Ali Hadrix
Bad Boss
[member="Sereniama"]
This may have been addressed already, as I grew impatient reading and scrolled passed the last third of the posts, but a lot of your focus seems to be on production and number of assets (ships, etc).
This has been effectively neutralized as an issue by the rewriting of conflict regulations.
Now that conflicts between factions are guided by story- and OOC conduct-related factors only, the number of ships is more or less a non-issue. Factions can write as many ships as they need to flesh out the story, and the removal of numbers as a factor allows for realism in narrative to take precedence over all else. If a faction is building a million ships a day, its writers look ridiculous and are not actually providing themselves with any advantages.
[member="Valiens Nantaris"]
That being said...I would like to see the invasion system utilize existing hyperlanes on the galactic map to guide how targets are selected. Factions could even be allowed to develop new hyperlanes, similar to the development of flagships or other grand efforts. There could even be a rebellion system adapted to the concept.
This would not require discarding the hex-range selection system either. Most of the galactic map lacks notable hyperlanes designated. We could easily apply two simple concepts:
1) Any planet within 1 hex of a hyperlane can be invaded from any other planet within 1 hex of that same hyperlane. (Permitted that hyperlane is not blocked by an enemy faction.)
2) Any planet outside 1 hex of a hyperlane can be invaded from any other planet within 2 hexes of the target planet. (The current standard across the board)
I feel this would give faction wars a more tactical approach, adding a flair of realism to the system that is neither complex, nor difficult to master. We could see a more interesting proliferation of faction territories develop as well.
A similar version of this concept could be applied to Dominions.
This may have been addressed already, as I grew impatient reading and scrolled passed the last third of the posts, but a lot of your focus seems to be on production and number of assets (ships, etc).
This has been effectively neutralized as an issue by the rewriting of conflict regulations.
Now that conflicts between factions are guided by story- and OOC conduct-related factors only, the number of ships is more or less a non-issue. Factions can write as many ships as they need to flesh out the story, and the removal of numbers as a factor allows for realism in narrative to take precedence over all else. If a faction is building a million ships a day, its writers look ridiculous and are not actually providing themselves with any advantages.
[member="Valiens Nantaris"]
That being said...I would like to see the invasion system utilize existing hyperlanes on the galactic map to guide how targets are selected. Factions could even be allowed to develop new hyperlanes, similar to the development of flagships or other grand efforts. There could even be a rebellion system adapted to the concept.
This would not require discarding the hex-range selection system either. Most of the galactic map lacks notable hyperlanes designated. We could easily apply two simple concepts:
1) Any planet within 1 hex of a hyperlane can be invaded from any other planet within 1 hex of that same hyperlane. (Permitted that hyperlane is not blocked by an enemy faction.)
2) Any planet outside 1 hex of a hyperlane can be invaded from any other planet within 2 hexes of the target planet. (The current standard across the board)
I feel this would give faction wars a more tactical approach, adding a flair of realism to the system that is neither complex, nor difficult to master. We could see a more interesting proliferation of faction territories develop as well.
A similar version of this concept could be applied to Dominions.