bjg wrote:To start you can allow to build/refit big ships if one of the system's planets have the required infrastructure. That shouldn't require much tweaking (I think).
Arioch wrote:There are a number of problematic edge cases to work out. Should Parts be usable only for building ships, or for all buildable items? Should they add to Research or Trade or City Planning activities on the target planet?
Arioch wrote:Reducing late-game micromanagement is an important goal.
Arioch wrote:The two hurdles to overcome with literally pooling Wrench production system-wide are 1) how to manage this in a single-planet production model, and 2) how to prevent it from becoming an absurdly overpowered strategy.
The idea of a system-level shipyard has been mentioned before, but that would require a whole new mechanism for system-level infrastructure that doesn't currently exist.
Arioch wrote:I think one possible way to manage it would be to add a "Manufacture Parts" production activity, which would allow a planet's Wrench production to be transferred to another planet in the same system. It might make sense to require certain infrastructure for this transfer: the receiving planet should have some kind of orbital station with a Construction Module (or maybe a full-blown Shipyard), and perhaps the sending planet should have some kind of infrastructure as well, perhaps a Spaceport module (the parts need a way to get from one planet to the other), and the transfer of production points should probably be at a small penalty (perhaps -20%, or variable based on the available infrastructure). A production pooling activity would need to compete on an equitable basis with the Research and Trade activities, which involve a significant conversion penalty.
enpi wrote:Why not just introduce a "merge system" button in the planet list on the left, where players can click on. And done. The planets are chained together and only one queue appears. Of course include an un-merge button, if the player wants to control every planet manually again.
enpi wrote:IMO managing is even simpler than the current system.
enpi wrote:"absurdly overpowered strategy" - I cannot see any real "overpowering" in this system. The number of wrench points stay the same as in the old model, they are just pooled together. Maybe you can explain why you think that the merge model is "overpowered"?
Arioch wrote:Another case is the colonization of new planets in an existing system. Getting a new colony up and running is meant to take a investment of time unless you spend a lot of money to speed it up by rush-buying infrastructure and/or by transferring population to the new colony. If you can pool production systemwide, then it becomes trivial to build up ia new colony if there is an already established world in the same system.
Arioch wrote:Like I said, a "transfer production" activity is one way to do this within the current SiS systems. We would need to work out the balance issues and assign appropriate limitations (such as infrastructure requirements and conversion penalties).
enpi wrote:MOO4, as imperfect it is now, has an interesting system to transfer wrench points from one planet to another in your empire. You have to build a special administration building (which is available by a medium to late game technology) on a planet and then a button appears which let you determine: "transfer the production of this planet to planet X".
enpi wrote:If you introduce such a transfer system, please make it visible on the strategic map (toggle on/off) so that the player can see on first glance which planet is supporting which planet (maybe with colored transfer lines), otherwise it will IMO contribute rather to confusion especially if the player has to remember all the transfer stuff of hundred planets by himself.
Arioch wrote:enpi wrote:If you introduce such a transfer system, please make it visible on the strategic map (toggle on/off) so that the player can see on first glance which planet is supporting which planet (maybe with colored transfer lines), otherwise it will IMO contribute rather to confusion especially if the player has to remember all the transfer stuff of hundred planets by himself.
I think it would be limited to planets within a single star system. Being able to divert production from every planet in your empire to a single uber-factory sounds to me like a recipe for disaster on several levels.
Users browsing this forum: No registered users and 4 guests