Idea for improvements in late game ship production and handling
from
GalCiv2 Forums
After reading through the various comments in Cari's Give me a 'play Game' button thread Link, I'v put together some thoughts on how the late game micro management of ships could be handled.
First, let me highlight what I see as the micromanagement problems
a) spending time managing ships between production and use
b) trying to decide what to produce at what planets
c) try to get the actual ships you need to the places you need them
initially I was suggesting some form of fleet admiral to control this but I do accept peoples feelings that this may be taking too much control away from the player. Therefore what is needed is not more automation but better interface.
What I propose:
Firstly, when I create a rally point I want the ability to specify exactly what force i would like assembled there. . This information will be kept by the computer, made available everywhere I need it and can be changed as I require. So for example, I plan to invade the Drengin homeworld, look at the area and decide I need 6 battleships and 3 transports at rally point alpha.
Second, I now want the computer to have information screens available every time I access the rally point, a ship, or ship production. This information screen lets me know what rally points are available (and how far from the current ship/planet they are), and what they currently need. I can then easily decide to send the current ship there or build the ship a certain rally point wants.
Thirdly, I want these information screens to keep track of what ships I have sent to that rally point (and when they'll get there), what ships are already at that rally point, what ships I'm building with automated travel to that rally point (and when they'll get there) and what desired ships I have still not allocated. This information all in one point stops me having to waste time looking around the map working out that information every single turn.
I now have all the information at my finger tips to easily allocate production on planets to fulfill my desired fleets. No more spending time micromanaging the part between production and using the ships.
This change is primarily information, requires no extra AI, but does simplify the entire micromanagement of ships. It can also be used for constructors by setting each starbase as a rally point and sending the required number of constructors.
Paul.
First, let me highlight what I see as the micromanagement problems
a) spending time managing ships between production and use
b) trying to decide what to produce at what planets
c) try to get the actual ships you need to the places you need them
initially I was suggesting some form of fleet admiral to control this but I do accept peoples feelings that this may be taking too much control away from the player. Therefore what is needed is not more automation but better interface.
What I propose:
Firstly, when I create a rally point I want the ability to specify exactly what force i would like assembled there. . This information will be kept by the computer, made available everywhere I need it and can be changed as I require. So for example, I plan to invade the Drengin homeworld, look at the area and decide I need 6 battleships and 3 transports at rally point alpha.
Second, I now want the computer to have information screens available every time I access the rally point, a ship, or ship production. This information screen lets me know what rally points are available (and how far from the current ship/planet they are), and what they currently need. I can then easily decide to send the current ship there or build the ship a certain rally point wants.
Thirdly, I want these information screens to keep track of what ships I have sent to that rally point (and when they'll get there), what ships are already at that rally point, what ships I'm building with automated travel to that rally point (and when they'll get there) and what desired ships I have still not allocated. This information all in one point stops me having to waste time looking around the map working out that information every single turn.
I now have all the information at my finger tips to easily allocate production on planets to fulfill my desired fleets. No more spending time micromanaging the part between production and using the ships.
This change is primarily information, requires no extra AI, but does simplify the entire micromanagement of ships. It can also be used for constructors by setting each starbase as a rally point and sending the required number of constructors.
Paul.