Setting a fleets initial disposition when you build the fleet

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Qyasogk

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Sep 9, 2013, 2:05:36 PM9/9/13
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Right now if I want to create 10 patrolling fleets, I create the 10 fleets, I have to select each fleet one at a time to change its disposition, and then I have to select each fleet one at a time AGAIN to set it on its destination.

If I could set a new fleets starting disposition in the build fleet window, you've just cut in half the amount of work I have to do to create 10 patrol fleets and send them on their way.

Chris Wren

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Sep 9, 2013, 2:33:53 PM9/9/13
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I think we've discussed "standing orders" before.  I found them really useful in games like xconq and ultracorps.  The basic idea is that a system can have an order assigned for each type of ship, either when it is produced, or maybe just whenever it enters the system.  This makes it easy to generate supply lines and factories without scripts, although when enemies start capturing parts of your machinery it is a pain to recover.

This might not work as well in this game if ships had to decelerate and arrive at a system to receive orders.  IIRC UltraCorps only had standing orders for production, but that was still pretty useful.

Also xconq didn't have a "fleet" concept so that makes it simpler.  I don't think UltraCorp did either really: my memory was ships were either in-system or in-transit: whoever was in-system functioned as a fleet, and in-transit they were simply untouchable.


On Mon, Sep 9, 2013 at 2:05 PM, Qyasogk <qya...@gmail.com> wrote:
Right now if I want to create 10 patrolling fleets, I create the 10 fleets, I have to select each fleet one at a time to change its disposition, and then I have to select each fleet one at a time AGAIN to set it on its destination.

If I could set a new fleets starting disposition in the build fleet window, you've just cut in half the amount of work I have to do to create 10 patrol fleets and send them on their way.

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Dave Case

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Sep 9, 2013, 3:44:47 PM9/9/13
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It's been a feature I've wanted to do for a long time, just haven't been doing much game dev the last few months.

I've always made rules that presupposed instantaneous communication, but slow travel.  Entertained the idea of communication taking as long as travel, but that would be unplayable as a game I'd think.

David Klug

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Sep 15, 2013, 11:59:48 AM9/15/13
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Any turns sent today?

Sent from my iPhone
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