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Should Exploration and Construction ships be able to self-upgrade/refuel?

 
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Should Exploration and Construction ships be able to se... - 2/6/2021 2:19:18 PM   
zgrssd

 

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Edit:
Oh FFS.
I EXPLICITLY AND UNAMBIGIOUSLY SAID THAT THIS DOES NOT ABOUT MILITARY SHIPS. STOP TALKING ABOUT MILITARY SHIPS!

Sometimes another game has a really good idea that is worth copying:
In Stellaris, Construction and Scienec ships automatically upgrade themself with any new technology, for free, while in deep space. (Stellairs troop transports do too, but they do not compare to DW1 troop transports).
This allows them to benefit from FTL and Sensor upgrades quickly, without having to backtrack all the way to a spaceport.

In DW1, both kinds of ships have to return to a spaceport (Exploration) or even planet (Construction Ships) for retrofits. This is a lot of time spend in FTL. And especially construction ships have to use the much more limited Planetary Yards for the work.

In DW2 it sounds like the Planet and Spaceport yards are 100% interchangeable, with the planet one simply being slower. The different levels of exploration also indicate there can be a benefit to have the Exploration Ships return home, to get better sensors, to do some additional scanning work.
Still, maybe some automatic self-upgrading would be a usefull ability to avoid having to backtrack entirely? Naturally in DW it would not be free or instant.

Construction Ships
These have the best case for it, as they already have all the manufactoring and construction equipment to make and install components.
They can create stations from raw materials.
Repair ship wrecks involving technology far beyond the players into fully operational ships.
They have all the construction ability of a port and then some (being also mobile). Why should they be unable to upgrade themself?

The only real limitation here is resources: The new component might need resources that you can not get by recycling the old one. There are 3 options to deal with that:
1. Have them go to the nearest base with those resources. Less of a track, but still one.
2. Call a freighter to deliver the missing resources, while flying towards it for a rendevous even in deep space. They already do this in DW1, if they somehow lack resources for a Station (design changed, there was not enough at the stop, etc.)
3. Have them pre-emptively store enough resource to do a full upgrade on the fly. The number of components is more static in DW2, so ship resource costs can not siginifcantly increase on the fly.
4. Their construction equipment can be used to make mining equipment. So why not let them act as a slow form of Miner, so they can go and extract the needed resources themself from stellar objects?
3+4 could even be combined - store in advance, but mine whatever you are missing

Exploration Ships
They have a weaker case here. Unlike Construction Ships, they do not come with all the gear to make entire stations.
They should however still have laboratories and equipment to gather samples from a planet. So they might just be able to extract and process resources for their own upgrades. Or even self repair (even if the Damage Control is not yet generally avalible).

Way more important for them would be the ability to extract their own fuel, however. Construction Ships usually have to return to base for Raw building materials anyway, at wich point they might as well fuel up.
Exploration ships however are about going far away from any friendly station. When they find a Caslon/Hydrogen Gas giant and their fuel is less then full, they migh as well "top up". And if they reach the end of their fuel range, they might return to the nearest (save) planet with the proper resources.

Does anybody else think those changes would be a good idea, or is it just me?

< Message edited by zgrssd -- 4/3/2021 8:36:08 PM >
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RE: Should Exploration and Construction ships be able t... - 2/6/2021 5:26:09 PM   
Latisrof

 

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I would rather have the ability to control whether or not my ships are retrofitted, as budgeting concerns always play a part in these decisions, and although I understand that it can be painful at first to watch your ships retread old ground, acknowledge you enemies have to do the same. (This is assuming these automatic upgrades would cost money, and you could just toggle it off.)

In my opinion, you are trying to make these ships too efficient, it won't break the game but I don't think it would make it any better either. The fun of the game, at least for me, comes from getting these different classes of ships to work together, if freighters could mine resources, and build stations, there wouldn't be any need for any other class of ship. I like that freighters represent the life blood of your economy, and it's dependent on the decisions you make with your construction ships. A good tip to get around the inefficiency of construction ships, and exploration ships is simply to make more.

(in reply to zgrssd)
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RE: Should Exploration and Construction ships be able t... - 2/6/2021 5:33:06 PM   
zgrssd

 

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quote:

The fun of the game, at least for me, comes from getting these different classes of ships to work together, if freighters could mine resources, and build stations, there wouldn't be any need for any other class of ship.

That would not be an issue if the proper Ships for those jobs are 10-100 times faster.

You can give a ship a token amount of one thing, without totally invalidating all the proper ships that have it.

(in reply to Latisrof)
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RE: Should Exploration and Construction ships be able t... - 2/6/2021 8:07:38 PM   
Latisrof

 

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Not sure I understand what you are saying, but if I had to guess it would be this; If mining ships were faster than freighters then mining ships would be more efficient at mining compared to freighters.

The problem is that this isn't true, because freighters can achieve both the roles of trade and resource management in my hypothetical. Increasing mining ship speed is irrelevant, you could just do the same for the freighter, not to mention mining ships cant sell.

I mean you could just propose a change so that all ships diversify their capabilities, resource management, exploration, military expansion, but in the end there is no specialization in ship type which can have it's own draw backs. So, yeah really I just prefer ship specialization, it doesn't mean your idea is bad though, bacon would probably agree with you on a lot.

< Message edited by Latisrof -- 2/6/2021 8:08:12 PM >

(in reply to zgrssd)
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RE: Should Exploration and Construction ships be able t... - 2/6/2021 10:35:50 PM   
zgrssd

 

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quote:

ORIGINAL: Latisrof

Not sure I understand what you are saying, but if I had to guess it would be this; If mining ships were faster than freighters then mining ships would be more efficient at mining compared to freighters.

The problem is that this isn't true, because freighters can achieve both the roles of trade and resource management in my hypothetical. Increasing mining ship speed is irrelevant, you could just do the same for the freighter, not to mention mining ships cant sell.

I mean you could just propose a change so that all ships diversify their capabilities, resource management, exploration, military expansion, but in the end there is no specialization in ship type which can have it's own draw backs. So, yeah really I just prefer ship specialization, it doesn't mean your idea is bad though, bacon would probably agree with you on a lot.

I seriously do not understand what the issue here is:
5 < 10 < 100

If CONSTURCTION ships had a mining score of 5 and MINING SHIPS had a mining score of 100, no way in hell would Construction ships replace mining ships!
So the problem you are trying to invent, is nowhere in anything that I wrote.

(in reply to Latisrof)
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RE: Should Exploration and Construction ships be able t... - 2/7/2021 12:51:33 AM   
Hazard151

 

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Exploration ships should definitely not be capable of self upgrading. Construction ships might be capable of self upgrading, working on the presumption they can build and place new components for themselves, but I'd definitely restrict them from being able to replace their reactors and hyperdrives, which would be the components you'd be most interested in upgrading without a shipyard anyway.

The reason for this is because space construction capacity is such a critical component of Distant Worlds' decision making. Deciding whether or not to send entire fleets back home for refits or keeping them working on the front lines even if their designs have been surpassed due to advancing technology matters plenty. In opportunity cost because those ships stuck cueing up for refit aren't doing defense and pirate suppression work.

(in reply to zgrssd)
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RE: Should Exploration and Construction ships be able t... - 2/7/2021 3:26:29 PM   
zgrssd

 

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quote:

ORIGINAL: Hazard151

The reason for this is because space construction capacity is such a critical component of Distant Worlds' decision making. Deciding whether or not to send entire fleets back home for refits or keeping them working on the front lines even if their designs have been surpassed due to advancing technology matters plenty. In opportunity cost because those ships stuck cueing up for refit aren't doing defense and pirate suppression work.

Neither construction nor Exploration ships are operating on the "front lines" doing "defense and pirate supression work".

Those are military ships. And not with a SINGLE LETTER did I suggest this for Military Ships!

The points you are arguing against - it is insulting that you even suggest I made anything fo the sort.

(in reply to Hazard151)
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RE: Should Exploration and Construction ships be able t... - 2/7/2021 3:55:33 PM   
Hazard151

 

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But explorer and construction ships in dock are occupying a dock that could be used for a military ship for construction, refit or repair. And this ignores the scouting done by exploration ships and space infrastructure construction done by construction ships, including forward defense bases and refueling stations.

< Message edited by Hazard151 -- 2/7/2021 4:20:18 PM >

(in reply to zgrssd)
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RE: Should Exploration and Construction ships be able t... - 2/7/2021 9:31:46 PM   
zgrssd

 

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quote:

ORIGINAL: Hazard151

But explorer and construction ships in dock are occupying a dock that could be used for a military ship for construction, refit or repair. And this ignores the scouting done by exploration ships and space infrastructure construction done by construction ships, including forward defense bases and refueling stations.

What giant Exploration fleets did you have in DW1?
In DW1 construction ships only ever blocked the planetary Yard. Wich never directly interfered with Military Ship building. And in DW1, they will use the Shipyards anyway if avalible.
The Private fleet should overshadow them with the ugprade need by an order of Magnitude.

And the military fleet, has about 2 times the components that might need upgrades (ECM, target Sensors, Damage Control, Boarding Pods, Weapons, etc.) so if anyhting, they are the ones blocking the Exploration ships.

< Message edited by zgrssd -- 2/7/2021 9:40:51 PM >

(in reply to Hazard151)
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RE: Should Exploration and Construction ships be able t... - 2/13/2021 1:19:06 PM   
StormingKiwi

 

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How is this a good idea? In Distant Worlds, you have a meaningful choice between upgrading and replacing your fleet of ships. In Stellaris you don't, and the primary reason is because the developers of that game have different perspectives on what makes an engaging strategy game, filling it up with busy work and micromanagement.

(in reply to zgrssd)
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RE: Should Exploration and Construction ships be able t... - 2/13/2021 1:40:23 PM   
geforth


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Stellaris and Distant worlds are two completely different games. In stellaris you have an universe without simulation and it is complete static. No traffic, no freighters, no private economy. The whole game is extremely abstracted and it is defined by values which goes up and down and you have everything under control. And in this abstracted universe it is maybe okay to make such things (but which are controversially discussed by the community and it is done because the clausewitz engine is at the end). Distant Worlds simulates a lot, like the transport of goods and the non player controlled private economy. In distant Worlds 2 such things will be a massive immersion break.

But of course, upgrades in the stellar space could be realizable in distant worlds. Maybe the player can build upgrade ships, which transport goods and technology like in tng which they collect in deep space stations. Could be a cool feature. ^^

< Message edited by geforth -- 2/13/2021 1:52:32 PM >

(in reply to StormingKiwi)
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RE: Should Exploration and Construction ships be able t... - 2/13/2021 2:43:44 PM   
Jorgen_CAB

 

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quote:

ORIGINAL: zgrssd

Sometimes another game has a really good idea that is worth copying:
In Stellaris, Construction and Scienec ships automatically upgrade themself with any new technology, for free, while in deep space. (Stellairs troop transports do too, but they do not compare to DW1 troop transports).
This allows them to benefit from FTL and Sensor upgrades quickly, without having to backtrack all the way to a spaceport.

In DW1, both kinds of ships have to return to a spaceport (Exploration) or even planet (Construction Ships) for retrofits. This is a lot of time spend in FTL. And especially construction ships have to use the much more limited Planetary Yards for the work.

In DW2 it sounds like the Planet and Spaceport yards are 100% interchangeable, with the planet one simply being slower. The different levels of exploration also indicate there can be a benefit to have the Exploration Ships return home, to get better sensors, to do some additional scanning work.
Still, maybe some automatic self-upgrading would be a usefull ability to avoid having to backtrack entirely? Naturally in DW it would not be free or instant.


This is just a terrible idea that we should NOT copy from a game like Stellaris or other games... the current way it works involve allot more tactical and strategical choices... it also make zero sense that ships are able to just upgrade themselves, even construction ships for many practical reasons.

Designing a ship to be able to upgrade itself would be a complete waste of space and you would have to invest allot of other opportunity of efficiency into that hull... unless you want ships just magically have this ability without equiping them with some large cumbersome module to do it?!?

I just don't see any reason what so ever to introduce something that remove what is the fun and interesting part of DW.

Ships usually have to go back to stations once in a while to re-fuel and so that is a perfect time to upgrade them. If I play a game like Aurora 4x if anyone played that you also need to maintain ships as well, we don't need to do that in DW. I would rather we would need to actually maintain ships as well like in Aurora 4x if I had my wish come true, would make this game even more strategic as ships can't just sit anywhere in space without being maintained over time. Only stations would be able to maintain themselves built into their hull structure.


< Message edited by Jorgen_CAB -- 2/13/2021 2:48:07 PM >

(in reply to zgrssd)
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RE: Should Exploration and Construction ships be able t... - 2/13/2021 2:57:19 PM   
SirHoraceHarkness


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quote:

ORIGINAL: Jorgen_CAB

~snip~



Ships already auto upgrade without the need for a refit in DWU when you research an improvement to an existing tech. So after you get the first tech level unlocked you get the benefit of any new research on it even if the ship is half way across the galaxy. It's only when there is a brand new tech in a certain line that requires a trip to a dry dock.

(in reply to Jorgen_CAB)
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RE: Should Exploration and Construction ships be able t... - 2/13/2021 3:54:19 PM   
Jorgen_CAB

 

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quote:

ORIGINAL: SirHoraceHarkness


quote:

ORIGINAL: Jorgen_CAB

~snip~



Ships already auto upgrade without the need for a refit in DWU when you research an improvement to an existing tech. So after you get the first tech level unlocked you get the benefit of any new research on it even if the ship is half way across the galaxy. It's only when there is a brand new tech in a certain line that requires a trip to a dry dock.



Not in regards to all components though... I hope that every component is a new one in DW2 but I assume that some are just straight up upgrades and auto upgrade now as well. I don't like this to be honest as it just feels wrong to me. Every new technology should require a refit to be applied properly.

This is one of the aspect I really like in Aurora 4x... even if this game also have some technology that instantly increase efficiency... but this is mainly for planetary installations not ship components that you also need to research as well individually.


< Message edited by Jorgen_CAB -- 2/13/2021 3:57:59 PM >

(in reply to SirHoraceHarkness)
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RE: Should Exploration and Construction ships be able t... - 2/15/2021 12:13:11 AM   
zgrssd

 

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quote:

ORIGINAL: geforth

Stellaris and Distant worlds are two completely different games. In stellaris you have an universe without simulation and it is complete static. No traffic, no freighters, no private economy. The whole game is extremely abstracted and it is defined by values which goes up and down and you have everything under control. And in this abstracted universe it is maybe okay to make such things (but which are controversially discussed by the community and it is done because the clausewitz engine is at the end). Distant Worlds simulates a lot, like the transport of goods and the non player controlled private economy. In distant Worlds 2 such things will be a massive immersion break.

But of course, upgrades in the stellar space could be realizable in distant worlds. Maybe the player can build upgrade ships, which transport goods and technology like in tng which they collect in deep space stations. Could be a cool feature. ^^

Funny you mention stations. Because in DW1 they could upgrade themself, lightyears from the nearest colony. No material deliveries or construction ship needed.
All you realy did was click a button and pay some credits.
Only planetary stations actually used the planets yards.


quote:

ORIGINAL: Jorgen_CAB

quote:

ORIGINAL: zgrssd

Sometimes another game has a really good idea that is worth copying:
In Stellaris, Construction and Scienec ships automatically upgrade themself with any new technology, for free, while in deep space. (Stellairs troop transports do too, but they do not compare to DW1 troop transports).
This allows them to benefit from FTL and Sensor upgrades quickly, without having to backtrack all the way to a spaceport.

In DW1, both kinds of ships have to return to a spaceport (Exploration) or even planet (Construction Ships) for retrofits. This is a lot of time spend in FTL. And especially construction ships have to use the much more limited Planetary Yards for the work.

In DW2 it sounds like the Planet and Spaceport yards are 100% interchangeable, with the planet one simply being slower. The different levels of exploration also indicate there can be a benefit to have the Exploration Ships return home, to get better sensors, to do some additional scanning work.
Still, maybe some automatic self-upgrading would be a usefull ability to avoid having to backtrack entirely? Naturally in DW it would not be free or instant.


This is just a terrible idea that we should NOT copy from a game like Stellaris or other games... the current way it works involve allot more tactical and strategical choices... it also make zero sense that ships are able to just upgrade themselves, even construction ships for many practical reasons.

Designing a ship to be able to upgrade itself would be a complete waste of space and you would have to invest allot of other opportunity of efficiency into that hull... unless you want ships just magically have this ability without equiping them with some large cumbersome module to do it?!?

I just don't see any reason what so ever to introduce something that remove what is the fun and interesting part of DW.

Ships usually have to go back to stations once in a while to re-fuel and so that is a perfect time to upgrade them. If I play a game like Aurora 4x if anyone played that you also need to maintain ships as well, we don't need to do that in DW. I would rather we would need to actually maintain ships as well like in Aurora 4x if I had my wish come true, would make this game even more strategic as ships can't just sit anywhere in space without being maintained over time. Only stations would be able to maintain themselves built into their hull structure.


I already explored the module limits, in the 3/4 of the Post you did not quote.

Stations in DW1 were already capable of self-upgrading, no deliveries or construction ships needed. Still cost money. I am merely asking if that should be expanded to Construction and Exploration ships.

And if they would actually go and be upgraded when refueling, it would be wonderfull. They do not!
Exploration ships can refuel at literally every gas mining station.
But can only upgrade at a space ports. Depending on the range, they might need several refueling stop just to reach a space port.

And even on automatic, the Consturction ship never queues an upgrade as long as I saw it.
Hopefully the part where construciton ships are now private economy and there is no longer planet/station shipyard difference helps.


quote:

ORIGINAL: SirHoraceHarkness


quote:

ORIGINAL: Jorgen_CAB

~snip~



Ships already auto upgrade without the need for a refit in DWU when you research an improvement to an existing tech. So after you get the first tech level unlocked you get the benefit of any new research on it even if the ship is half way across the galaxy. It's only when there is a brand new tech in a certain line that requires a trip to a dry dock.


They never do when I play the game.
95% of all Upgrades are new components, that need to be installed.

The only truly passive bonuses I ever saw in DWU:
- are the Racial bonuses (wich includes the species you capture)
- a handfull of ground combat ones. However the bulk is "newly recruited units" only

(in reply to geforth)
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RE: Should Exploration and Construction ships be able t... - 2/15/2021 3:33:28 AM   
SirHoraceHarkness


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quote:

ORIGINAL: zgrssd

They never do when I play the game.
95% of all Upgrades are new components, that need to be installed.


When you unlock a new component there are typically a few more research projects that impact it. So after you unlock say plasma thunderbolts every new research item completed after it will automatically grant its new bonus without a refit.

(in reply to zgrssd)
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RE: Should Exploration and Construction ships be able t... - 2/15/2021 4:59:40 AM   
zgrssd

 

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quote:

ORIGINAL: SirHoraceHarkness


quote:

ORIGINAL: zgrssd

They never do when I play the game.
95% of all Upgrades are new components, that need to be installed.


When you unlock a new component there are typically a few more research projects that impact it. So after you unlock say plasma thunderbolts every new research item completed after it will automatically grant its new bonus without a refit.

Are you talking about a Modded game?

I could find no tech or Component called "Plasma Thruster". Every last Research under Energy & Construction unlocks a component.
Except for the Standalone Construction Size upgrades, but you need to retrofit to get use from those too.

The Vanilla Game avoids passive bonuses like the Plague, having all progress be a new component.

< Message edited by zgrssd -- 2/15/2021 5:00:18 AM >

(in reply to SirHoraceHarkness)
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RE: Should Exploration and Construction ships be able t... - 2/15/2021 9:17:21 AM   
Jorgen_CAB

 

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quote:

ORIGINAL: zgrssd

I already explored the module limits, in the 3/4 of the Post you did not quote.

Stations in DW1 were already capable of self-upgrading, no deliveries or construction ships needed. Still cost money. I am merely asking if that should be expanded to Construction and Exploration ships.

And if they would actually go and be upgraded when refueling, it would be wonderfull. They do not!
Exploration ships can refuel at literally every gas mining station.
But can only upgrade at a space ports. Depending on the range, they might need several refueling stop just to reach a space port.

And even on automatic, the Consturction ship never queues an upgrade as long as I saw it.
Hopefully the part where construciton ships are now private economy and there is no longer planet/station shipyard difference helps.




My take is basically that the logic for when and how the upgrade is done are the major issue. I think the logic for when a ship turn back to upgrade is more important.

Ships should only begin an upgrade when it is out of fuel or in case of a construction or mining ship when it heads back to either refuel or deliver/pick up minerals.

I don't want ships to be able to refit in space as it make no sense for ships to include such most likely bulky components to perform such things in space. It is Ok for a stations as they don't need engines to drag such modules around the galaxy and it makes more sense as they can't move. Having construction ships needing to move to every station and upgrading them might not be the most efficient in terms of time, better to have most station capable of doing their own upgrade most of the time. The only thing the stations need are the minerals and they can be delivered by freighters.

I think that way it works right now in DW:U is the best way even if the logic sometimes are a bit flawed around when and how they upgrade. So... fix the logic and not the system is my opinion.

Another thing is when you make a new design... sometimes you should not make a new design and upgrade ships every time you research a new component, can be rather inefficient as you have to recall allot of ships too often. This is a strategic choice you are making.
I mainly play game like this on rather slow tech progression so I probably notice these things less though.

< Message edited by Jorgen_CAB -- 2/15/2021 9:23:17 AM >

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RE: Should Exploration and Construction ships be able t... - 2/15/2021 10:07:15 AM   
Hyperion1


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In fact if we follow the logic, the bases themselves would be upgraded with the help of constructors.

(in reply to Jorgen_CAB)
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RE: Should Exploration and Construction ships be able t... - 2/15/2021 2:50:21 PM   
zgrssd

 

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quote:

ORIGINAL: Jorgen_CAB

I don't want ships to be able to refit in space as it make no sense for ships to include such most likely bulky components to perform such things in space. It is Ok for a stations as they don't need engines to drag such modules around the galaxy and it makes more sense as they can't move.

Construction ships have the construction yard - a size 20 component. It also has storage to store the resource.
Putting those facilities into a Military ship would easily take up 1/2 to 1/4 of the overall ship size allowance.
And that is all asuming Construction Components aren't actually slot limited to one ship and one station design, wich has no weapon slots to arm anyway or no engines to move. Wich would make your problem impossible to produce.

As for standing still: Construction Ships in DW1 already need to stand still to use their Factories or their Construction components. As well as their Solar Collectors. No reason it would work differently here.

So your entire problem seems to be based on falacies and improper understanding of the DW1 rules - wich unless explicitly mentioned, we have to asume still apply.

< Message edited by zgrssd -- 2/15/2021 2:51:22 PM >

(in reply to Jorgen_CAB)
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RE: Should Exploration and Construction ships be able t... - 2/15/2021 3:21:42 PM   
Jorgen_CAB

 

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quote:

ORIGINAL: zgrssd

quote:

ORIGINAL: Jorgen_CAB

I don't want ships to be able to refit in space as it make no sense for ships to include such most likely bulky components to perform such things in space. It is Ok for a stations as they don't need engines to drag such modules around the galaxy and it makes more sense as they can't move.

Construction ships have the construction yard - a size 20 component. It also has storage to store the resource.
Putting those facilities into a Military ship would easily take up 1/2 to 1/4 of the overall ship size allowance.
And that is all asuming Construction Components aren't actually slot limited to one ship and one station design, wich has no weapon slots to arm anyway or no engines to move. Wich would make your problem impossible to produce.

As for standing still: Construction Ships in DW1 already need to stand still to use their Factories or their Construction components. As well as their Solar Collectors. No reason it would work differently here.

So your entire problem seems to be based on falacies and improper understanding of the DW1 rules - wich unless explicitly mentioned, we have to asume still apply.


First of... it is a very different thing for a ship to work on itself and not something else... and constructors need not only the tools it also need factories and the storage to do what it needs to do. Do you expect a military ship to be equipped with all this just to upgrade in the field?!?

Or do you mean that a construction ship could be used to upgrade ships someplace else?!?

In general I would probably see a constructor to be more of a civilian type of ship so working on military ships might be a bit to complex... just in general. But perhaps not beyond the realm of impossible as long as you have all the resources available.

Equipping ships with self upgrading equipment must be more or less a total waste of mass for anything but space stations, especially explorers that needs to have lot's of range to move all that mass around. They are still going to have to return to grab the resources they need from time to time, not to mention all the extra fuel they will need to move that mass around.

Even for space station I think that for a more "realistic" perspective then constructors would be the more sane choice to upgrade them instead of including all the equipment on them to do it themselves. But from a gaming perspective it probably is just easier for all stations to be able to upgrade themselves as long as they have the material to do so. I think this is mostly about game performance than anything else.

From a logical perspective it make very little sense and from a game-play perspective I think it is a bad idea. We should be bothered by the logistical need for managing shipyards and their placements.

< Message edited by Jorgen_CAB -- 2/15/2021 3:27:45 PM >

(in reply to zgrssd)
Post #: 21
RE: Should Exploration and Construction ships be able t... - 2/15/2021 4:25:11 PM   
SirHoraceHarkness


Posts: 400
Joined: 5/17/2015
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quote:

ORIGINAL: zgrssd

Are you talking about a Modded game?

I could find no tech or Component called "Plasma Thruster". Every last Research under Energy & Construction unlocks a component.
Except for the Standalone Construction Size upgrades, but you need to retrofit to get use from those too.

The Vanilla Game avoids passive bonuses like the Plague, having all progress be a new component.


Plasma thunderbolts are the end weapon component on the energy torpedo tree. They unlock when you finish advanced plasma physics and after you refit a ship to them they no longer need a refit to benefit from the last two research fields since they only improve the plasma thunderbolt not replace it with a new component. This works the same for all components and you only need to refit to upgrade to a new component since improvements are instantly applied as soon as the research ends.

[image]https://imgur.com/K88Rnfx[/image]

< Message edited by SirHoraceHarkness -- 2/15/2021 4:33:52 PM >

(in reply to zgrssd)
Post #: 22
RE: Should Exploration and Construction ships be able t... - 2/15/2021 10:50:02 PM   
zgrssd

 

Posts: 3385
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quote:

ORIGINAL: Jorgen_CAB

quote:

ORIGINAL: zgrssd

quote:

ORIGINAL: Jorgen_CAB

I don't want ships to be able to refit in space as it make no sense for ships to include such most likely bulky components to perform such things in space. It is Ok for a stations as they don't need engines to drag such modules around the galaxy and it makes more sense as they can't move.

Construction ships have the construction yard - a size 20 component. It also has storage to store the resource.
Putting those facilities into a Military ship would easily take up 1/2 to 1/4 of the overall ship size allowance.
And that is all asuming Construction Components aren't actually slot limited to one ship and one station design, wich has no weapon slots to arm anyway or no engines to move. Wich would make your problem impossible to produce.

As for standing still: Construction Ships in DW1 already need to stand still to use their Factories or their Construction components. As well as their Solar Collectors. No reason it would work differently here.

So your entire problem seems to be based on falacies and improper understanding of the DW1 rules - wich unless explicitly mentioned, we have to asume still apply.


Do you expect a military ship to be equipped with all this just to upgrade in the field?!?


No.
WICH IS WHY I NEVER SUGGESTED SOMETHING THAT STUPID.

Either it is your bad argument - or nobodies argument. Please get that through your skull already!

(in reply to Jorgen_CAB)
Post #: 23
RE: Should Exploration and Construction ships be able t... - 2/15/2021 11:45:07 PM   
StormingKiwi

 

Posts: 63
Joined: 2/11/2021
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quote:

ORIGINAL: zgrssd


quote:

ORIGINAL: Jorgen_CAB

Do you expect a military ship to be equipped with all this just to upgrade in the field?!?


No.
WICH IS WHY I NEVER SUGGESTED SOMETHING THAT STUPID.

Either it is your bad argument - or nobodies argument. Please get that through your skull already!

I imagine Jorgen_CAB is referring to this part of your OP:

quote:

ORIGINAL: zgrssd

Exploration Ships
They have a weaker case here. Unlike Construction Ships, they do not come with all the gear to make entire stations.
They should however still have laboratories and equipment to gather samples from a planet. So they might just be able to extract and process resources for their own upgrades. Or even self repair (even if the Damage Control is not yet generally avalible).

Way more important for them would be the ability to extract their own fuel, however. Construction Ships usually have to return to base for Raw building materials anyway, at wich point they might as well fuel up.
Exploration ships however are about going far away from any friendly station. When they find a Caslon/Hydrogen Gas giant and their fuel is less then full, they migh as well "top up". And if they reach the end of their fuel range, they might return to the nearest (save) planet with the proper resources.

Does anybody else think those changes would be a good idea, or is it just me?


It's a bad mechanic in Stellaris and it would be a bad mechanic in Distant Worlds 2 too.

(in reply to zgrssd)
Post #: 24
RE: Should Exploration and Construction ships be able t... - 2/15/2021 11:59:26 PM   
Jorgen_CAB

 

Posts: 336
Joined: 3/17/2010
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Well... yes... I was mainly talking about explorers and constructors in general. I was not the one who brought up military ships, that was because I was a bit confused if "zgrssd" meant you could include it to them or not, it was not clear from that post.

I still think it is too easy to assume a ship can upgrade itself without very specific equipment for just that. I don't even think the basic equipment a constructor comes with is enough for that. Do we even have anything really remotely able to do this in reality, an Oil rig maybe can do much of this... but can they really?!?

< Message edited by Jorgen_CAB -- 2/16/2021 12:01:14 AM >

(in reply to StormingKiwi)
Post #: 25
RE: Should Exploration and Construction ships be able t... - 2/20/2021 6:54:06 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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quote:

ORIGINAL: Jorgen_CAB

Well... yes... I was mainly talking about explorers and constructors in general. I was not the one who brought up military ships, that was because I was a bit confused if "zgrssd" meant you could include it to them or not, it was not clear from that post.


I was already very specific about this not applying to Military Ships:

quote:

ORIGINAL: zgrssd


quote:

ORIGINAL: Hazard151

The reason for this is because space construction capacity is such a critical component of Distant Worlds' decision making. Deciding whether or not to send entire fleets back home for refits or keeping them working on the front lines even if their designs have been surpassed due to advancing technology matters plenty. In opportunity cost because those ships stuck cueing up for refit aren't doing defense and pirate suppression work.

Neither construction nor Exploration ships are operating on the "front lines" doing "defense and pirate supression work".

Those are military ships. And not with a SINGLE LETTER did I suggest this for Military Ships!

The points you are arguing against - it is insulting that you even suggest I made anything fo the sort.




quote:

ORIGINAL: Jorgen_CAB

I still think it is too easy to assume a ship can upgrade itself without very specific equipment for just that. I don't even think the basic equipment a constructor comes with is enough for that. Do we even have anything really remotely able to do this in reality, an Oil rig maybe can do much of this... but can they really?!?

The construction ship already has extremely specific equipment - construction equipment!
And if that comes for the science ship, it would be tied to a "Science Laboratory" Module. Wich could easily be very specific as well.

A construction ship already has the gear to:
- build mining gear
- build components from raw materials that were mined
- assemble those components into entire working stations
- turn shipwreck into operation ships, in the middle of deep space

Putting a component into a Mining Station, in a 0-G environment.
Putting a component into itself, in a 0-G environment.
I fail to see any difference in those scenarios.

The most difficult thing might be replacing a life support component as you kinda need it. But chances are high you got more then 1 of those components and can life the few hours for the switch with only one.
Given that they apparently carry a entire mining station, science staiton or starports worth of crew without it even being a entry in the Cargohold, we can asume there is plenty of excess capacity to go around.

(in reply to Jorgen_CAB)
Post #: 26
RE: Should Exploration and Construction ships be able t... - 2/21/2021 2:45:39 PM   
Jorgen_CAB

 

Posts: 336
Joined: 3/17/2010
Status: offline
quote:

ORIGINAL: zgrssd

quote:

ORIGINAL: Jorgen_CAB

Well... yes... I was mainly talking about explorers and constructors in general. I was not the one who brought up military ships, that was because I was a bit confused if "zgrssd" meant you could include it to them or not, it was not clear from that post.


I was already very specific about this not applying to Military Ships:

quote:

ORIGINAL: zgrssd


quote:

ORIGINAL: Hazard151

The reason for this is because space construction capacity is such a critical component of Distant Worlds' decision making. Deciding whether or not to send entire fleets back home for refits or keeping them working on the front lines even if their designs have been surpassed due to advancing technology matters plenty. In opportunity cost because those ships stuck cueing up for refit aren't doing defense and pirate suppression work.

Neither construction nor Exploration ships are operating on the "front lines" doing "defense and pirate supression work".

Those are military ships. And not with a SINGLE LETTER did I suggest this for Military Ships!

The points you are arguing against - it is insulting that you even suggest I made anything fo the sort.




quote:

ORIGINAL: Jorgen_CAB

I still think it is too easy to assume a ship can upgrade itself without very specific equipment for just that. I don't even think the basic equipment a constructor comes with is enough for that. Do we even have anything really remotely able to do this in reality, an Oil rig maybe can do much of this... but can they really?!?

The construction ship already has extremely specific equipment - construction equipment!
And if that comes for the science ship, it would be tied to a "Science Laboratory" Module. Wich could easily be very specific as well.

A construction ship already has the gear to:
- build mining gear
- build components from raw materials that were mined
- assemble those components into entire working stations
- turn shipwreck into operation ships, in the middle of deep space

Putting a component into a Mining Station, in a 0-G environment.
Putting a component into itself, in a 0-G environment.
I fail to see any difference in those scenarios.

The most difficult thing might be replacing a life support component as you kinda need it. But chances are high you got more then 1 of those components and can life the few hours for the switch with only one.
Given that they apparently carry a entire mining station, science staiton or starports worth of crew without it even being a entry in the Cargohold, we can asume there is plenty of excess capacity to go around.



Still think it is a bad and boring idea.. both from game play and realism perspective...

From a realistic perspective it is making something very complex too simple and is something most people tend to do... things really are so much more complex in reality and gamers tend to think allot in black and white terms... terms that basically rarely exist in the real world... ;)

You suggest that they should be able to have precognitive power to know what resources they will need to do upgrades in the future without acquire the minerals someplace and have all the specialised material and tools to build this new technology. Having your Explores and Constructors to run around finding the minerals they need is kind of absurd too, this is just pointless exercise in stupidity. In reality the crew are also in need to R&R and need to be renewed ones in a while to. Even the most dedicated scientist will have limit on how long they are willing to spend on their jobs, even slaves would need to be replaced as they burn out. Even robotic crew would likely need to be replaced once in a while too.

To take the example of Constructors in DW1... they need to basically head back to a station to get the minerals they need for every project. There is nothing to say that a Constructor is also replacing tools, crew, data, specialists and other stuff in order to preparing for the next project, in essence they are retooling the ship for a specific job. You could say it is necessary for them to get back for every mission in an abstract way for multiple reasons. At the end of the day it is just a mechanic...

Allot of things you are able to do in a game is because of ABSTRACTION, some component in DW1 will upgrade automatically but at some point you need to head back and refit because the new components are too different. This is just an abstraction...

This is a MECHANIC that is part of the game for a reason. It will slow down exploration and put a strain on your logistical planning. It is part of what makes this game different from most other games.

I suppose you have never even tried Aurora 4x?!?... here you need to not just manage fuel but also ship maintenance and crew deployment times... there are practically almost NO components that automatically upgrade. In addition to this you also need to retool every shipyard to produce a specific type of ship (or refit them). This produce a very interesting logistical planning puzzle.

< Message edited by Jorgen_CAB -- 2/21/2021 2:57:57 PM >

(in reply to zgrssd)
Post #: 27
RE: Should Exploration and Construction ships be able t... - 2/24/2021 2:57:25 PM   
Linwood24

 

Posts: 2
Joined: 2/24/2021
Status: offline
I seriously do not understand what the issue here is:
5 < 10 < 100

(in reply to zgrssd)
Post #: 28
RE: Should Exploration and Construction ships be able t... - 2/24/2021 7:40:08 PM   
zgrssd

 

Posts: 3385
Joined: 6/9/2020
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quote:

Still think it is a bad and boring idea.. both from game play and realism perspective...

It does sound like it is no longer needed for construction ships. Apparently construction ships are now part of the Private Economy, so the PE-AI can deal with upgrading them.

quote:

You suggest that they should be able to have precognitive power to know what resources they will need to do upgrades in the future without acquire the minerals someplace and have all the specialised material and tools to build this new technology.

That would bea really good argument against it, if there weren't 3 other ways to skin that feline:

quote:

The only real limitation here is resources: The new component might need resources that you can not get by recycling the old one. There are 3 options to deal with that:
1. Have them go to the nearest base with those resources. Less of a track, but still one.
2. Call a freighter to deliver the missing resources, while flying towards it for a rendevous even in deep space. They already do this in DW1, if they somehow lack resources for a Station (design changed, there was not enough at the stop, etc.)
3. Have them pre-emptively store enough resource to do a full upgrade on the fly. The number of components is more static in DW2, so ship resource costs can not siginifcantly increase on the fly.
4. Their construction equipment can be used to make mining equipment. So why not let them act as a slow form of Miner, so they can go and extract the needed resources themself from stellar objects?
3+4 could even be combined - store in advance, but mine whatever you are missing



quote:

ORIGINAL: Linwood24

I seriously do not understand what the issue here is:
5 < 10 < 100

That is definitely my post from this thread, but you remove the quotation tags and did not actually write a reply.

(in reply to Linwood24)
Post #: 29
RE: Should Exploration and Construction ships be able t... - 2/25/2021 12:30:54 AM   
Jorgen_CAB

 

Posts: 336
Joined: 3/17/2010
Status: offline
quote:

ORIGINAL: zgrssd

Still think it is a bad and boring idea.. both from game play and realism perspective...



In DW:U you could easily automate the retrofit of construction/exploration ship... I assume you could have done that in DW2 if they were state ships too. There really are no real difference other than that you have the option to do it yourself.

< Message edited by Jorgen_CAB -- 2/25/2021 12:31:13 AM >

(in reply to zgrssd)
Post #: 30
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