Suggestion: Fleet engagement ranges
Posted: Mon Aug 22, 2022 11:44 pm
Please make it so that if a fleet want to go some place it actually count the range it needs to travel and not just the shortest range to that spot.
As ships need to jump between systems and Nebulas will have a very big effect you will see fleets running out of fuel in areas of difficult terrain of badly positioned stars.
Fleets with tankers also should stop and refuel if possible before going into the area of a mission, just in case. The chance of this happening should probably be closer to if the fleet used up more than half of its fuel on any ship... or some such. The issue is that combat can sometimes take a long time and combat will eat allot of fuel, sometime leaving ships that went into the are with low fuel without fuel... ships who are very low on fuel should also escape from a battle... ending up without fuel in a battle is basically a death sentence.
In any case... automated fleets need to be allot smarter with how they use fuel and the engagement ranges of the fleets.
In addition to this I would like to see ships and fleets plan their trips with refuelling point in mind. Currently ships or fleets will just ignore perfect opportunities to refuel and spending all fuel and then limp to the end destination. This might be a particular issue if you top up a fleet and a ship is at the end of the empire and need to travel all the way across and it just ignore having to refuel on the way.
The same is true of a patrol fleet that goes to fight some pirates and end up spending most of it's fuel in the fight. Now it might just ignore any refuelling option before heading back, such as tankers or a refuelling spot.
I sometimes find I have to babysit my fleets and ships a bit too much so they don't end up without fuel.
It should not be terribly difficult for a ship/fleet to know if the fuel it has will carry them to the end destination given the jumps needed at the start of the trip. If the trip is dangerously close to empty fuel the ship should make a different trip that include a fuel station or simply call for a fuel tanker to help them out.
I also see fleets with tankers running out of fuel trying to get home... they don't seem to stop and refuel sometimes.
Ships just seem to rather travel on without fuel rather than wait for a tanker to show up and help them out... sometimes it might be faster to drive without fuel... but it should not be terribly hard to find a tanker and see how far away it is and make some judgement if they should wait or simply soldier on.
As ships need to jump between systems and Nebulas will have a very big effect you will see fleets running out of fuel in areas of difficult terrain of badly positioned stars.
Fleets with tankers also should stop and refuel if possible before going into the area of a mission, just in case. The chance of this happening should probably be closer to if the fleet used up more than half of its fuel on any ship... or some such. The issue is that combat can sometimes take a long time and combat will eat allot of fuel, sometime leaving ships that went into the are with low fuel without fuel... ships who are very low on fuel should also escape from a battle... ending up without fuel in a battle is basically a death sentence.
In any case... automated fleets need to be allot smarter with how they use fuel and the engagement ranges of the fleets.
In addition to this I would like to see ships and fleets plan their trips with refuelling point in mind. Currently ships or fleets will just ignore perfect opportunities to refuel and spending all fuel and then limp to the end destination. This might be a particular issue if you top up a fleet and a ship is at the end of the empire and need to travel all the way across and it just ignore having to refuel on the way.
The same is true of a patrol fleet that goes to fight some pirates and end up spending most of it's fuel in the fight. Now it might just ignore any refuelling option before heading back, such as tankers or a refuelling spot.
I sometimes find I have to babysit my fleets and ships a bit too much so they don't end up without fuel.
It should not be terribly difficult for a ship/fleet to know if the fuel it has will carry them to the end destination given the jumps needed at the start of the trip. If the trip is dangerously close to empty fuel the ship should make a different trip that include a fuel station or simply call for a fuel tanker to help them out.
I also see fleets with tankers running out of fuel trying to get home... they don't seem to stop and refuel sometimes.
Ships just seem to rather travel on without fuel rather than wait for a tanker to show up and help them out... sometimes it might be faster to drive without fuel... but it should not be terribly hard to find a tanker and see how far away it is and make some judgement if they should wait or simply soldier on.