Deomrve -> RE: Constructor repair damaged ships (11/25/2011 6:49:16 PM)
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quote:
ORIGINAL: Bingeling In my experience, space ports on the frontier will get done. Eventually. But they sit at "0 % completion" a long time. I believe there may be some priorities and queues for orders going on. It does of course depend on how remote they are, I would not expect deliveries 5-6 sectors away from nearest point of supply. I understand that space ports will eventually get done, what I saying is wouldn't it be nice to be able to nudge it along a little. After all you are the emperor and should be able set some supply priorities. Also what if that port you want built is critical to your war effort or has a very rare luxury resource on the planet. Being able to nudge the civies to keep it well supplied would be nice. quote:
ORIGINAL: Gelatinous Cube Oh, no. Trust me. Any project, no matter where its built, will eventually get done if you have enough free civilian freighters and enough resources. I don't even try to manage my resources--it just doesn't appeal to me. Lots of Automated Constructors, Spaceports wherever you can afford them, and time will get any project done. It has been my experience that every project does not get built. I have seen constructors trying to build or repair for over an hour with no progress and yes they where in the boonies, but that was where I needed the repair done or where a planet critical to my expansion plans was. Also if any one of my suggestion were implemented you won't have to do a thing, because the current model would be if effect unless you choose to interfere in some way. So far everyone who has responded to my suggestion, although not critical, has appeared complacent with the way resource management works. Distant Worlds has a good resource management model, but can be made very good to excellent with a few minor tweaks. I do not want to manage the private sector, I only want the ability to encourage it to deliver much needed resources to mission critical projects. I'll go over my three suggestions again and remember I only advocate using one of them not all three. 1) Have the capacity to build military freighters (MF). You select the MF or fleet with the MF's in it, select your target, choose supply and the fleet will supply the target with needed supplies until the current project is done. 2) Be able to award contracts. You would right click on the space port, planet or constructor that needs supplied and add a bonus payment of 10 to 50% to every freighter that delivers supplies until the project is finished. 3) Set priorities for space ports, planets or constructors or individual projects. When you start a project you select the supply priority that this project has. It would be normal by default. If high is selected supplies would be taken from low priority project first, then normal and always from the closest source possible. Pro's and Con's Suggestion 1) Pro's: You have direct control over what resources get picked up, where they go and when they get delivered. You could also use the MF's as a military stock pile. Con's: A lot more micromanagement. Suggestion 2) Pro's: Low micromanagement, just select a payment bonus for the project and it stays in effect until completed. Con's: Payment's come out of your budget and if you need to build a lot of ships in a hurry the micromanagement part would rise. Suggestion 3) Pro's: Low micromanagement, just select the priority of the project, constructor, port or planet and your done. Con's: could forget a constructor, port or planet is set to high priority when no longer needed. So there you have it my suggestions for improving the resource model for Distant Worlds. To say that they will get built eventually or I don't want to micromanage is not a solution for this problem. I'm assuming that there are a lot of us that would use one of my suggestions above and just maybe it would reduce some of the frustration we have with needed supplies not being delivered.
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