Ship New Limitations

Feul-Air-Ammo-Rations(Food/Water)-Fatigue

I've always liked how in some games, like this very old game "Homeworld", ships are given a limitation like Feul. in other games they limit Ammo (although they are usually land-based strategy games like "Battlefield"), and we all know that spaceships don't have an unlimited supply of Air (Oxygen, Carbon Dioxide, or whatever the Vasari and Advent breathe) and every living thing needs water and some from of nutrients (food).

 

  1. Fuel-
  2. obviously, these ships must run on some form of gas or fuel of some form. i think adding it to the ships amount of stats would increase the need to assess just how useful all the ships are.
  3. differences between ships on case of fuel is amount of fuel and rate at which its depleted. FUEL WILL NOT BE DEPLETED IF THE SHIP IS UNMOViNG
  4. new ships for re-fueling on the go like a cobalt frigates ability to transfer antimatter, planet upgrades to harvest fuel (also amount of fuel on planet unlimited, but rates may vary), and tactical structures that refuel nearby ships like a repair platform (see Ammo for Omni-Resupply Tactical Structure). (see Air for "Omni-Resupply Ship")
  5. upgrades in the techtree (no need for a new one unless u want to put all 4 [fue, air, ammo, food] together in one new techtree and label it "Supplies")
  6. upgrades include efficiency of fuel and amount stored and what kind used (could also be used as explanation of why the fuel is more efficient/amount able to be stored)
  7. if a ship runs out of fuel it will either A: be unable to move unless resupplied (it can still shoot but cannot maneuver)

 

  1. Air-
  2. Obviously these guys need to breathe SOME-thing, and this can be supplied by planets.
  3. air on planets unlmited and can be distributed very easily by simply being within a certain range of the planet.
  4. no new ships to resupply air. (unless we have an omni-resupply ship for all 4)
  5. techtree- air upgrades (similar to Fuel)
  6. if runs out of air the ship will A: become debris and become unusable  or  B: blow up (no ships can resupply it air so its gotta blow up or become debris)

 

  1. Ammo-
  2. No ship should have unlimited ammo.
  3. amount of ammo and type of ammo depends on the guns and the ship.
  4. resupply by ship (Omni-Resupply) or going to the "Omni-Resupply" Tactical Structure (delivers feul, ammo, and rations) (Like a Repair Platform)
  5. ammo is unlimited at resupply stations.
  6. Techtree affects amount of ammo per ship/ type of gun. WILL NOT AFFECT DAMAGE that is already done by the Military/Hostile/Warfare techtree. and will possibly affect rate of fire (ROF)
  7. if a ship runs out of ammo it must resupply before it can shoot the gun(s) that use that ammo.

 

  1. Rations- (NOTE: this is actually a lesser one of my additions ive come up with but if added it will just make the game just THAT much more realistic and will help give the Omni-Ressuply structure/ship something else to work with)
  2. no ship can have a crew that is undernourished and dehydrated
  3. resupply by Omni-Ressuply structure/ship
  4. unlimited food at structure (NOTE: Omni-Ressuply ship WILL NOT have unlimited ammo-air-food-rations, these must be restocked at structures. the difference is the ships are mobile and just carry ALOT of it.)
  5. techtree affects how much can be stored and how effeciently your crew eats/drinks its Rations.
  6. if a ship runs out of rations it will  A: Turn neutral  B: blow up  or  C: become immobile until resuplied

 

  1. Omni-Resupply Ship/Structure
  2. for the omni-resupply ship it shall have an increased cargo for the supplies and can distribute it to the fleet. shall not be an unlimited supply and can be restocked at a planets resupply structure.
  3. for the Omni-Resupply Structure it shall have unlimited ammo-food-fuel (unless the planet has not "harvested" enof fuel) and a certain range (not gravity well range) to resupply ships. it will automatically fill the ship to max of all 4 and will resupply very quickly. this will stop any of u from saying "it will take forever for my massive fleet to be ready for an attack!"
  4. obviously if ALL of the different supplies are applied, then it should have its own techtree which will include upgrades for the Omni-Resupply structre/ship and the effeciency/rate of their usage. (Depicted in the individual supplies descriptions above)

 

  1. Fatigue-
  2. a crew should be able to rest right?
  3. fatigue is, again, one of my lesser wanting to add but all of these will make the game more realistic.
  4. fatigue is not a supply but will have upgrades for, say, "Adrenaline shots- makes your crew last 50% longer in combat" or something to that extent
  5. if a ship becomes too fatigued it wont STOP but it WILL become less efficient in use of ALL of its supplies. it will do less damage, will shoot slower, use more ammo, rations, fuel, and air.
  6. to stop a ship from being fatigued, pull him back from combat and let him sit for a couple seconds (minutes depending on balancing and crew size)(crew size depends on ship size {obviously})

 

NOTE: ALL OF THIS IS AN IDEA! This is not an actual aspect of SOASE: Rebellion.

NOTE: ALL OF THIS REALISM ASPECTS SHOULD BE ADDED IN THE OPTIONS AND CAN BE TURNED ON AND OFF INDIVIDUALLY!

Please be very thorough and criticize this as much as u want, i am going to apply this idea to Stardock if this seems like a good idea. i need you as the forum browsers to see any problems with this and tell me. THANK YOU!

33,174 views 37 replies
Reply #1 Top

EDIT: also a Omni-Resupply Capital ship. This will bascially be a bigger omni-resupply ship with more space to hold it and also more powerful to defend itself. that is all.

Reply #2 Top

Honestly, I don't think the player needs many more things to micro manage in Sins. Its a strategy game not an Empire simulator, and typically only tactical RTS games (AKA real time tactic games) get deeply into things like fuel and ammo because they keep the player from doing other more important things in their empire. I'll also save you the trouble and tell you it won't happen, as a change this big would have been announced already.

 

Though you could change the antimatter system into a fuel/ammo system with a mod, and to a certain degree I know at least one does.

Reply #3 Top

Sins is already plenty complicated enough to master without all of these new limitations.

Reply #4 Top

It would probably be a lot of coding changes and would effect many things.  Not likely to happen.

However, it might be possible to create an ability that when it times out makes the ship unable to move or fire--a permanent mass disorientation.  Ships or modules could be given an ability to "refuel", which when used would reset the count down.  Making it work for all the things you mentioned would cramp up available slots for more useful abilities so the one ability added to each ship would be the most you would want--not separate ones for all the variables you gave.

You could rework antimatter but that would effect almost every weapon and ability in the game and would require a new balance.

A  lot of micromanaging would be required to watch all your ships.

Reply #5 Top

This all does a major thud with me. Realism is dubious. Ships are very unrealistic anyway fighting what amounts to ocean naval battles in outer space. Real space battles would have the ships engaging thousands of miles apart or even light minutes apart. So throwing in fuel, ammo, food, crew endurance and such does not add to realism at all. it is just more micromanagement for player and AI. Terrible burden on the AI programmer.

Of course I hated fuel ships in Swsord of the Stars. I hated having to buy arrows and ammo in WoW. I like GW because there is always infinite ammo, arrows, whatever.

I would like to see veteran level ups for ordinary ships; but even that might unbalance things.

Sins of a Solar Empire is 4x fast food. Let's leave it that way.

 

Reply #6 Top

A friend did tell me of a Star Trek game where ships under fire would sometimes randomly have certain "systems" disabled...sometimes engines, sometimes weapons, sometimes I don' know, whatever else star trek ships have...

Of course, those game elements were okay because a "fleet" was maybe 10 ships, and a big focus of the game was micromanaging battles....

To implement things like ammo and fuel and crew conditions would turn sins into something entirely different....maybe that's exactly what you want, I don't know, but it certainly would not be the same game....it seems to me that you'd want a game with a lot less ships but more focus on tactics and ability usage...frigates/cruisers would have to be like half the fleet supply of capital ships, and probably need multiple abilities to be interesting enough for super micromanagement....

If you are serious about trying to implement these things to any sort of degree (like in a personal mod), you'd have to get really really creative with abilities, I mean really creative...one problem is that there is a limit on how many abilities ships can have, so you may have to put abilities on planets or structures to get the desired affects...

 

Reply #7 Top

OK, agreed, i do like the idea of having these limitations to attempt realism, but micromanagement would be kept to a minimum because the abilities needed would be added to new ships. or, better yet, the colony frigate could be an Omni-Resupply ship as well and the resupply ability will be one thing, not 4 different abilities. i do know this would mean there would still be micromanagement to keep fleets supplied, but the overall effect is to add realism. If you have played any of the games made by "Total War" (great game makers) they add Fatigue, Ammo, and in a more recent game they made Shogun 2, they added Food Supply as well (i have not played some of there other games so idk how new their "food" is). The only thing im doing is adding this same kind of realism to Sins. Given that Total War games are turn-based, i can see it may not work out well. but thats what the on/off switch for realism settings is for right? the only other realism settings i continued to add are fuel and air. BOTH of wich (altho sci-fi to an extent) are required for a spaceship to keep running.

Reply #8 Top

Any type of ship that you have to keep in your fleet is a new level of micro management. Total War is not really a good comparison as you have unlimited time to make such strategic decisions and the battles are on the tactical level, while Sins has both going on at the same time on a grand scale.

Honestly I would probably hate Sins if any of these things got implemented. Sins actually started out being a fairly realistic game, with orbiting planets and lots of other things that thrilled Sci-fi nerds. Problem was it wasn't very fun, and all of that complexity really did nothing to make the game more entertaining. I think that is exactly what your suggestions are like, and why they won't be implemented.

Reply #9 Top

Quoting The-TEC-Empire, reply 7
thats what the on/off switch for realism settings is for right?
End of The-TEC-Empire's quote

Problem is that such settings become a pain to balance...

Shogun Total War (the first one) had the option to have infinite ammo for missile units...when it was on, missile units were ridiculously OP...but with the option off, missile units were pretty pitiful...

Most nearly any feature you make optional is going to have the same problem unless it doesn't add or affect anything meaningful....

That is my opinion...I could be wrong, and such things could be implemented well...I'm just wary about optional elements...

Reply #10 Top

The simplest idea that could probably be done with a mod is to have a ship with gigantic Anti-matter pool and the transfer anti-matter ability like the disciple (but not the steal anti-matter ability).  You could use an existing ship  or make a new one depending on how good a modder you are.  Between the Advent's AM rechargers and TEC's culture benefit, you could use that to set up a "supply line" (not sure what the Vasari have to complement this).  I think something like that has been suggested before. 

However, I'm not sure if the AI would be able to use that intelligently without underlying code changes.  I just pretend culture and trade represent more than just culture and trade.

And air and food are provided by genetically engineered super-algae.  Yum.

Reply #11 Top
Quoting stein220, reply 10

And air and food are provided by genetically engineered super-algae.  Yum.

End of stein220's quote

Quoting Seleuceia, reply 9

Quoting The-TEC-Empire, reply 7thats what the on/off switch for realism settings is for right?

Problem is that such settings become a pain to balance...

Shogun Total War (the first one) had the option to have infinite ammo for missile units...when it was on, missile units were ridiculously OP...but with the option off, missile units were pretty pitiful...

Most nearly any feature you make optional is going to have the same problem unless it doesn't add or affect anything meaningful....

That is my opinion...I could be wrong, and such things could be implemented well...I'm just wary about optional elements...
End of Seleuceia's quote

Absolutely agree with you Seleuceia, it is a pain to balance the on/off switch (i have the first shogun) and agreed with it off and if its something useful it messes up the use of the unit it edits. i guess this wuld have to be an extremley thuro and extremley complex mod for it to ever come to life.

also, stein220, i was thinking about wat u said, and if this was to be a mod, that could be an 8 reaserch station tech for automated air production and automated food production on a ship. but really, "genetically engineered super-algae"? not so yum for me. "genetically engineered super-PIZZA", i could live with, yummmmm  :drool:

Reply #12 Top

to the OP.  No.

SOASE doesn't deal with crew in any way, shape or form.  SOASE isn't Stargate Universe so the ship systems actually work.  Fuel -they got antimatter and it regenerates.  Food... With how we use them, they don't live long enough to really eat much except that last meal of shrapnel. Fatigue... nope; crews are hopped up on meth and never fatigue.  jk.

I'd like crew as done in Star Trek Armada, but in that game you just warped ship back to dock and got resupplied with new red-shirts.  Doesn't work well for SOASE where you'd have to return a fleet multiple jumps to a module.  I'd just be tacky to have your fleet followed around by a stasis ship full of fresh recruits -not to mention just a sick thought to yank their catheter out as an ejection control to fire their lifepods at the ship in need. 

Dawn of Victory has worked 'Fuel' out, but their mod is a far and above the most comprehensive reworking and stretching of SOASE out there.  It doesn't even resemble the SOASE you've play ad nauseam and we look forward to its final release.

Reply #13 Top

How does Dawn of Victory implement "fuel"?

Reply #14 Top

All of this stuff is very interesting from a lore point of view, but becomes pointless micromanagement when brought into gameplay.

I'd love to know the various crew sizes from each ship or what the operational range is, but that's only because I'd use such stats in fanfics or for comparison when worldbuilding for another story.

Sure, I love data as much as the next nerd, but why should an hour long match of Sins become dependent on making sure you have enough MREs in each of your minor frigates? I typically have hundreds of smaller vessals at any given time and do not need to be forced to make sure each one is properly supplied.

Now if we ever had a Sins game where all you did was captain a single ship, I'd support your idea to its fullest capacity. However, this game just has too many ships for your idea to be even relevant.

Reply #15 Top

Quoting SgtHydra, reply 14
All of this stuff is very interesting from a lore point of view, but becomes pointless micromanagement when brought into gameplay.
End of SgtHydra's quote

Pretty much.

Reply #16 Top

Fuel would be great if it were there to serve a gameplay purpose like limiting how far your enemy can invade without regrouping for supplies so you have a chance to come back however that is not really needed with Sins. In Sins, defenses, star bases, and choke points fill that role. I imagine that is why the antimatter recharge rates are forgiving.

 

I have seen it implemented well in other games where is wasn't a chore like Conquest Frontiers War but that was a much faster paced game and the maps in general weren't as large so supply really was the only thing that would give you a fighting chance against being steamrolled. 

I will say one thing I wish was changed is the almost endless supply of fighters and pilots carriers seem to have stored away however I completely understand why it is that way. It does kill some of the immersion or at least make me not really care at all about the survival of  fighters or bombers.I suppose that is to be expected since there really is no attachment to anything smaller than a capital ship and this is more of a fleet engagement game. 

Reply #17 Top

Quoting SgtHydra, reply 14
Now if we ever had a Sins game where all you did was captain a single ship,
End of SgtHydra's quote

This.

Reply #18 Top

Quoting SteelFin, reply 16
I will say one thing I wish was changed is the almost endless supply of fighters and pilots carriers seem to have stored away however I completely understand why it is that way. It does kill some of the immersion or at least make me not really care at all about the survival of  fighters or bombers.
End of SteelFin's quote

They require antimatter to manufacture. In competitive games, this limitation matters a ton.

Reply #19 Top

Yeah, I need to think of them as mobile drone factories and not as traditional carriers.

Reply #20 Top

now a mobile drone factory is actually a good way to look at them. especially in the advents case where the Anima are controlling them using psychokinesis. so yeh if you think of them as drones your pretty square on the mark

Reply #21 Top

To OP:

Point of Fact: SINS does actually care about these ship limitations in the most basic of ways. Its called Fleet Supply. Fleet Supply literally is where you are dedicating a portion of your economy to meet all of the logistical and infrastructure needs of a Fleet. And the amount of resources used per ship simulates the portion of those resources in constant use by said ship. This is why bigger ships use more Fleet Supply. Because the eat more, breathe more, use more fuel & ammo and have more wear and tear on the spacecraft than a smaller ship. When you upgrade fleet supply, you are dedicating resources to fill those needs in perpetuity. It's just that instead of calling it Fuel, Ammo, Air & Food, its called "Supply" which in any normal understanding of the word could be construed to mean any and all of the aforementioned items.

Reply #22 Top

ok. when you put it that way, you make extremely well made sense, i absolutely agree. That is why i (earlier) conceded and said that if these limitations were to be added, it must be a mod. if i make it a mod i will bear in mind what you said. thank you "gamerlamb"

Reply #23 Top

Quoting The-TEC-Empire, reply 22
thank you "gamerlamb"
End of The-TEC-Empire's quote

You are very welcome sir :thumbsup:

Reply #25 Top

1. It is quite possible for a ship to not need fuel. Our submarines don't, they use nuclear power. The ships could simply use a nuclear reactor, whic would explain why they explode so brilliantly.

2. That far in the future, they could probebly use the power from the reactor and turn it into food!

3. Again, that far in the future they probebly have Very efficiant (and cheap) recycling systems for what they breath, they could theoreticly survive forever. If they could make simulated plants (and that far in the future, they would) then they Could survive theoreticly forever!

4. Ammo, the plasma and lasers would not need any ammo, again they would use energy from the nuclear reactor, the bullets (if those Are bullets) would. However, those ships Are Very large (look at the size of the windows!) they could probebly carry enough for hours. Other, more crazy solutions, are portals to a world, teleporters to a world, or some sort of mass compresser that makes each material much denser, and when time to shoot, expands them and puts them together.