Instances where planets/alien planets or starbases could be treated to extend ship range

1: If I am not at war with a race, and wish to open a trade route and I do not own a star base which would extend my range to open a trade route, but there is a star base owned by that race which could extend my range, then that star base should extend my range so that I can trade with that race.   The star base each race uses to help the trade route could help determine what profits each race makes from the trade route.  For example, if the Drengin have 3 bases and the Altarian have 4 bases used in the trade, then the credits each get would be:    Total Profit * Nb Of Bases of that Race / Total number of bases.

 

2: I have a colony ship, I have purchased from a race.   Within range of that purchased ship, using the planet it was purchased from as it's home it should be able to colonize it however it is not so.  The ship behaves as if it was sent from another planet.  The home planet the ship was built from should behave as a friendly star base to the ship providing the player isn't at war with the race.   (Call it a dealership clause if you will).

Example:  I purchase a colony ship with a range of 10 from Planet A.  Planet A (and my ship) are within a distance of 6 from a planet I could colonize.  I should be able to colonize the planet which is at a distance of 6.

 

3: The home planet or star base of a friendly race should behave as a friendly star base for my ship and extend its range.  The hosting race would bill the guest race using this service.   The player would need to be given the choice if he wishes to use the facilities.  When more than one route is possible with different races, they would compete to offer a better price for the player.

 

 

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Reply #1 Top


1: If I am not at war with a race, and wish to open a trade route and I do not own a star base which would extend my range to open a trade route, but there is a star base owned by that race which could extend my range, then that star base should extend my range so that I can trade with that race.   The star base each race uses to help the trade route could help determine what profits each race makes from the trade route.  For example, if the Drengin have 3 bases and the Altarian have 4 bases used in the trade, then the credits each get would be:    Total Profit * Nb Of Bases of that Race / Total number of bases.
End of quote

I would agree with you if this is anything other than a military star base.  I would, however, add an option to agree to trade route.  If race A sends a freighter to race B and even though race B isn't at war with race A, they may not want to give them the economic bonus's associated with the trade route.  So that way if you don't want the trade route, you decline the trade route or open diplomacy screen to ask for things to influence you to trade with them.


2: I have a colony ship, I have purchased from a race.   Within range of that purchased ship, using the planet it was purchased from as it's home it should be able to colonize it however it is not so.  The ship behaves as if it was sent from another planet.  The home planet the ship was built from should behave as a friendly star base to the ship providing the player isn't at war with the race.   (Call it a dealership clause if you will).

Example:  I purchase a colony ship with a range of 10 from Planet A.  Planet A (and my ship) are within a distance of 6 from a planet I could colonize.  I should be able to colonize the planet which is at a distance of 6.
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This I'm in disagreement with.  First off, once smarter AI is introduced to the game it will be a lot harder to purchase colony ships from the AI players.  Second I would think that if race A purchased colony ship from race B then all of race B's passengers on the colony ship default back to the home planet, and the colony ship is on (automated pilot) to your nearest shipyard or planet to be reloaded with colonists to colonize planet of your choosing.

As it sits right now you purchase colony ship, it remains fully loaded with the other races colonists so if you colonized a planet, why wouldn't it then be colonized for that other race?


3: The home planet or star base of a friendly race should behave as a friendly star base for my ship and extend its range.  The hosting race would bill the guest race using this service.   The player would need to be given the choice if he wishes to use the facilities.  When more than one route is possible with different races, they would compete to offer a better price for the player.
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This ties in a lot with point 1.  Revisiting this, I would agree there should be a diplomatic treaty option to allow race A ships to use race B's planets/star bases to extend life support of ships.

Reply #2 Top

On considering option 1 this is probably done this way because fuel is not taken into account on the game. The current idea is unrealistic. What would create range is fuel assuming you were going into a strait line. Since most ships don't, what should be done instead the movement points each turn should be subtracted from the total allotted movement points for the ship. Besides an engine module there needs to be a fuel module. There should be a new tech path fuel, both the quality of fuel and fuel tank can be taken into account. You should be allowed to load as many tanks as you have room. 

2. I agree that all the colonists would be sent back to their home planet if the colony ship is sold, unless the population isfull. Then instead of letting colonists die of starvation they would be sent to another planet.

Reply #3 Top

I really disagree with OP here and I think it would make long range much too easy to achieve.

That being said I think a support treaty that allowed you to use another races planets/starbases to determine range and/or doing the same with alliances would be interesting.

Reply #4 Top

Quoting Seilore, reply 1


As it sits right now you purchase colony ship, it remains fully loaded with the other races colonists so if you colonized a planet, why wouldn't it then be colonized for that other race?
End of Seilore's quote

It would be members of the other race who choose to become members of your civilization.  Not unlike how ships in the days of piracy a ship could be crewed by deserters or criminals for the purpose of starting a new life.   Think for example of the Cuban exiles going to Florida or the early settlers going to Australia.   Another example, would be the White Russians who fled during the Russian revolution or the Vietnamese who fled to the U.S after the fall of Saigon.  These immigrants brought with them ideas and know how from their culture.

Dissidents, criminals, undesirables of a civilization could take the occasion to leave their home world.  Perhaps giving your civilization access to selected boxes on that races's tech tree.   When your civilization contains members of different races, it could open up new tech boxes which are only available when you have citizens from different races in your colony.  

For example, if you have Yor and Drengins, you could have boxes available to you which is not available to either race but whose combination makes it possible. 

Much like the way that Muslims Moors expelled from Spain helped spark the renaissance in Italy because they brought with them not only science texts of the Arab world but had preserved with them many ancient Greek texts which had been lost to Europe.

Reply #5 Top

Quoting admiralWillyWilber, reply 2

On considering option 1 this is probably done this way because fuel is not taken into account on the game. The current idea is unrealistic. What would create range is fuel assuming you were going into a strait line. Since most ships don't, what should be done instead the movement points each turn should be subtracted from the total allotted movement points for the ship. Besides an engine module there needs to be a fuel module. There should be a new tech path fuel, both the quality of fuel and fuel tank can be taken into account. You should be allowed to load as many tanks as you have room. 

End of admiralWillyWilber's quote

im half an half on this issue

1)it would add a lot more micro to the game 

2)i believe thy already stated in a dev stream they were not going to persue this option due to reason #1 

3) more realistic 

now some questions

4)would we be able to build tanker units?

5) can we refuel at nebulas?

5b) would that require an additional module, a starbase? 

5c) would there be time cost for this maybe a module fills 5% per turn in nebula but a starbase could xfer 100% per turn but have its own tank it needs to fill up 

6) does each move require fuel or only changing direction, accelerating/ stopping?

7) what happens to a ship that runs out of fuel (scout ship through a wormhole)?

 

Reply #6 Top

4. In the real world we have mid air refuelers. To figure it out it would be contrasted with carriers and airbases. Carriers beingstar bases, and airbases being colonies. Mid air refuelers being that. Beyond that I dosn't know the specifics. 

5. Don't know. Would the ship carry the needed stuff. Maybe with a scout ship. You would have to explain why you have this technology. In the real world you can't just park a fighter at an oil well and refuel, soI would have to probably say no. Voyager or Stargate universe is a special situation where they are by themselves.

5b. Yes for reason above.

5c. If you have star base or mid air refueler no, because one ween should be long enough.

6. Never thought about that. That would depend on theconsistency of fuel. If it were solid fuel there would be no way to shut off the fuel. This actually require stages, or actually different fuel tanks. If it were liquid you could shut if off. The terrains currently endorse solid fuel because if was deemed safer after the challenger explosion. But there is no reason to think that in a parallel history that liquid fuel wouldn't be endorsed, so to answer. Some would only require fuel to speed up, slow down, turn, or stop, because of liquid fuel. This could be balanced by a chance the ship will explode. While others would have solid fuel where no the fuel in one tank would constantly be used up with the ability to store multiple tanks where once one tank ran out of fuel the other would not have to be turned on untill you either needed to stop, turn, speed up, or slow down. Meaning it depends on whose ships are being built. The fuel consumption would staythe ssame, even though you traded the ship. This would require a possible retooling cost when you purchased the ship, or maybe the one selling the ship could sell you a refueling in his territory when you need it for whatever cost he set.

7. To bad so sad, but under these rules he would not move. You would still get sensor information if youson,t dispand it.

This would open up new path's to research. I would recommend reading each question with it's respective answer to help you make sense of my response. The reason for the last sentence is for those other people reading this post.

Reply #7 Top

I believe you have me confused with someone else. 

As for 7) it ties in closely with 6) if fuel is only expended when "manouvering" then the ship could theoretically aim home use thier last bit of fuel to get moving and hope they dont run into anything 

Reply #8 Top

That works in considering that instead of using all your fuel when you are low you go to the nearest star base or refueling ship. Refueling could be a star base module that can be added or a ship module. You would have to have a supply lane like but, a different color than trade lanes. Which could be raided.