MKSheppard wrote:Arthur_Tuxedo wrote:Good points. Perhaps a way to promote reserves is to make shipyards (or some other facility) give a huge maintenance reduction to ships that are orbiting the planet.
Then the ships are eseentially useless, because once they leave the planet, their maintanance costs go back up to normal; meaning you once again can't afford them unless you lose most of your fleet
That's the idea. Nobody said you had to like it or agree that it's good.
Anyway, I'm certainly not too keen on spending a bunch of effort modding SEIV, with all of its limitations, when SEV is less than 2 months away. Greater modability + real-time combat will make it much easier to realize some of the stuff you guys are talking about. Back a few years ago when I tried my hand at modding SEIV, I found that when you try to change the way the game plays at a fundamental level, it won't work.
For instance, I tried to make it so that large ships had a large attack penalty so they couldn't hit small ships, but also had a defense penalty so they could hit each other, only to find that the game calculates the to-hit roll by subtracting the penalty last, so if you have an attack penalty of 50%, you can never have more than 49% chance to hit, even if their defense penalty is a million percent. I also tried to structure techs in such a way that each new level was much more powerful than the old, only to find that it started throwing range errors when I tried to take shield and damage values beyond the normal SEIV scope.
SEIV is designed to be lightly modded, but it's not designed for a total reworking, and that's what this mod sounds like to me. SEV, from what I understand, will allow deeper mods that can be made more easily.
Also, the real time combat is a huge deal, I think. It will really improve things like warp point defense and ships with high movement that happen to end their turn just beyond max range, both of which can lead to ridiculous results in combat. The more I read about it, the harder it is for me to keep coming back to turn-based. That, and the improved tech tree, the hex-based grids, etc. really make me question whether modding SEIV at this point is time well spent.
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