More realistic game play

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stalag
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More realistic game play

Postby stalag » Fri 18 Aug, 2017 07:07

It is noted that fleets cost money to manage. FM though in the 2.0 servers don't quite go far enough. I actually want to suggest the following to match real world type of handling like that in large navies of the world. Here is the proposal.


To make things more realistic, there should be a fleet tender ship type. The following aspects to this fleet
1. No attack capacity (no weapons)
2. Fleet tender ages and must return to base to replenish. Fleet tenders when in use have a specific draw down of support from lets say 100% to 0 in increments of 2% every 24. This would be more realistic because as supplies are consumed they have to come from somewhere.
3. All fleets require at least one fleet tender for extended operations. Any fleet without tenders can operate 7 days off base and must return before the 7th day or the fleet will be stranded. Large fleets above a certain size must have 1 fleet tender per credit value. Lets say for sake of argument that the number is 1 tender for every 50K credit value of fleet. If a major fleet has a loss of fleet tenders, this leaves the player 1 week to return back to home bases for replenishment. Or conversely they stranded fleet can be rescued by fresh tenders
4. Fleet stranded for more than 2 weeks will disappear.
4. Fleet without fleet tenders can move if within the 7 day period launched from players empire bases, but has the same limit on time of operation as a fleet with fleet tenders that lose the tenders. Fleet moved without tenders will be left stranded if off base from players own bases if not returned back to base before the week. Fleet can be rescued by sending fresh tenders.
5. Fleet in vacation mode must be moved back to base. If the fleet gets sniped and loses its tenders while in VM mode offbase, the fleet will disappear in 7 days if no action is taken. Fleet over home bases of the player is preserved irrespective of fleet tenders.
6. Fleet without tenders has a 7 day clock invoked to notify player of loss of fleet at end of time. If tenders arrive within that 7 day window, it will take 24 hours to fully recharge the clock.

This is in place of fleet maintenance. And this new ship type could be implemented in all servers.

swearengen
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Re: More realistic game play

Postby swearengen » Fri 18 Aug, 2017 10:33

stalag wrote:It is noted that fleets cost money to manage. FM though in the 2.0 servers don't quite go far enough. I actually want to suggest the following to match real world type of handling like that in large navies of the world. Here is the proposal.


To make things more realistic, there should be a fleet tender ship type. The following aspects to this fleet
1. No attack capacity (no weapons)
2. Fleet tender ages and must return to base to replenish. Fleet tenders when in use have a specific draw down of support from lets say 100% to 0 in increments of 2% every 24. This would be more realistic because as supplies are consumed they have to come from somewhere.
3. All fleets require at least one fleet tender for extended operations. Any fleet without tenders can operate 7 days off base and must return before the 7th day or the fleet will be stranded. Large fleets above a certain size must have 1 fleet tender per credit value. Lets say for sake of argument that the number is 1 tender for every 50K credit value of fleet. If a major fleet has a loss of fleet tenders, this leaves the player 1 week to return back to home bases for replenishment. Or conversely they stranded fleet can be rescued by fresh tenders
4. Fleet stranded for more than 2 weeks will disappear.
4. Fleet without fleet tenders can move if within the 7 day period launched from players empire bases, but has the same limit on time of operation as a fleet with fleet tenders that lose the tenders. Fleet moved without tenders will be left stranded if off base from players own bases if not returned back to base before the week. Fleet can be rescued by sending fresh tenders.
5. Fleet in vacation mode must be moved back to base. If the fleet gets sniped and loses its tenders while in VM mode offbase, the fleet will disappear in 7 days if no action is taken. Fleet over home bases of the player is preserved irrespective of fleet tenders.
6. Fleet without tenders has a 7 day clock invoked to notify player of loss of fleet at end of time. If tenders arrive within that 7 day window, it will take 24 hours to fully recharge the clock.

This is in place of fleet maintenance. And this new ship type could be implemented in all servers.


wow
u really shouldnt post on the boards

u just want to really make sure the player base on the 2.0 servers are a graveyard after the typical big server crash happens huh

SMH i read some stupid *stuff* on the boards before

your post wins

now go shoot yourself
Last edited by swearengen on Sat 19 Aug, 2017 02:51, edited 1 time in total.

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blahblah
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Re: More realistic game play

Postby blahblah » Fri 18 Aug, 2017 12:07

Ye this will make operations so much easier
GM s will love this
Ye sorry bad idea

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swearengen
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Re: More realistic game play

Postby swearengen » Fri 18 Aug, 2017 15:04

blahblah wrote:Ye this will make operations so much easier
GM s will love this
Ye sorry bad idea



ya exactly

guess i have to watch how i type things lmao

nowadays the mod give warnings for using metaphors lmao

no wonder this game is so screwed

stalag
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Re: More realistic game play

Postby stalag » Sat 19 Aug, 2017 02:19

The game is screwed due to hyper inactivity. Forcing game play activity is what I am after by suggesting this feature. It would also be more realistic as in modern warfare there is a supply requirement. It would require a player to service his fleet enforcing activity. It would also mean that blob = active fleet and not award inactivity forcing some to protect the inactives.

swearengen
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Re: More realistic game play

Postby swearengen » Sat 19 Aug, 2017 02:36

stalag wrote:The game is screwed due to hyper inactivity. Forcing game play activity is what I am after by suggesting this feature. It would also be more realistic as in modern warfare there is a supply requirement. It would require a player to service his fleet enforcing activity. It would also mean that blob = active fleet and not award inactivity forcing some to protect the inactives.


well seeing how like 85% play to blob and have a crash or 2
your ideas would fo nothing for improving activity

and realistic
who the heck says a game has to be realistic

this is a space based
which no one knows what would be realistic

so your idea us moot

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blahblah
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Re: More realistic game play

Postby blahblah » Sat 19 Aug, 2017 03:21

If AE was restructured then some sort of game features that reward activity .
Say allowing players to earn XP by recommending the game or whatever .having base structures that need you to be active say log in every week or so or jump gates.
But it needs to be simple . Not have unintended consiquenses and improve game play .
Fleet support just adds another layer of complexity without any real benifits and potentially some very bad unintended consiquenses .like disappearing fleet's and probably making fleet movement a lot harder .

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swearengen
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Re: More realistic game play

Postby swearengen » Sat 19 Aug, 2017 03:32

blahblah wrote:If AE was restructured then some sort of game features that reward activity .
Say allowing players to earn XP by recommending the game or whatever .having base structures that need you to be active say log in every week or so or jump gates.
But it needs to be simple . Not have unintended consiquenses and improve game play .
Fleet support just adds another layer of complexity without any real benifits and potentially some very bad unintended consiquenses .like disappearing fleet's and probably making fleet movement a lot harder .


very well put

all hes worried bout it giving something for current players to do

they dont do nothing to improve and increase pkayer base

those days are gone for most part

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Wlerin
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Re: More realistic game play

Postby Wlerin » Sat 19 Aug, 2017 04:33

stalag wrote:It is noted that fleets cost money to manage. FM though in the 2.0 servers don't quite go far enough. I actually want to suggest the following to match real world type of handling like that in large navies of the world.

No.

There were better fleet maintenance proposals in the past (before the travesty of 2.0) by people who actually understood the game, which you clearly do not.


stalag wrote:The game is screwed due to hyper inactivity. Forcing game play activity is what I am after by suggesting this feature. It would also be more realistic as in modern warfare there is a supply requirement. It would require a player to service his fleet enforcing activity. It would also mean that blob = active fleet and not award inactivity forcing some to protect the inactives.

Complete and utter nonsense. You have this completely backwards. The game is screwed because there's not enough to do, which leads to players being inactive. Inactivity is the effect, not the cause. And giving players meaningless tasks like worrying about fleet tenders is not giving them something to do, it's just adding an annoyance that will drive more of them away.


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