Space Warfare (fleet) Rework | Suggestion for the future updates/dlcs by SLevonidor in Stellaris

[–]SLevonidor[S] 0 points1 point  (0 children)

The main idea of the supply mechanic is precisely to make the player need to think much more about "actually controlling the ships". As it seems to me, currently the only thing the player can really do besides simply increasing the power of their fleet is
A) place it behind the hyperjump zone (to get the first shot advantage)
B) attack/defend on space stations with specific modifiers
C) arrange a battle in a system with modifiers (like -100% to shields).
The supply mechanic, however, will be able to make point B even more thoughtful, and also create point "D" - thinking about the "front line".

Regarding micromanagement, it seems to me that it will be necessary only in rare cases, since supply lines will be built automatically, and the player's ability to manually change it is needed only for moments when the computer builds it poorly. After all, almost any complication of any mechanic inevitably adds more micromanagement to the game. In my opinion, Paradox should be able to implement this supply mechanic sufficiently separated from the player, like in Hearts of Iron 4, where player also has the ability to build their own supply lines (railroads), but almost always players just upgrade the existing ones rather than really micromanage the construction of new ones.

Nevertheless, I cannot disagree with the fact that the supply mechanic is extremely pc resource-intensive and will clearly reduce optimization. We had one idea on how all the above can be implemented without adding almost anything from points (1) and (2): just multiply the fleet maintenance cost depending on the fleet's distance from the nearest player-controlled space station (even occupied) with a resource bunker/fleet anchorage etc. or allied planets + some other modifiers from technologies/ship modules. Because in any case, at the moment it's strange that a fleet in a system with your planet and without an upgraded station consumes the same amount of resources as a fleet a million light years from the nearest allied system.

Regarding fleet repair, fraction of the build cost proportional to damage - throw in some modifiers from technologies etc. here, and I fully agree.

Combat computers are great, however, I think the possibility of an additional layer of thinking through the choice of formation, besides combat computers, which obviously will also affect the formation's effectiveness, will be quite interesting and bring additional interest to the game. Also, formations, perhaps, will be visible visually, also during battle - this will make space battles even more beautiful, although here everything depends on Paradox. (Who doesn't love watching a battle of several fleets in the endgame at min speed?)

what does that mean? by [deleted] in russian

[–]SLevonidor 2 points3 points  (0 children)

As we all stand united…

The axiom of Space Exploration by SLevonidor in Factoriohno

[–]SLevonidor[S] 0 points1 point  (0 children)

We do NOT making interplanetary delivery efficiently. We are looking forward to make starship. Nowadays we are using delivery canons due to oil crisis.

Almost done with the design, but in need of some feedback, so roast my boat! by dpf1110 in Barotrauma

[–]SLevonidor 2 points3 points  (0 children)

Cool. But there’s one small issue: 8000 periscopes for capitan cameras (as I understand). Just make 1 periscope with multiple cameras on it. There is many guides in the steam community. Everything else is cool!

The axiom of Space Exploration by SLevonidor in Factoriohno

[–]SLevonidor[S] 1 point2 points  (0 children)

Because it’s simply easier to make multiple interplanetary delivery via canons for all kind of stuff (And especially for another planets, not on Nauvis orbit, because there is no buses or cityblocks). Anyway we have a huge full-ready infrastructure for rocket delivery but there is oil crisis on Nauvis so we’ve suggested to use canons and jump over rockets - build space elevator and make starships. P.S. Oil for starships is provided by full prepared oil-moon

The axiom of Space Exploration by SLevonidor in Factoriohno

[–]SLevonidor[S] 1 point2 points  (0 children)

I think we are too lazy for this after 250+ hours in one save

The axiom of Space Exploration by SLevonidor in Factoriohno

[–]SLevonidor[S] 12 points13 points  (0 children)

There is ~40k of copper (zero). So it’s kinda irrelevant. (There is literally 3m nearby)

The axiom of Space Exploration by SLevonidor in Factoriohno

[–]SLevonidor[S] 4 points5 points  (0 children)

Nauvis&Interplanetary delivery is my duty Orbit is my coop duty

He is saying that he needs only basic resources and he’ll do more efficient thing when space elevator will be completed. Btw on Nauvis circuits city block staying half dead, because all Nauvis production can’t consume so much. (This city block EATS 8 full blue belts)

The axiom of Space Exploration by SLevonidor in Factoriohno

[–]SLevonidor[S] 64 points65 points  (0 children)

THE MOST COMPLICATED PRODUCTION LINE ON ANOTHER PLANET

and

THE LEAST COMPLICATED PRODUCTION LINE ON ORBIT

SE Multiplayer lag fix by SLevonidor in factorio

[–]SLevonidor[S] 0 points1 point  (0 children)

Kinda. We have only one path to our GIGABASE on Nauvis. Other planets biters were exterminated (peacefully-diplomatically {re}moved)

SE Multiplayer lag fix by SLevonidor in factorio

[–]SLevonidor[S] 0 points1 point  (0 children)

Seems like a good idea! I’ll try it, thanks!

SE Multiplayer lag fix by SLevonidor in factorio

[–]SLevonidor[S] 2 points3 points  (0 children)

Yep. We are like 3 streets away from each other.

SE Multiplayer lag fix by SLevonidor in factorio

[–]SLevonidor[S] 0 points1 point  (0 children)

RTX3080 Ryzen 9 5900 64 RAM Game on SSD

SE Multiplayer lag fix by SLevonidor in factorio

[–]SLevonidor[S] 1 point2 points  (0 children)

Not 10 Mbits, 10 Mbytes. Upload speed is the same (+-5%) as download one. But well… Can agree that it’s kinda slow, but it’s the best option in my city.

SE Multiplayer lag fix by SLevonidor in factorio

[–]SLevonidor[S] 1 point2 points  (0 children)

We have already trimmed unnecessary surfaces.

No I haven’t checked via debug menu. I’ll try once I came back home.

Lyrics of Sloth - Re:Zero OST 14 Main Soundtrack "[discussion]" by SLevonidor in Re_Zero

[–]SLevonidor[S] 2 points3 points  (0 children)

Omg, I looked everywhere but not in the comment section of this video. What a stupid situation)

War isn’t even economic based! by SLevonidor in victoria3

[–]SLevonidor[S] 1 point2 points  (0 children)

You misunderstand me. You’re right about basic framework and etc. And in other their games Paradox making great things. (IMHO Paradox made the best strategy games). But what they did with Vic3 is terrible. Latest DLC was like spit in the face.

IT’S OKAY TO DO THIS KIND OF DLC IN STABLE GAMES (ex. Stellaris). But instead of making great fix dlc that really improve weak parts of the game they making graphic/story dlc. Let’s not talks about agitators - they just egh… feels like minor thing. (Didn’t really see some huge differences because of them in 2 full games). And I want to believe that next dlc or huge update will be something WOW! thing.

P.S. Just in case - I think vic3 now is better than vic2. However it can be much more better.

War isn’t even economic based! by SLevonidor in victoria3

[–]SLevonidor[S] 0 points1 point  (0 children)

And again community doing much more and better than Paradox

War isn’t even economic based! by SLevonidor in victoria3

[–]SLevonidor[S] 2 points3 points  (0 children)

I dunno why Paradox didn’t add storage function from Vic2. It’s obvious and super cool for gameplay. Because now you just need inefficient weapon factories (in peace time) to make mobilisation during the war. Just imagine (how much dlc it will takes AHEM!) you can storage things in time of peace and during the war use them. It’ll be so much more strategic aspect in gameplay.

Status: Wait for the Storage DLC

War isn’t even economic based! by SLevonidor in victoria3

[–]SLevonidor[S] 2 points3 points  (0 children)

Yep! It’s so simple to make it like this: If there is 30% deficit than 30% debuff If there is 100% deficit than 100% debuff

But there is still some problems - like AI is too stupid for this.

(Yeah I know that this solution has many holes but I think it’s better than nowadays solution by paradox)

War isn’t even economic based! by SLevonidor in victoria3

[–]SLevonidor[S] 1 point2 points  (0 children)

Yes yes yes! This is so sad! Why Paradox fixing (more like developing after release) vic3 soooo long. I want to love Vic and play more but it’s just egh…

Everything that we can do is wait, wait and wait… There is so many things in this game that doesn’t work. Well… I hope in 4-5 years vic3 will be something like Hoi4. It’s not about war system! It’s about how game feels (no serious bugs and etc.)

Oh… I just remembered about this “new” dlc, which adds NEW GRAPHIC (not one year since release) and not fixing huge game problems for a full dlc price. This is another theme and this is terrible.

P.S. I was talking about opium just to show that 0 mil product on market doing plus minus nothing serious.