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Home » news » forums » Space Empires V » Space Empires V General

Command and Control

Badger's picture
Submitted by Badger on Wed, 2007-01-24 09:57. Space Empires V General

Submitted by Rendell on Wed, 2007-01-24 08:25.
I like the way the strategic level board game “Federation and Empire” based on “Star Fleet Battles” handled it back in the early 80’s. Ships had a command rating. Big ships were much more expensive to build, but you could only fight with as many as the flagship could control at one time even if more were present so you always needed one in every battle. That made for a more realistic mix where you might have a command cruiser or heavy carrier with some light cruisers, destroyers, frigates etc. to protect the more expensive ship.

I guess I think the way real life navies operate with smaller ships screening the expensive capital ships. In real life you can build and maintain a LOT of escort ships for the cost of one aircraft carrier or aegis cruiser.

‹ Waypoints? ai ›
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Badger's picture

Liberty of Reposting Rendell's subject : CCC

Submitted by Badger on Wed, 2007-01-24 10:08.

...because i thought that was a fairly seperate - and to me rather interesting point.

I imagine there are a few other SFB and Fed & Emp fans here...

In Starfire, we had "Z" components -the beloved datalink... and invented our ways to reduce the # of ships on a datalink (that could act as 1 - as a fleet) and designed "flagship" command-control components.

My only 'criticism' of F & E's handling of that good idea is the same I have with the "reinforcement" mechanic in Total War- YES, there are only a certain amount of troops/units that can be effectively co-ordinated by various limitations
however the others are still going to be present - and fighting- just not as co-ordinatedly.
In total war, i kept saying troops out of command are simply ai-run like in the historical battles (easily done) or allies - there but not under perfect C & C...

For SE, I would just suggest C_C components limit the # of units a Flagship - and i agree with you, there should be a flagship- can EFFECTIVELY coordinate as a fleet.

Perhaps the flagship gives a bonus or minimum experience to its fleet? ( i like that the fleet has a 'worked-together experience- that was well thought out- if a little easy to exploit so far).

Anyone who wants power; by definition, cannot be trusted with it...

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Re: Command and Control

Submitted by Rendell on Thu, 2007-01-25 03:51.

Wow. I’m amazed someone else actually knows Federation and Empire. It was a great idea built on the Star Fleet Battles universe that unfortunately never evolved or was ported to a computer version. I did use the HPS simulations product “Aide de Camp” to make a computer version so you could play without the board, but there was still no AI. That took a LOT of time.

Of course Star Fleet Battle was a great game. I still have several large boxes with all the add-ons, etc. in my attic that I just can’t bare to discard. The first few computer versions were pretty good, then when Activision bought the rights they trashed it trying to simplify it for the masses and killed the series.

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Badger's picture

Re: Command and Control

Submitted by Badger on Mon, 2007-01-29 15:38.

SORRY I DIDNT RESPOND BEFORE- THIS GOT LOST IN THE 10,000
OTHER FORUM POSTS!

From another post:

Badger wrote:
ps> i have mentioned to a couple of people the effect of fleets -
i htink it should be DIFFERENT from ship experience effect...

perhaps other forms of coordination

since you are a fan of tactical, as am i,
what if C & C determined how many ships a player - as flagship - could PERSONALLY command (rather than independent running) in tactical?

make c&c an effect of higher -level bridge?

I think bridges should have this as a feature or..
a bunch of different ideas, actually.

F.Haven mentioned ECm cutting off communications, and I'm a little sad no one has commented on that.

The ability to work together is IMPORTANT!

This game is so much like SFB and Starfire i sometimes think we must be in Amarillo or at least UtherCon...

hey , tried that new game "ogre"? ...lol.

Anyway - F & E irked me with the tugs.
Other tahn that, it was certainly playable.

too bad no one else is interested in this thread.
.. sigh.
Troll? No, Sir, I am a BADGER!

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Re: Command and Control

Submitted by Rendell on Tue, 2007-01-30 04:57.

I forgot about the tugs in F&E. That was a weak point and added a lot of headaches.

For a board game I liked the way the way they limited the rate at which you could expand since you had to build bases before you could move forward more. It also made the bases real important strategic points that had to be defended since if you lost a front line base it would slow your advance while you rebuilt it.

Back to the Command & Control issue, it would be real nice for fleets to get some kind of bonus for including a flagship that is able to effectively coordinate the ships in the fleet providing a bonus. It would maybe require something like a new “Flag Bridge” component that is fairly expensive that you might want to place on about 10% of your ships.

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Grendel's picture

Re: Command and Control

Submitted by Grendel on Tue, 2007-01-30 09:16.

In general, I find a serious lack of variety in weapons and equipment for ships. I don´t see specialization in designs. You get the same Wave Motion Gun for a frigate or a baseship, the only difference is that Baseships just make more damage due to weapon mounts. So, in the end, several frigates do the same job than a baseship and they are cheaper, faster and can be built in less time. Why research big ships when frigates or destroyers get the same weapons and equipment, and do the work better? Why use carriers when a small freighter (!) can be filled with fighter bays and do the same with reduced upkeep?

I think that Capital ships should have some especial equipment able to give bonuses to all ships in a fleet, or giving them special roles. This way the idea of a fleet with escorts, carriers and the like is enforced.

Like Rendell says, there should be a "command center" component, only avaliable for ships of 1000+ KT, that give a bonus to attack and defence to a fleet.

Another component -this case is exclusive for Balance Mod, where max sensor range is 15- could be a superior sensor system with 21 range for capital ships, or a superior version of Tachyon sensors.

Fighter bays should be limited to 500+ KT ships, this way avoiding the use (and abuse) of light freighters as carriers.

There could be a "missile jammer" device (1000+KT ships only) able to make miss some % of all (ally and enemy) missiles shot in a battle.

And superweapons. This can be a really good reason to use capital ships and to escort them. Huge monster weapons of 200 or 300 KT a single component (double or triple if mounted!)

What about a spinal mounted "DeathStar Beam", something with 20+ range, able to vaporize a frigate with a single shot? Of course, it should have nice tradeoffs: very low firing rate and huge short range negative bonuses that make it unable to hit anything at 50- range. This way, the ship able to have it should need escorts to avoid point blank range attackers.

Or a DoomsDay missile (bombardment weapon) designed to siege planets and bases from a safe distance... No more trouble with those WP filled planets, but makes the capital ship unable to hit ships or fighters, so there is a need for escorts.

On the other side, cloaking devices should be limited to small ships, making it harder to hide a baseship...

All this should give some spice to the game.

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Badger's picture

Re: Command and Control

Submitted by Badger on Tue, 2007-01-30 09:35.

1. Flag bridge:

I would say that might be a REQUIREMENT for making fleets.
Maybe a regular bridge has a command rating - any ship can do it - but it takes special equipment to do it WELL - as in, larger fleets.
i would MOSTLY agree with Grendel - but i i think the solution is just to make the comm unit ( htis is really about communications - and like FH says, you can always JAM) -
itself large, as repair bays are - not that it CAN"T go on a smaller vessel, just if it does, its a vessel dedicated TO that. I kind of liked the C&C small ships the bad guys used in Homeworld2 - sort of like a command jeep.? Like why we give officers PISTOLS instead of hvy weapons..
I am just saying i'd like to keep OPTIONS rather than requirements.

I'd ask Grendellio, Mighty Lord Of The Truly Democratic Banana Republik, to post the other advances again othey don't get lost in this forum which only about 3 people care about Eye-wink.

The freighter/cargo trick is a nasty one thati have now used enough that i feel guilty about it.
A fighter, heck, even a satellite, is more than CARGO if its being kept IN USE. They were aware of this when they made fighter bays Bigger than they need to be - but we all know you get around that b/c fighters just count vs. cargo.
Make fighters require their own bay - and no more "free kt - i allocate 30 kt but it weighs 100's"- and that problem dies in the water.

Troll? No, Sir, I am a BADGER!

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Grendel's picture

Re: Command and Control

Submitted by Grendel on Tue, 2007-01-30 10:41.

About Fleet commands: I agree with the idea of dedicated ships, not just a "10KT" component. In my opinion, one serious problem in this game is that all components have almost the same size and cost.

If you make fighter bays a 300KT component, able to shot 10 fighter salvos each 5 seconds, then you reduce the cargo expoit. Satellite bays could be 60Kt, able to launch 2 satellites/round, same for mines... Same with cargo hulls. Make them bigger and with more capacity (lets say, minimum 50KT for 250KT of cargo).

The end result is the same, but exploits are avoided (lowered, at least). And you need dedicated ships, not "carrier-minelayer-satellitelayer-dronelauncher-trooptrasport-cargotransport" freighter.

I think in sensors in the same line. I mean, I see and AWACS, a big plane used as a movile radar... Then I think in game sensors, so cheap and small that it makes no sense not using them. Maybe their size should increase with range?

But let´s return to Fleet command, with this idea. You need a ship component to manage a fleet. Less than 4-5 ships, no command component. Bigger numbers, command center required. The bigger the fleet, the bigger the component (100+ or 200+ KT for really big fleets), so you need dedicated ships to do the job. And you´ll need to defend you command ships, since losing it could mean getting negative attck/defence bonuses for all ships in the fleet...

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Badger's picture

Re: Command and Control

Submitted by Badger on Tue, 2007-01-30 10:59.

Thi should be another thread:

but i think with fighters, simply not letting them be "cargo" and requiring1 bay per 1 fighter is an easier, more graceful fix.
Big ships can get away with a component that a smaller ship would be "ddicated" to -and that's sorta my point.

My nasty multi-purpose ships.. well, if the AI used them, you wouldn't have that STUPID problem with it having 1/2 its force being over-specialized sat klayers, troop transports, pop transports, mine layers, etc. -
usually when i run in a system t has about 50% of its fleet invested in this mess that it could do better with 1 or 2 non-specialists.
So, i'd like to not rule that out. The AI needs that option. Maybe one of our Ai guys will ultimately think that Jackass Badger is onto something and have the AI USE that...
i keep saying it doesn't handle specialists well... Sigh.

Regardless..
Back to C & C - I'm not sure anyone CARES so i doubt - unfortunately - thsi willever see the light of day.

i like the idea of a Fleet - working together.
Psieye: http://www.spaceempires5.com/en-US/node/2370#comment-13137
I think this is an Advantage players should WANT, and so it should take some working towards requirements...

Which takes us back to Fla Bridges and communication.
as it stands, fleets don't seem to do much(with exceptions for special techs, you can micro-manage all your ships better, and so there is no reaon for anyone to WANT a way to make them, ANd as it stands you can make fleets with impunity.

Troll? No, Sir, I am a BADGER!

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Re: Command and Control

Submitted by Rendell on Wed, 2007-01-31 05:38.

For single player games, I don’t worry about exploits like loading up freighters with fighter bays. I simply don’t do it. In SEIV fighters were so over powered and the computer hardly used them, so I finally made a rule for myself that I wouldn’t build them at all.

Back to command ships. If there are dedicated command ships, then there would need to be a new default order for ships to “target flagships” or “protect flagships”. I hate to keep referring back to a 20+ year old board game, but the way Federation & Empire handled that was, you could decide to use directed fire on a single ship. You only did half the damage then, but that was pretty much the only way to completely take out another players command ship or Starbase since otherwise they would always choose to apply all the damage to a bunch of cheap frigates or light cruisers which they could quickly replace or repair.

Of course when trying to destroy something like a Starbase it helped to include several really good flagships in your fleet along with a couple Maulers. Maulers were basically a big gun with engines and every time you used them there was a chance they would damage themselves.

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Grendel's picture

Re: Command and Control

Submitted by Grendel on Wed, 2007-01-31 10:17.

Quote:
Which takes us back to Fla Bridges and communication. as it stands, fleets don't seem to do much(with exceptions for special techs, you can micro-manage all your ships better, and so there is no reaon for anyone to WANT a way to make them, ANd as it stands you can make fleets with impunity.

Fleets don´t seem to do much? well, in my opinion they do. I mean, if I´m only able to do fleets of 4-5 ships (as a game enforced rule) until I get a "fleet tech", the one that gets superior fleet tech is able to build bigger fleets, outnumbering his enemies in combat.

This is the way "tech fleets" works in games like Galactic Civilization (it is called logistics there, and is very important in that game).

of course, thats an idea. You can get to options:

1.- Tech fleet allows to build bigger fleets. You are unable to build a fleet bigger than "x" without that tech.

2.- Tech fleet gives bonuses to ships in a fleet. Not having tech fleet results in maluses to ships in a fleet.

Pick your poison.

Edited: my first comment is based in the idea of number of ships in fleets limited by a "command tech". If this happens, fleets do a lot.

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pikcachu20's picture

Re: Command and Control

Submitted by pikcachu20 on Wed, 2007-01-31 11:09.

Rendell wrote:
Back to command ships. If there are dedicated command ships, then there would need to be a new default order for ships to “target flagships” or “protect flagships”.

I think (IMO) the model such as in the Harpoon Series would better serve the game. Because in any naval battle there are always more then one capital ship in a fleet, and how would the enemy know which ship is the command ship (admirals didn't advertise which ship was a command ship). As for fleets they serve a purpose, but only for bring a larger amount of firepower to the game. Both SEV and the GalCiv series use a WWI style fleet tatics. Everyone get real close and fire. I would like to see a fleet that has the longer range weapons be able to fire at that range, not when they are in the hex with me. Personally I like to launch my fighters ahead of my fleet and use them to attack before the enemy can engage my fleet. Giving me time to withdrw if need be.

-Role reverse staking, I Like it......

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Badger's picture

Re: Command and Control

Submitted by Badger on Fri, 2007-02-02 22:44.

Rendell wrote:
For single player games, I don’t worry about exploits like loading up freighters with fighter bays. I simply don’t do it. In SEIV fighters were so over powered and the computer hardly used them, so I finally made a rule for myself that I wouldn’t build them at all.
the exploit is even nastier - you build a freighter full of CARGO bays and 1 fighter bay- it has tons more capacity. doesn't matter except in wp seiges. its such a cheesey exploit i asked for a 1 fighter to 1 bay fix. ... as to the fighters being too powerful, i agree - i quit using them in my games, until i discovered the AUtoCannon- then gave it to the ai, and suddenly fighters are no more invincible than missile boats.

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