We launch our first vessle into space at 2200, fission reactor and ion propulsion and now after 100 years in space, never returning to planet and after countless battles it still has missles, ammunition, food, fuel nad everything, 200 years down the road, still the same.
Does this seem reasonable to anyone?
Of course not, it's absurd! Ships must have supplies, food, water, fuel ammunition and much else! We have all also complained about the doomstack play causing issues so I am going to suggest a system here that makes doomstacks less favourable.
Supply lines
In war supply lines are important, it's one of the reasons why russia has always been difficult to invade as the supply lines gets so enormously long and easy targets. My suggestion is that civil and military ships both have a supply value to them. With this comes a ship component where one can have supplies, supply bay or something of that effect. The idea is that when you're moving about you get supplies from the nearest planet at a fixed rate. This rate will be depended on several factors.
Let's illustrate it, let's say the nearest populated planet has a supply rate of 5 and my armada has a supply demand of 4 and storage of 50, no problems as nothing happens, there is 1 supply rate excess. However if I change it so it's demand spikes to 6 then there is a loss of 1, so after 50 months it's out of supplies and penalties starts striking.
This will also change the nature of warfare as when you go into enemy space your supply is decreasing due to distance so you got to either bring supply ships (another form that could be added, a cargo ship that you simply cram supply bays on and send off) or constantly run back to resupply. I would also say if you have direct access to an ally in a war, neighbours or whatnot, then any of their nearest planets would be counting rather than your nearest.
The supply rate is also what I would say is the maintance. Basically if your ships are out of reach, they get no supplies hence it doesn't cost your empire anythign as you aren't sending them anything. However when they come back and start resupplying, then the maintance spikes trying to refill them and all until they are full at which it flattens out to their steady supply rate and steady maintance.
My idea is also that how this supply rate distance penalty would be FTL sensitive, warp civilizations gets a penalty for distance while hyperdrives get penalty per jump they must make and similarly for wormhole. You might think it's unfair for wormholes as they will have a significant advantage over hyperdrives then! Yes if the same penalty was applied, I'd say wormhole civilization gets a much higher penalty per jump than hyperdrive civilizations.
Another thing to discourage doomstacks is that larger fleets consume the supply faster. As they must work, coordinate, talk and much between them their supply will deplete faster than several smaller fleets.
Does this seem reasonable to anyone?
Of course not, it's absurd! Ships must have supplies, food, water, fuel ammunition and much else! We have all also complained about the doomstack play causing issues so I am going to suggest a system here that makes doomstacks less favourable.
Supply lines
In war supply lines are important, it's one of the reasons why russia has always been difficult to invade as the supply lines gets so enormously long and easy targets. My suggestion is that civil and military ships both have a supply value to them. With this comes a ship component where one can have supplies, supply bay or something of that effect. The idea is that when you're moving about you get supplies from the nearest planet at a fixed rate. This rate will be depended on several factors.
- The total production of the planet, food, minerals and energy credits
- Excess production of planet
- If it has a spaceport or not
- How upgraded the spaceport is
- Distance from said planet
Let's illustrate it, let's say the nearest populated planet has a supply rate of 5 and my armada has a supply demand of 4 and storage of 50, no problems as nothing happens, there is 1 supply rate excess. However if I change it so it's demand spikes to 6 then there is a loss of 1, so after 50 months it's out of supplies and penalties starts striking.
This will also change the nature of warfare as when you go into enemy space your supply is decreasing due to distance so you got to either bring supply ships (another form that could be added, a cargo ship that you simply cram supply bays on and send off) or constantly run back to resupply. I would also say if you have direct access to an ally in a war, neighbours or whatnot, then any of their nearest planets would be counting rather than your nearest.
The supply rate is also what I would say is the maintance. Basically if your ships are out of reach, they get no supplies hence it doesn't cost your empire anythign as you aren't sending them anything. However when they come back and start resupplying, then the maintance spikes trying to refill them and all until they are full at which it flattens out to their steady supply rate and steady maintance.
My idea is also that how this supply rate distance penalty would be FTL sensitive, warp civilizations gets a penalty for distance while hyperdrives get penalty per jump they must make and similarly for wormhole. You might think it's unfair for wormholes as they will have a significant advantage over hyperdrives then! Yes if the same penalty was applied, I'd say wormhole civilization gets a much higher penalty per jump than hyperdrive civilizations.
Another thing to discourage doomstacks is that larger fleets consume the supply faster. As they must work, coordinate, talk and much between them their supply will deplete faster than several smaller fleets.
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