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Re: Fuel Part 2

Posted: Thu Oct 16, 2014 9:14 am
by Cornflakes_91
N810 wrote:Yea those are just arbitrary titles, but I was thinking 4 deep would probaly be enough. :monkey:

smallest group

basic unit

whole fleet

all fleets
Why limit it in any way?

There are groups and units.

Groups can contain units or other groups.

End

Re: Fuel Part 2

Posted: Thu Oct 16, 2014 1:43 pm
by MyNameWuzTaken
And each group has the potential for individual reapply settings, or to inherit the resupply settings of the group above them.

Re: Fuel Part 2

Posted: Thu Oct 16, 2014 2:11 pm
by N810
I was thinking that each layer of officers would add a layer of automation for the player,
and less micro managing. So if you get a officer at every level you wouldn't have to worry,
unless you ran out of money or something.

Re: Fuel Part 2

Posted: Fri Oct 17, 2014 11:00 pm
by Hyperion
Cornflakes_91 wrote:
N810 wrote:Yea those are just arbitrary titles, but I was thinking 4 deep would probaly be enough. :monkey:

smallest group

basic unit

whole fleet

all fleets
Why limit it in any way?

There are groups and units.

Groups can contain units or other groups.

End
Not quite. Groups/units can have function tags, all functional units/groups can also be called in their own window, their divisional hierarchy still maintained and even referenced.

Should only be fair though if AI can create functions for units/groups to adopt.

Re: Fuel Part 2

Posted: Sun Nov 02, 2014 3:42 pm
by Cornflakes_91
based on this
Spoiler:      SHOW
Cornflakes_91 wrote:another idea that popped to my mind....


there isnt a the fuel resource, or even anything that is just fuel.

everything you can mine is fuel, of varying efficiency.

so while you can use anything you mine as fuel, not everything is equally efficient.


this could tie in with the ubiquitous frequency mechanic,
every mineral has its own spectrum and reactors have their absorbtion spectra.

the total produced energy depends on how much of the emission spectrum of the fuel lies beneath the absorption spectrum of the reactor.

any spectral parts that "stick out" of the reactors spectrum are wasted

any "empty" parts in the generator spectrum are unused potential
Image
very potent fuels would have very high peaks, but would need a specialised reactor to be utilised fully

less potent fuels would have broader spectra, but could be utilised better by a larger range of reactors


same with reactors, potent ones have high peaks, but relatively low absorbtion in bands other than their specialisation

and generalist generators would have broad spectra, but less total power



this way everything could be used as emergency fuel source, but producing and transporting fuel is still worthwile
idea from a few pages earlier i had another idea building up on it

fuel mixing.

minerals can be mixed based on percentages to create the spectrum you want to archieve.

the spectra of the materials are scaled down based on the percentage they have in the mixed fuel and then the scaled spectra are added up to create the spectrum of the mixed fuel.

making fuel mixing an actual research minigame the player can engage with.

the minerals you find dont give you the maximum performance of your reactor?
mix 2 (or more) to make your own "ideal" fuel^^

Re: Fuel Part 2

Posted: Sun Nov 02, 2014 4:48 pm
by Gazz
And I can see where the inspiration for that one came from!
Image

Re: Fuel Part 2

Posted: Mon Nov 03, 2014 2:00 am
by Cornflakes_91
:|

Re: Fuel Part 2

Posted: Mon Nov 03, 2014 2:17 am
by Flatfingers

Re: Fuel Part 2

Posted: Sun Apr 05, 2015 5:50 am
by Cornflakes_91
an idea concerning the endless discussion of:

we need some money sink / infrastructure needs to keep the game from endlessly snowballing

and

i dont want to have to refuel every few miles.



idea for a solution:

every ship has limited fuel supplies
but
also theres a pretty much standard "bussard collector" that generates some fuel at a relatively low rate.

generators and engines could have a non-linear fuel need curve, higher power levels need overproportionally more fuel.
with the maximum power rating of the generator also having some nonlinear influence that increases fuel needs.
(more power -> inefficient)

so every ship with a collector mounted has an equilibrium point where it can supply itself indefinitely.
this state would be a relatively low energy state, but the ship would still be in some kind of working condition
it can move, it can use its sensors to some extent, but not much more.

non combat ships likely would opt for more efficient generators to have a long as possible flight time, but this would come at the expense of their general power statistics.

combat ships would have to focus on high powered generators which need big amounts of fuel when the ship is fully active.

so military ships would always have significant fuel needs due to their inefficient generators
but ships with practically infinite flight times could also be constructed.

this would also give carriers a reason to exist
their fighters are equipped with very high power generators to maximise their combat power,
but this limits them to very short range usage (small tank, small high power generator, no collector)


the availability of fuel to collect could be modified by objects in the system
near the sun for example a very high influx of fuel would be available
far out in the system not much

objects could also "shield" an area of most of the influx, so for example a planetary shadow would be low in fuel influx.

the "usual" fuel sources could also be tapped using (more or less) specialised mining equipment, gas giants, ice asteroids, etc

Re: Fuel Part 2

Posted: Sun Apr 05, 2015 10:28 am
by BFett
Cornflakes_91 wrote:snip
This sounds a lot like the option "Only larger ships should need to use fuel, as smaller ships should have far more efficient engines. Running out of fuel in distant space means sending a distress message for help." which is fine by me.

Maybe we should have a money sink thread to discuss ways the player and NPCs can spend and lose money in the shifting economy of Limit Theory.

Re: Fuel Part 2

Posted: Sun Apr 05, 2015 10:36 am
by Cornflakes_91
BFett wrote:"Only larger ships should need to use fuel, as smaller ships should have far more efficient engines. Running out of fuel in distant space means sending a distress message for help." which is fine by me.
....nope.

every ship can have efficient engines and run basically indefinite, but you have to account for that capability.

also you cant completely run out of fuel as long as you have a collector aboard which keeps you running, albeit not fighting depending on your outfit.

and collectors would likely be standard outfit except on carrier based short range craft

Re: Fuel Part 2

Posted: Sun Apr 05, 2015 11:14 am
by TGS
I personally like the idea of potentially running out of fuel so that you need to call for a refueling ship or a pickup. That's interesting to me. For those that don't like it there can be a "skip" button to fast forward through waiting. Furthermore if such logistics are a possibility I've suggested before there could be automation methods around it so that players never have to worry about any fuel because your automation "NPC" or whatever will automatically ensure that you are always fueled up.

Re: Fuel Part 2

Posted: Sun Apr 05, 2015 11:22 am
by Cornflakes_91
TGS wrote:I personally like the idea of potentially running out of fuel so that you need to call for a refueling ship or a pickup. That's interesting to me. For those that don't like it there can be a "skip" button to fast forward through waiting.
honestly, i see the questions introduced by that far outweighing the bit of realism thats added by that.

why should anyone bother to get to you?

where do those persons come from in the middle of nowhere? (when you are exploring somewhere far away)

who handles your empire if you chose to use the skip function?

is the fast forwarded simulation precise enough to provide convincing results when you are sitting in the accelerated zone?

...

Re: Fuel Part 2

Posted: Sun Apr 05, 2015 12:09 pm
by BFett
Cornflakes_91 wrote:
TGS wrote:I personally like the idea of potentially running out of fuel so that you need to call for a refueling ship or a pickup. That's interesting to me. For those that don't like it there can be a "skip" button to fast forward through waiting.
honestly, i see the questions introduced by that far outweighing the bit of realism thats added by that.

why should anyone bother to get to you?

where do those persons come from in the middle of nowhere? (when you are exploring somewhere far away)

who handles your empire if you chose to use the skip function?

is the fast forwarded simulation precise enough to provide convincing results when you are sitting in the accelerated zone?

...
Limited Respawn mechanic maybe? Exploring ship runs out of fuel, player pulls up a menu and spawns as one of their other ships. Player takes ship with extra fuel to the exploring ship. First ship refuels and gives any cargo to the second ship. Second ship heads back home and exploring ship continues exploring.

Re: Fuel Part 2

Posted: Sun Apr 05, 2015 12:56 pm
by Cornflakes_91
BFett wrote: Limited Respawn mechanic maybe? Exploring ship runs out of fuel, player pulls up a menu and spawns as one of their other ships. Player takes ship with extra fuel to the exploring ship. First ship refuels and gives any cargo to the second ship. Second ship heads back home and exploring ship continues exploring.
then you can throw away any sense of threat or danger in the game as you can always just plop in another ship.

it would cease to be a freelancer successor but would be a RTS with direct ship control.