer. It is not a case of building up for years then pounding a target with impunity. It is designed to be a game of diplomacy, skirmish, trade, exploration and skulduggery. We reserve the right to modify the code in order to keep the balance. We will however endeavour to do so in a way that is popular. biggrin.gif

This to me is a vastly better suggestion than the wages one. Can you add more information on how the academy complex will work. Also will be some limits as to the number of academy complexes eacy affiliation can have since presumably the idea here is to limit the number of officers available (otherwise nothing changes). Will there be different types of academy complex, or will each produce a cadet of the type wanted?

Nik
MasterTrader
Some suggestions for possible officer bonuses, following a conversation on IRC:

Combat: as now, targeting and dodge bonuses

Trade:
Starships/GPs: fewer TU's for transactions (e.g. officer with 10% experience can conduct buy/sell orders in only 9TU's)
Starbases: a percentage bonus on the price received for sales of goods to the local population

Covert Operations:
Starships/GPs: lower sensor profile
Starbases: more efficient security crackdowns (i.e. greater security for same efficiency loss)

Exploration:
Starships/GPs: more accurate GPIs or faster prospecting
Starbases: none (a governor is not out exploring, is he?)

These are, of course, merely suggestions cool.gif . And of course, don't answer the question of how an officer would gain experience in these areas...

Richard
AFT
Mica Goldstone
QUOTE (Nik @ May 16 2004, 07:34 PM)
Also will be some limits as to the number of academy complexes eacy affiliation can have since presumably the idea here is to limit the number of officers available (otherwise nothing changes). Will there be different types of academy complex, or will each produce a cadet of the type wanted?

Nik

Academies will produce cadets, not fully-fledged officers. It is what the players do with the cadets that will dictate whether they progress. We will be pushing the proactive gaming style.

ABBA
QUOTE
If experience>0 they are not spurious. We have plenty of backups of the game data to see if lots of surplus/spurious officers has poped up sudenly.


I've just noticed this, which might have a major impact on me.

I must have created between one and two dozen officers, in order to 'personalize' and add a roleplay element to running ships, add the manouvreing bonus to escorts, etc... Only one of these has >0% experience, due to the virtual impossibility of acquiring combat-based officer experience while in a trader affiliation. Are all these going to be removed?

Perhaps some refinement to the winnowing process might be in order - removal of officers with zero experience after the first, per position they are located at?

An additional idea... How about making officers only creatable from veterans, of any type? Seems kind of appropriate...

TonyH
Clay
QUOTE
We will be pushing the proactive gaming style.

Yay! biggrin.gif

I also shares Tony's concern about officers with 0 Experience - I also did the officer generation thing for RP reasons - all my ships have a captain. From what David said though, I don't think we have any worries :
QUOTE
If experience>0 they are not spurious. We have plenty of backups of the game data to see if lots of surplus/spurious officers has poped up sudenly.

I'm sure that the single officer won't get deleted from a ship just because it's at 0%. I take this to mean that if there are suddenly 10 Officers in one place, they will be removed AFTER old records have been checked to ensure that there isn't a historical reason for it - ie they've been there for ages before this thread got started. ph34r.gif
Sam_Toridan
Like the sound of the Academy thing. Will there be any correlation between officer experience and the size of ship he can command? If you are looking at ways of limiting the number of capital ships on the go then this seems to be an obvious way of dealing with it. This way affiliations need a variety of ship sizes to bring on their officers step by step.

If we use the current Naval setup, officers start with a small command and gradually work their way up the command structure to bigger and better ships (assuming they don't cock things up by running aground etc).

There will be racial issues/modifiers needed due to certain races like the FGZ having bigger ships, but that could be tied to the racial type a ships design is based on (to stop FGZ Officers suddenly being the top commodity for human fleets).
Duckworth-Lewis
QUOTE (Sam_Toridan @ May 17 2004, 04:08 PM)
Like the sound of the Academy thing. Will there be any correlation between officer experience and the size of ship he can command? If you are looking at ways of limiting the number of capital ships on the go then this seems to be an obvious way of dealing with it. This way affiliations need a variety of ship sizes to bring on their officers step by step.

Now that sounds pretty good to me - you could even go so far as allowing an officer to Captain a ship, but putting a hit on the ships efficiency unless he has a certain experience level.

Presumably - in terms of combat experience - there would be a means to expand on officer experience other than being a target?!
Ro'a-lith
28% experience ship officer on sale to the highest bidder, minimum offer $100,000!

...what? biggrin.gif
David Bethel
@TonyH
if you did not create 10 officers on one ship for role playing reasons after reading this thread then i doubt there will be an issue.

QUOTE
Presumably - in terms of combat experience - there would be a means to
expand on officer experience other than being a target?!


In other none combat experience catagories yes and there is some suggestions of having officer pop back to the Academy to learn from officers that you have stationed there (in the low levels)
Nik
QUOTE (Mica Goldstone @ May 17 2004, 08:15 AM)
QUOTE (Nik @ May 16 2004, 07:34 PM)
Also will be some limits as to the number of academy complexes eacy affiliation can have since presumably the idea here is to limit the number of officers available (otherwise nothing changes).  Will there be different types of academy complex, or will each produce a cadet of the type wanted?

Nik

Academies will produce cadets, not fully-fledged officers. It is what the players do with the cadets that will dictate whether they progress. We will be pushing the proactive gaming style.

I still don't understand how this will limit the current growth of fleets. If you have unlimited numbers of academies, then this doesn't limit anything and thus there is no change. So where is the limit with this idea?

Nik


ABBA
I also like the 'academy' idea, but dont see how it will limitfleets. Unless officers really are on 'big bucks'.

Here's an idea (but I can imagine the howls of opposition) - Vastly increase the costs of maintenance visits (as opposed to 'refit internal items'). It might make it uneconomic to upgrade obsolete vessels, so they'd be sent for scrap/used for suicide missions instead. Possibly ships no longer considered up to date might be sold on, to affs that were prepared to pay increased maintenance costs - like old WWII cruisers and aircraft carriers that were sold on to Brazil & Argentina. Of course, heavier and more military-focused hulls could well have a bigger cost than old-tech merchant hulls...

TonyH
Azreal (FGZ PD)
Intersting idea, but one which I think will not work. All my ships carry out maintenace at a Starbase I control, so all the stellars come back to me (hence free), the patchs are also produced by me.
ABBA
Some kind of cost that didn't pass straight back would be in order then - perhaps a fixed cost per hull. And making patches a 1 MU item requiring 200 MU's of production would do it - after all, they are supposed to be nano-tech, arnt they?

If excess officers can be hit, I cant see why the vast stockpiles of patches cant be trimmed, too.

TonyH
Azreal (FGZ PD)
I'm still not convinced. It sounds like a good idea but when I think about the number of patches a Baseship needs just keep it operational I get nightmares!

ABBA
I rest my case...
Sjaak
Maybe we should go to an different way...

Some time ago, starbases needed more controle modules to control the same number of Platforms.

Maybe its time to create an logistical center for fleet oprations. Each affl would get one for free and this one would be able to 'help' an limited number of ships. Lets say an dozen or so.

If you want to control more ships, you will need an bigger headquarter which would be expensive to build or maintain. If you don't build those headquarter your ships will be less effective. Just think as the central one is being the Pentagon for the entire affliation.

Then you can add smaller ones, and each ship needs to report to an Headquarter, if you manage to destroy the headquarter...

About training new recruits or cadets. It might be smart to make it possible that cadets will be placed on the same ship of an experienced officer, so that he can learn from him.. This way, you will get an way to increase the experience (or better knowledge) to an limited level.
DMJ
QUOTE
I also like the 'academy' idea, but dont see how it will limitfleets. Unless officers really are on 'big bucks'.


I guess that it allows for GM control over the number of officers that can be produced. Also, I guess the idea is that putting a 'Green' officer into a warship, for example, will drastically reduce the ships life expectancy.

Just speculation though.
DMJ
QUOTE
Maybe we should go to an different way...

Some time ago, starbases needed more controle modules to control the same number of Platforms.

Maybe its time to create an logistical center for fleet oprations. Each affl would get one for free and this one would be able to 'help' an limited number of ships. Lets say an dozen or so.

If you want to control more ships, you will need an bigger headquarter which would be expensive to build or maintain. If you don't build those headquarter your ships will be less effective. Just think as the central one is being the Pentagon for the entire affliation.

Then you can add smaller ones, and each ship needs to report to an Headquarter, if you manage to destroy the headquarter...


In effect this is what the acadamy is. An affiliations 'effective' fleet expansion is dependant on the number of officers it can produce.

I like the addition as it will be adding something really interesting to the game, officer development.

Azreal (FGZ PD)
But that is through is normal Integrity loss. It would then become a waste of resources to build large ships. In the case of the FGZ our fleets (including trade vessels) would dwindle to a handful of ships effectivly ending the FGZ Aff.

What you propose will penalise large ships
Mandible
QUOTE (DMJ @ May 18 2004, 11:15 AM)
In effect this is what the acadamy is. An affiliations 'effective' fleet expansion is dependant on the number of officers it can produce.

How will the Academy limit fleet expansion? or, to put it another way, how will it be a more effective limit than the need for all those BPs to build a ship and crew it already limit fleet expansion?

Like Nik said, unless an Academy is limited (other than through needing a BP or something) then it doesnt limit expansion. It has to be a fixed number - one per affiliation, one per starbase, etc. or a fixed number of cadets being produceable - one per week, etc

I would like to see cadets/academies that could be developed however we wish them to be (ie we could enhance them via research/BPs). So if you want an officer who gives a dodge bonus, develop the BP. If you want one that makes transactions, or Jumping cheaper, add that research. You could probably get a research enhancement allowing an officer to reduce the maintenance requirements, improve integrity (tighter control of the repair crew, etc) - whatever you set your imagination to.
ABBA
QUOTE (Azreal (FGZ PD) @ May 18 2004, 12:36 PM)
But that is through is normal Integrity loss.  It would then become a waste of resources to build large ships.  In the case of the FGZ our fleets (including trade vessels) would dwindle to a handful of ships effectivly ending the FGZ Aff.

What you propose will penalise large ships


I cant see why - It would cost just as much to maintain 2,000 hulls, whether in the form of ten 200-hull base ships, or forty 50-hull destroyers. And having a larger production base/income would allow you to have more of either, which it is how it should be.

What it would stop would be a never-ending accumulation of a bigger and bigger warfleet, with no limit. Just like increasing crew wages, but a different (and I think better) approach.

TonyH
Azreal (FGZ PD)
Providing you have the infra-structue to cope with the increased maintenance cost.

The FGZ have a large number of Baseships/ships, the same argument against wage increase applies to this idea....

In order to maintain the current FGZ Fleet I will have to spend the next 6 months or so building nothing but factories/mines etc. to maintian my current fleet. If all starbase infrastuctures were up too a level where they could support the current fleet sizes (this of course opens up a larger can of worms) then Yes I say go for it, otherwise I say No.
ABBA
Heres another wild idea, borrowed from the game 'Empires in Arms', to encourage smaller fleet engagements:

Officer bonuses have the potential to apply to multiple ships. At the lowest levels of experience this would be only the officers own ship, as at present. As he was progressively awarded higher rank, the bonus might apply to multiple ships, e.g. 3 for 'commander equivalent', 6 for 'Captain', 12 for 'Commodore' etc..

To go with this, might be a steeply climbing penalty for commanding more than than the ship limit - maybe -1% per ship over, maybe -5%. Only the most senior officer on each side in an engagement would count. And, once awarded a rank, the officer couldn't be demoted except via 'court-marshall' (= special action). Otherwise he/she would either be sold, or posted to an out of the way outpost, so as not to 'outrank' an abler officer.

A fleet of a dozen ships commanded by a +30% officer might be able to out-fight twenty ships commanded by a +10% who was well over his 'command limit'. It doesn't prevent mega-fleets, but mildly discourages them.

Thinking about it, a hull, rather than actual vessel, limit might be better.

TonyH
Sam_Toridan
To have any limiting effects with officers you either need to restrict the number available (limit academies) or have experience requirements for certain sizes of ship. Otherwise, as has been pointed out, whats the point?

I much prefer the experience requirements option. That way you can churn out any number of officers who can command small ships (25 hulls?) but until they get experience then they will be unfit to command the larger vessels (large efficency penalties perhaps?).

I would think that you would want a certain amount of experience to be gained from "time served" (up to maybe 75 hulls) but after that some level of combat experience or extra training is required (one shot BP's?).

Alternatively, to cover the merchant/explorers options you could have different multipliers (on either experience or penalties) depending on a ships designation (experience : Warships x1/2, Explorers x1, Trader x 2) so large traders are easier to command than large warships.
ABBA
This proposal is not about limiting the total number of warships, but discouraging them from going around as 100+ battlefleets. You might get a dozen fleets of various sizes skirmishing all over the peripheries...

It does, however, effectively have an experience limit for various sizes of ship; You wouldn't make your new cadet, with 3% experience, anything more than a 'Lieutenant commander', say, so he couldn't then command more than 50 hulls without penalty. Unless that's all you've got sad.gif

btw - Is my $100k bid for that 28% officer the only one in the running?

TonyH
Rich Farry
QUOTE (ABBA @ May 18 2004, 01:38 PM)
Heres another wild idea, borrowed from the game 'Empires in Arms', to encourage smaller fleet engagements:

How about something like:

Ships can be organised into formations. The maximum size (in hulls) of a formation is determined by the rank of the commanding officer. The names of the formations would be individual to each affiliaton. Eg: Squadron, 300 hulls maximum, requires a Squadron Commander.

Ships in a formation have a level of 'Formation Experience' which they can use in place of the experience level of the captain. The Formation Experience starts at 0, and over time increases towards its maximum, which would be a % (influenced by the experience of the formation commander) of the average experience of all ships in the formation.

Increased wages for the different levels of officer

When the formation composition changes there should be a steep reduction in the Formation Experience.

Ships can only screen ships in the same formation as them?

This would:
- Encourage keeping ships together in 'formations' and varied/balanced task forces (esp. if the number of hulls for each level of formation is selected to encourage this - eg 325 hulls instead of 300)
- Encourage - but not enforce - promotion in steps throughout the life of an officer at appropriate experience levels
- Need not be restricted to formations of warships
- Probably be more trouble than its worth. (When would a ship be considered to be no longer part of a formation due to distance? Who becomes the command officer when the current one gets killed in action? How would it be kept track of?)
Avatar
But it's so simple!!!

100 hull ship users, don't know how to operate ships larger than that, so the maximum efficiency is 100% at 100 hulls. (For arguments sake I'll use fictitious numbers to make it look simplers) A 50% experience officer would operate at 100% on a 50 hulled escort ships, but at 50% on a 100 hulled ship.

200 and 150 hull users have developed technology, that allows them to call a 150 hulled and 200 hulled ship as their 100%. So a 50% officer in the FEL/DEN...navy would operate a 75 hulled ship at 100% and at 50% on a Direwolf or Saber tooth.

As a bonues, this would force people to invest in smaller support vessels to train officers up to top of the line ships of their AFF, thus making CAP ships numbers lower, though the number of vessels might be still be larger.
Ro'a-lith
QUOTE (ABBA @ May 18 2004, 03:31 PM)
btw - Is my $100k bid for that 28% officer the only one in the running?

TonyH

See email - was a joke post tongue.gif
Sam_Toridan
QUOTE (Avatar @ May 18 2004, 05:30 PM)
But it's so simple!!!

100 hull ship users, don't know how to operate ships larger than that, so the maximum efficiency is 100% at 100 hulls. (For arguments sake I'll use fictitious numbers to make it look simplers) A 50% experience officer would operate at 100% on a 50 hulled escort ships, but at 50% on a 100 hulled ship.

200 and 150 hull users have developed technology, that allows them to call a 150 hulled and 200 hulled ship as their 100%. So a 50% officer in the FEL/DEN...navy would operate a 75 hulled ship at 100% and at 50% on a Direwolf or Saber tooth.

As a bonues, this would force people to invest in smaller support vessels to train officers up to top of the line ships of their AFF, thus making CAP ships numbers lower, though the number of vessels might be still be larger.

Like that in principle. Current experience levels would of course need to be adjusted. Also the race elements would also have to apply to a ship design as well to prevent inexperienced FGZ/FEL/DEN officers being used to fly the larger human ships.
Dan Reed
QUOTE (ABBA @ May 18 2004, 12:14 PM)
QUOTE (Azreal (FGZ PD) @ May 18 2004, 12:36 PM)
But that is through is normal Integrity loss.  It would then become a waste of resources to build large ships.  In the case of the FGZ our fleets (including trade vessels) would dwindle to a handful of ships effectivly ending the FGZ Aff.

What you propose will penalise large ships


I cant see why - It would cost just as much to maintain 2,000 hulls, whether in the form of ten 200-hull base ships, or forty 50-hull destroyers. And having a larger production base/income would allow you to have more of either, which it is how it should be.

What it would stop would be a never-ending accumulation of a bigger and bigger warfleet, with no limit. Just like increasing crew wages, but a different (and I think better) approach.

TonyH

what that would penalise against, would be the xlight, light and normal hulls, due to their higher integrity losses... counterproductive, if your aim is to reduce the net increases in warships!

Dan
Guest
Yeah... I was kind of envisaging a 'multiplier' to the patches as hulls got heavier, but increased integrity loss for lighter hulls would just cancel that out.

Maybe it's a goer anyway... Merchant ships are quite cheap to run. I'd estimate my maintenance costs and wages bills were less than 2% of the profts made by each one.

TonyH
HPSimms
How about having Staff Colleges as well - an experienced officer of rank 2 or 3 has to attend before he can make rank 4 and 5

Geoff
balakhayt
What I miss in all this is defences specifically made for colonies. In particular some sort of planetary shields that would deflect a lot of damage. As far as I know you have scintillators, shields and shield generators (for the shields) - and so does the ships. But the ships also have Armour Plate of various kinds which a colony doesnt. Therefore colonies needs something equal as well.

Add to this the Screening functionality and (I hope) usefull platforms and you have 1 planet that is pretty impossible to attack.

This would make the fear of having 1000 ships flatten any given colony lessen as the colonies would be very well protected.

As for experience you need 2 kinds in order for this to make sense: Combat experience and non-combat experience. If there no diffence in experience and KJC implements non-combat actions will add experience then we are practically saying that a captain that has gotten experience from running a passenger line for a year can be transferred to be in charge of the Deathstar - and do a great job! blink.gif

By having 2 kinds of experience you may end up with having 2 officers onboard warships - 1 that steers the ship and the weaponsofficer. By having experience determine how well a certain size ship function you could end up having a ship that is taking a lot TU to go from point A to B (non-combattant xp is low) but when it gets to the action it dishes out lots of damage (combat xp is high).

Going further one could imagine a captain with a lot of experience on smaller ships = the ships perform a lot better than it would do with a standard captain.

Soren
David Bethel
QUOTE
planetary shields


Good old planetary shields smile.gif Me and mica had this conversation eariler in the week.

'BSE is a bit like starwars, isn't it'
'SOrt of....'
'How did they manage to make them have to ground assaults in starwars?'
'That would be the planetary shield generators'
'Well that seem to work for them, they didn't have mass fleets blasting the crap of of bases'
'No. They just blow up whole planets'
'Oh yeah....hmm maybe not then'

I think we are going down the road of platforms being the planetry defence network. There maybe some rope in increaing shield thickness for starbases though.
Steve-Law
QUOTE (David Bethel @ May 22 2004, 01:35 PM)
'BSE is a bit like starwars, isn't it'
'SOrt of....'
'How did they manage to make them have to ground assaults in starwars?'
'That would be the planetary shield generators'
'Well that seem to work for them, they didn't have mass fleets blasting the crap of of bases'
'No. They just blow up whole planets'
'Oh yeah....hmm maybe not then'

LOL. But seriously, planet buster weapons (death stars et al) are not possible in Phoenix, and presumably you will make it so they never are, so this argument is void...

And then again, if you did make planet busters available, you just have to make them very costly in terms of attacks (huge recharge/materials cost) and very vulnerable (say a big "self-destruct" button at the end of a corridor or something wink.gif

(Anyone seen "Thumb Wars" btw? wink.gif

Of course the other reason Star Wars didn't bombard a colony from orbit is that they just didn't have that many ships... (there can't have been more than 30 TIE or X-wings in any fleet, let alone big honking captial ships)...

Obviously Phoenix is working on too big a special effects budget wink.gif
Sjaak
QUOTE (Steve-Law @ May 22 2004, 12:44 PM)
QUOTE (David Bethel @ May 22 2004, 01:35 PM)
'BSE is a bit like starwars, isn't it'
'SOrt of....'
'How did they manage to make them have to ground assaults in starwars?'
'That would be the planetary shield generators'
'Well that seem to work for them, they didn't have mass fleets blasting the crap of of bases'
'No. They just blow up whole planets'
'Oh yeah....hmm maybe not then'


Of course the other reason Star Wars didn't bombard a colony from orbit is that they just didn't have that many ships... (there can't have been more than 30 TIE or X-wings in any fleet, let alone big honking captial ships)...

Well in Return of the Jedi both side had an massive fleet...
Steve-Law
QUOTE (Sjaak @ May 22 2004, 04:44 PM)
Well in Return of the Jedi both side had an massive fleet...

How many ships approx? (been a long time since I saw that one)
Dan Reed
QUOTE (David Bethel @ May 22 2004, 12:35 PM)
I think we are going down the road of platforms being the planetry defence network. There maybe some rope in increaing shield thickness for starbases though.

Makes sense - justify it by the fact that they only need to shield half as much surface area (unless the fleet attack through the planet -then we're back to Starwars Death star scenarios....

Dan
nortonweb
The massive war fleet in Jedi was everything the Rebels had like everything not just one fleet of an even bigger one thats growing without stop...

Pete