taltamir -> RE: "We will not tolerate the presence of your forces in our territory. " (4/8/2010 7:53:03 PM)
|
quote:
ORIGINAL: Fishman quote:
ORIGINAL: taltamir this is sensible... it also has to do with costs... having armed merchants is unsustainable compared to an armed military escort. Are you joking? Having armed merchantmen is FAR cheaper than an armed military escort! There are several points. 1. There are HUNDREDS of merchant cruisers flying about. Assigning an escort to each of them involves building several hundred battlecruisers and attaching them to each one individually, then making sure they REMAIN attached. 2. Several hundred battlecruisers costs WAY more than simply taking the battlecruisers' GUNS and stapling them onto the merchant cruisers. 3. When you do this, the private sector pays for this, at no cost to the Imperial budget. Some of them occasionally seem to decide not to purchase these armed designs, opting for the unarmed default designs. Natural selection quickly resolves these cases. Space is a tough place where wimps eat flaming plasma death. The sustainability of armed merchantmen has already been empirically proven based on the fact that people have DONE it, and this is why this issue has come up. In comparison, equipping each merchantman with an escort battlecruiser not only fails to solve the problem at all, but is logistically infeasible in terms of both player time and cost. I meant in the context of the game, I am the one quoting how armed merchantmen worked in real life and is proven to be real and functional. However, it SHOULD be more expensive... Why in the world would you assign ESCORTS to every ship? you have warp engines that let you respond to any pirate activities in the system instantly, and any pirate activity in nearby system is effectively instant at higher warp tech levels. If 3 nearby star systems have 50 merchant ships between them, plonking a gun on each is cheaper than assigning a full escort to each (50 escort)... but 6 gunboats (2 in each system, attack any hostile that enters the system, if a larger force arrives the 4 ships from the neighboring systems warp in as well) are cheaper then 50 guns and FAR more effective (since those ships are built for war)... that was my point... it is cheaper to have unarmed merchant in a SECURE area, but ONLY if it is secure. Also extra cost of merchant ships SHOULDN'T be free as it costs the merchants money. if it is in the game then that is a mis-implementation... there are several issues here: 1. Pirates should not blow up ships, they should plunder them. 2. Pirates should never attack star-bases, there is NOTHING for them to gain 3. If pirates attack a mining station, it should be to plunder, not destroy it. 4. The AI should not be "escorting" ships but securing systems... since I have never seen a deep space battle via hyperspace intercept it seems that combat is only plausible in systems... so you need to secure merchants in systems, and in their destination... this means proactively engaging pirates (or enemy empires) as they enter your systems. 5. Armed merchants should cost more and thus produce less income. However, until that is all implemented putting a few guns on your merchants is by far the best tactic, but it has the downside of making all the other empires furious at you.
|
|
|
|