Limited fuel and ammunition and the supply thereof

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Re: Limited fuel and ammunition and the supply thereof

Postby Cornflakes_91 » Mon Feb 06, 2017 9:37 am

Gazz wrote:This way a ship's "ammunition" could still be magic goo that fits into every weapon and you can see the supply status of a fleet at a glance instead of having to dig through 7 pages of spreadsheet to check on every dinky fighter's special ammo needs.


Or we build actually good interfaces instead of skipping on the interesting parts of differing ammo needs along with the annoyance
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Re: Limited fuel and ammunition and the supply thereof

Postby Black--Snow » Mon Feb 06, 2017 12:37 pm

Cornflakes_91 wrote:
Gazz wrote:This way a ship's "ammunition" could still be magic goo that fits into every weapon and you can see the supply status of a fleet at a glance instead of having to dig through 7 pages of spreadsheet to check on every dinky fighter's special ammo needs.


Or we build actually good interfaces instead of skipping on the interesting parts of differing ammo needs along with the annoyance

I like how EVE does it. (He says for the umpteenth time)
However, EVE doesn't work on the basis that you're outfitting a fleet of ships, just one at a time. Of course, as you said a good UI will completely erase the issues.

Options for dividing the fleet evenly for ammo (50% for HE, 50% for AP), diving it by ship class (Frigates load HE, Cruisers load AP), by gun type (Cannons vs Autocannon vs lasers vs missiles), etc.
However this begs the question of different gun types using different ammo, which becomes a royal pain in the ass because instead of say 10 unique ammo types you have 10 unique ammos for 10 unique weapons resulting in 100 no so unique ammo types, which whether they are or aren't unique is far too many imo.
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Re: Limited fuel and ammunition and the supply thereof

Postby Silverware » Mon Feb 06, 2017 2:02 pm

Cornflakes_91 wrote:
Gazz wrote:This way a ship's "ammunition" could still be magic goo that fits into every weapon and you can see the supply status of a fleet at a glance instead of having to dig through 7 pages of spreadsheet to check on every dinky fighter's special ammo needs.


Or we build actually good interfaces instead of skipping on the interesting parts of differing ammo needs along with the annoyance


Or skip control of it altogether, ammo goes into a hauler, friendly ships resupply out of it.
You get a graph of production, usage, and current stocks.

Something either like Factorio's production graphs, or the supply window on HoI4.
Let the ships get their own ammo, you just specify systems to manufacture up to a set limit. (or indefinitely at a set rate)
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Re: Limited fuel and ammunition and the supply thereof

Postby 0111narwhalz » Mon Feb 06, 2017 2:04 pm

We're gonna need standard intercompatible rounds. As tech progresses, you should see most new guns use the standards, while a few niche weapons will demand special ammo. If the special ones become highly popular, newly researched tech should recognize them as a standard and produce a few guns using that standard. Basic rounds should be constructable on the fly using a shipboard module. Specialized rounds need either a much higher level ammo assembler or a trip to the market. Assemblers produce a single ammo type, and those with greater output capacity operate more efficiently (but are bigger). This encourages ships to use a single (or very few) ammo type, and also places a pressure for standards to develop.
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Re: Limited fuel and ammunition and the supply thereof

Postby Silverware » Mon Feb 06, 2017 2:29 pm

0111narwhalz wrote:We're gonna need standard intercompatible rounds. As tech progresses, you should see most new guns use the standards, while a few niche weapons will demand special ammo. If the special ones become highly popular, newly researched tech should recognize them as a standard and produce a few guns using that standard. Basic rounds should be constructable on the fly using a shipboard module. Specialized rounds need either a much higher level ammo assembler or a trip to the market. Assemblers produce a single ammo type, and those with greater output capacity operate more efficiently (but are bigger). This encourages ships to use a single (or very few) ammo type, and also places a pressure for standards to develop.


This would come as a natural consequence of manufacturing weapons and ammo in an environment where not all ammo fit all weapons.

Simply because you can manufacture more of one type of thing, than you can of two different types of thing. (thanks to production lines yo!)
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Re: Limited fuel and ammunition and the supply thereof

Postby Cornflakes_91 » Mon Feb 06, 2017 3:08 pm

Silverware wrote:Or skip control of it altogether, ammo goes into a hauler, friendly ships resupply out of it.
You get a graph of production, usage, and current stocks.

Something either like Factorio's production graphs, or the supply window on HoI4.
Let the ships get their own ammo, you just specify systems to manufacture up to a set limit. (or indefinitely at a set rate)


with or without different ammo types or just a generic "supplies" resource?
what is a hauler?
how to tell ships which ships are fine to drain supplies from?
how to tell ships where to get the supplies from in the first place?
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