dostillevi wrote: Wed Mar 30, 2022 6:16 pm
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the next best thing is to start with one hull (destroyer) and customize it for the specific strategic roles we want it to fulfill.
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component bays gives a bit more flexibility to ship design too, so the concept of "fast destroyer" would disappear from the tech tree and be replaced with tech that increases the flexibility of components that can be installed on a given hull. Then, OOTB strategic roles for the destroyer hull would accomplish what the specialized hulls do now, and much more.
With all this in place, the ship type is basically a weight class and visual design - it's a hull that can accommodate any number of component configurations and server in many roles, but the overall capacity of the hull limits the total amount of components on it.
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The challenge with player designed ship automation is that the automation can't understand what the strategic role of the ship is meant to be. A ship that is tactically designed to board, for example, needs boarding components, but that tactical role might be performed in two different strategic scopes with different requirements - one ship might be for system use only and used for defense (small fuel reserves, lower quality warp, more armor, more guns/boarding, maybe more energy collection), and the other might be used for deep space or fleet engagements (larger fuel reserves, highest quality warp, no energy collection). The AI automation is never going to be smart enough to recognize player defined strategic roles and make smart upgrades accordingly. But what it could do is direct component upgrades, leaving more significant and less frequent changes to the player.
Okay, what you're proposing is a system very much akin to Distant Worlds: Universe. Empty hull sizes (but improvable, with research) that can be filled with stuff, provided the ship's role requirements (engines, weapons, construction equipment etc) are met for the ship. Possibly with the addition of 'bays'. Variants could be designed for different tactics or environments, I think I'm with you so far.
So, here's what I would like to be able to do:
- Have player-made designs persist when new technology is created (and even auto-upgraded).
- Have a simple mechanism to include that variant (and it's upgraded 'children') in fleets
That would allow me (and you), in combination with fleet & ship tactics, to create a system patrol ship variant (with more armor, less fuel etc as you say), with a short engagement range, preferring close combat etc, and park it somewhere to do it's job. Or a long-range variant of the same hull with slightly different components, in a different fleet with different tactics.
What I'm struggling with, is this concept of a 'strategic role' for a ship. If you mean just 'ship role' then great. DW:U handled it just like that, simply recording the name, ship role (e.g. frigate) and adding Mk2 etc to upgraded versions. You could have multiple, slightly different variants if you wanted. If you want the ship designer from DW:U back then fair enough; 'Bays' seems like a compromise between what we have now and what DW:U let you add (i.e. pretty much anything), I don't honestly know if I'd prefer that.
Excluding the ship designer changes, a lot of this could be accomplished with some improvements to the way designs & variants are handled, upgraded and included in fleets. I think that would be a safe addition, but I'm unsure about going back to the old ship designer.
FWIW Automation can definitely understand the ship role, as DW:U did, but it's not good at identifying what's different about
variants and upgrading them, which means - like DW:U - ship upgrading for these variants would likely be an entirely manual process. Moving to a "fill an empty hull with stuff or bays" approach is also plagued with automation problems, which DW:U suffered with greatly; the ships worked, but weren't particularly good. Reading between the lines; this approach would mean players would be required to learn how to design (and, repeatedly upgrade, because automation can't) ships as per DW:U. It's not quick, is a very manual process and can be off-putting. The AI can do a simple pass at upgrading components
that have upgrades, but that needs to be done every time a component research finishes, and won't include new components, or new types of components.
I don't want to nitpick but your chosen use of terminology is strange to me; if we're talking about similar ships with different capabilities but a mostly similar hull then we're talking about
variants that may be operating in different
environments e.g:
- My strategy is to dominate x region of space and deny the enemy's use of it through the use of locally placed system patrol ships
- The ship tactics will be to close in quickly, using close-range weapons and heavy armor to outlast the enemy
- I will use a variant of a heavy destroyer with less fuel tanks, more energy collection, more engines and no long-range weapons to operate in this environment