Fuel Micromanagement
Posted: Sun Apr 11, 2010 12:08 pm
I feel that at the moment the fuel is a real pain to manage because you have to micromanage every aspect of the fuel; From refueling the ships yourself, to choosing already fueled ships when adding them to a fleet. The problem with fuel in this game is that the game is of such a large scale that it becomes virtually impossible to micromanage fuel yourself. Most of the time you want the AI to automate such things in a intelligent way but the AI cannot do so because they lack the "will". So here are some things that I feel are necessary to make the game more fun by giving the AI new things to do concerning fuel:
1. There should be an "automatic refuel" option that you can toggle in the automation options, for the people who like to micromanage this aspect. Or maybe two options: 1. Automatic refueling for automated ships; 2. Automatic refuleing for non-automated ships.
2. When a lone ship has less then 25% of its maximum fuel capacity it should head to the nearest refueling point to refuel.
3. When a ship calculates its maximum jump distance, it should be able to jump in, use 25% of its maximum fuel capacity and then jump back out to its original position. This means that when it jumps in, it should be able to use at least 25% of its max fuel capacity to fly and fight, before finally jumping back to its original position. This way it won't jump in too far, use up too much fuel, use up more fuel fighting or flying, and finally have too little fuel to jump back out. The 25% (of its maximum fuel capacity) is a margin that is reserved for flying and fighting. Whatever fuel is left is used for jumping. Half of the fuel that is left for jumping should be used for jumping in and the other half to jump back out.
4. When jumping in further away than its maximum jump distance (the max jump distance should be calculated by point 3), the ship should automatically adjust its course to proceed along refuel points along the route to its destination. So, it should calculate what the closest refueling point is to the destination that it can reach. It should head there first to refuel and from there on head to its destination or the next refuel point.
5. When 75% of the ships in a fleet are below 25% of their max fuel capacity, the fleet should refuel at the nearest refuel point.
6. Fleets should follow the same rules from point 3 (see above). They should jump more intelligently.
7. Fleets should follow the same rules from point 4 (see above).
8. Before a fleet goes on a new mission it should check how many ships could use refueling. If more then 90% of the ships are below 75% of max fuel capacity, the fleet should do a refueling mission first before going on their actual mission. This check should also be done when a fleet is idling, so that the fleet is ready when a new mission comes in.
9. The ship with the lowest max jump range decides what the max jump range of the fleet is. That ship is the slowest in the fleet, so the fleet should adjust their speed accordingly. They are a fleet that should work together and not race each other to the destination.
10. When 90% of the ships in the fleet are not in proximity of the flagship, the fleet should do a regroup mission.
11. When a ship in a fleet is below 25% of max fuel capacity for over 15 real time minutes and it's not in proximity of the flagship, that ship should automatically leave the fleet and do a refuel mission.
12. When a ship has 0% of fuel for over 15 real time minutes, it should have the status changed to "adrift" (and the collour changed as well) and should not be added by the AI into a fleet until the "adrift" ship refuels. Usually such ships are in the middle of nowhere with no fuel, unable to do anything for a long time.
13. A fleet should never add ships that have less then 25% of max fuel capacity.
I feel like the AI simply cannot handle the fuel feature at the moment because it doesn't follow rules similar to the ones I just described. The AI desperately needs some "common sense" when handling fuel. So the main thing in the above points is that refueling becomes more of an action that the AI performs while performing a mission, instead of an entire mission on its own.
The above points are just some quick thoughts, so they could contain errors but I hope they will give you an idea of some things you could do.
To be honest, if I could I would disable fuel altogether because I feel fuel really cripples the AI. However, I'm sure such an option would never happen because the devs put too much work into fuel and it plays too much of a role already.
1. There should be an "automatic refuel" option that you can toggle in the automation options, for the people who like to micromanage this aspect. Or maybe two options: 1. Automatic refueling for automated ships; 2. Automatic refuleing for non-automated ships.
2. When a lone ship has less then 25% of its maximum fuel capacity it should head to the nearest refueling point to refuel.
3. When a ship calculates its maximum jump distance, it should be able to jump in, use 25% of its maximum fuel capacity and then jump back out to its original position. This means that when it jumps in, it should be able to use at least 25% of its max fuel capacity to fly and fight, before finally jumping back to its original position. This way it won't jump in too far, use up too much fuel, use up more fuel fighting or flying, and finally have too little fuel to jump back out. The 25% (of its maximum fuel capacity) is a margin that is reserved for flying and fighting. Whatever fuel is left is used for jumping. Half of the fuel that is left for jumping should be used for jumping in and the other half to jump back out.
4. When jumping in further away than its maximum jump distance (the max jump distance should be calculated by point 3), the ship should automatically adjust its course to proceed along refuel points along the route to its destination. So, it should calculate what the closest refueling point is to the destination that it can reach. It should head there first to refuel and from there on head to its destination or the next refuel point.
5. When 75% of the ships in a fleet are below 25% of their max fuel capacity, the fleet should refuel at the nearest refuel point.
6. Fleets should follow the same rules from point 3 (see above). They should jump more intelligently.
7. Fleets should follow the same rules from point 4 (see above).
8. Before a fleet goes on a new mission it should check how many ships could use refueling. If more then 90% of the ships are below 75% of max fuel capacity, the fleet should do a refueling mission first before going on their actual mission. This check should also be done when a fleet is idling, so that the fleet is ready when a new mission comes in.
9. The ship with the lowest max jump range decides what the max jump range of the fleet is. That ship is the slowest in the fleet, so the fleet should adjust their speed accordingly. They are a fleet that should work together and not race each other to the destination.
10. When 90% of the ships in the fleet are not in proximity of the flagship, the fleet should do a regroup mission.
11. When a ship in a fleet is below 25% of max fuel capacity for over 15 real time minutes and it's not in proximity of the flagship, that ship should automatically leave the fleet and do a refuel mission.
12. When a ship has 0% of fuel for over 15 real time minutes, it should have the status changed to "adrift" (and the collour changed as well) and should not be added by the AI into a fleet until the "adrift" ship refuels. Usually such ships are in the middle of nowhere with no fuel, unable to do anything for a long time.
13. A fleet should never add ships that have less then 25% of max fuel capacity.
I feel like the AI simply cannot handle the fuel feature at the moment because it doesn't follow rules similar to the ones I just described. The AI desperately needs some "common sense" when handling fuel. So the main thing in the above points is that refueling becomes more of an action that the AI performs while performing a mission, instead of an entire mission on its own.
The above points are just some quick thoughts, so they could contain errors but I hope they will give you an idea of some things you could do.
To be honest, if I could I would disable fuel altogether because I feel fuel really cripples the AI. However, I'm sure such an option would never happen because the devs put too much work into fuel and it plays too much of a role already.