Flasghip Concept
Posted: Sat Jan 13, 2018 3:16 pm
This is regarding the Development Roadmap item: Officers and Ship Promotions, Flagships and named fleets
Obviously for Officers it would be cool to have some race specific Unique portraits that can be assigned to various stations of a flagship with some combat effect
Named fleets lends itself to some fleet specific perks like seen in Rome 2 and Attila but I would rather just have a simple sticky name for them for some role playing effect but nothing else (to not offset balance)
Flagships are tricky as almost no other 4X game has done this (probably due to balancing reasons).
I would suggest that this system (if considered) is implemented carefully to achieve following goals:
1. Do no give advantage to players over AI
2. Do not encourage massing of capital ships
3. Encourage the use of combined fleets with Destroyers, Cruisers and capital ships fighting together
4. Flagships advantages should not apply when ship is fighting alone so, that a single ship cannot steamroll (like we had in Galciv II)
Given the above there is only a narrow line of possibility:
1. All capital ships (largest carriers and Battleships/Dreadnoughts) have a unique ID in the pseudo DB of the game (something along this line should already exist due to damage persistence) - here the level of experience and bonus affects to fleet can be stored
2. Each fleet can only have one Flagship at a time which is marked automatically based on Experience level. If there are no capital ships in the fleet, there is no flag ship either
3. Flagships receive experience after each won battle based on: amount of enemy ships, amount of allied ships, relative threat of enemy (low threat enemy fleets should not yield considerable EXP to prevent farming) - This would encourage players to choose high profile targets for their best flagships
4. Flagship bonuses should only affect elements of a fleet that are not capital ships (including flagship itself), civilian ships, bases or planetary defenses. This is to encourage:
- Having one capital ship per fleet (amassing capitals do not yield stacking bonuses and EXP is not won for all other capitals other then the current flagship
- Building Destroyers and Cruisers and assigning these to fleets with at least one capital ship in order to take advantage of the bonus provided
- Grand Strategy Role-playing: each capital is unique and this is reflected in their mechanic. If one deviates from this mechanic, the bonus does not apply e.g.: massing battleships and sending them without escorts to attack is a waste (no EXP and no bonuses apply)
- Discourage turtling, as planetary defenses and bases do not yield EXP nor receive bonuses
- Taking out the flagship first is of high priority, to remove the bonus from other fleet elements
These could be flagship bonuses in accordance with the above
- Destroyers: Increase to shield recharge rate (so that their survivability increases dramatically)
- Increase to Cruiser speed (so that they can engage sooner and flee faster)
- Increase Heavy Weapon accuracy (increasing overall combat effectiveness of heavy Cruisers and tactical ships)
- Slowly Repairing (Reproducing) lost small crafts (considerably increasing effectiveness of smaller carriers)
There is also a way to make each capital ship stand out with relative low effort: by dynamically assigning a marker (logo) to each capital ship when produced. A good example is the Human Carrier (seen below) with the number on its top:
By having these numbers displayed on all Human capitals and having them being unique to a given game, these ships can be memorized and identified with relative easy. If it is a running number, the value already tells a lot about the ship e.g: 01 will probably be very experienced and the player has a good chance of even remembering where it was produced this being their first capital
If there is a table containing a row for each capital, the reference to these numbers can be stored with ease without having to redesign ships or touch colors or textures.
Unique name (label) can be given to each capital ship and stored in the table the same way so that when producing the ship the GUI designates the ship as "Battleship", but when finished and hovering over it, it can reference the label given to it by the player form the table: "Executor"
Obviously for Officers it would be cool to have some race specific Unique portraits that can be assigned to various stations of a flagship with some combat effect
Named fleets lends itself to some fleet specific perks like seen in Rome 2 and Attila but I would rather just have a simple sticky name for them for some role playing effect but nothing else (to not offset balance)
Flagships are tricky as almost no other 4X game has done this (probably due to balancing reasons).
I would suggest that this system (if considered) is implemented carefully to achieve following goals:
1. Do no give advantage to players over AI
2. Do not encourage massing of capital ships
3. Encourage the use of combined fleets with Destroyers, Cruisers and capital ships fighting together
4. Flagships advantages should not apply when ship is fighting alone so, that a single ship cannot steamroll (like we had in Galciv II)
Given the above there is only a narrow line of possibility:
1. All capital ships (largest carriers and Battleships/Dreadnoughts) have a unique ID in the pseudo DB of the game (something along this line should already exist due to damage persistence) - here the level of experience and bonus affects to fleet can be stored
2. Each fleet can only have one Flagship at a time which is marked automatically based on Experience level. If there are no capital ships in the fleet, there is no flag ship either
3. Flagships receive experience after each won battle based on: amount of enemy ships, amount of allied ships, relative threat of enemy (low threat enemy fleets should not yield considerable EXP to prevent farming) - This would encourage players to choose high profile targets for their best flagships
4. Flagship bonuses should only affect elements of a fleet that are not capital ships (including flagship itself), civilian ships, bases or planetary defenses. This is to encourage:
- Having one capital ship per fleet (amassing capitals do not yield stacking bonuses and EXP is not won for all other capitals other then the current flagship
- Building Destroyers and Cruisers and assigning these to fleets with at least one capital ship in order to take advantage of the bonus provided
- Grand Strategy Role-playing: each capital is unique and this is reflected in their mechanic. If one deviates from this mechanic, the bonus does not apply e.g.: massing battleships and sending them without escorts to attack is a waste (no EXP and no bonuses apply)
- Discourage turtling, as planetary defenses and bases do not yield EXP nor receive bonuses
- Taking out the flagship first is of high priority, to remove the bonus from other fleet elements
These could be flagship bonuses in accordance with the above
- Destroyers: Increase to shield recharge rate (so that their survivability increases dramatically)
- Increase to Cruiser speed (so that they can engage sooner and flee faster)
- Increase Heavy Weapon accuracy (increasing overall combat effectiveness of heavy Cruisers and tactical ships)
- Slowly Repairing (Reproducing) lost small crafts (considerably increasing effectiveness of smaller carriers)
There is also a way to make each capital ship stand out with relative low effort: by dynamically assigning a marker (logo) to each capital ship when produced. A good example is the Human Carrier (seen below) with the number on its top:
By having these numbers displayed on all Human capitals and having them being unique to a given game, these ships can be memorized and identified with relative easy. If it is a running number, the value already tells a lot about the ship e.g: 01 will probably be very experienced and the player has a good chance of even remembering where it was produced this being their first capital
If there is a table containing a row for each capital, the reference to these numbers can be stored with ease without having to redesign ships or touch colors or textures.
Unique name (label) can be given to each capital ship and stored in the table the same way so that when producing the ship the GUI designates the ship as "Battleship", but when finished and hovering over it, it can reference the label given to it by the player form the table: "Executor"