Improvement idea: Fleet Auto Replenishment

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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dawilko
Posts: 87
Joined: Mon Feb 25, 2008 8:45 pm

Improvement idea: Fleet Auto Replenishment

Post by dawilko »

Improvement idea:
Fleet Auto replenishment.

Note, auto replenishment only works if the fleet is home bases to a system with a shipyard.

Fleet 1 with a home base of Sol.

Fleet 1 consists of a 10 Destroyer task-force and has the fleet replenishment option selected in the Fleet screen.

Example A
Fleet 1 enters combat and loses 2 ships, remaining 80% effective.

Fleet auto replenishment kicks in and Sol (being the location where the fleet is based) auto builds 2 ships and adds them to the fleet. Fleet AI will kick in once they are built sending them to the fleet.

Example B
Fleet 1 enters combat and loses 8 ships, remaining 20% effective.

Fleet auto replenishment kids in and Sol auto builds the 8 ships, Fleet AI, know understanding that the fleet is no longer combat effective (a configurable % value in the options) falls the fleet back to the home base system with a RRR (regroup, refuel and repair) command.

I understand there are a number of situations that don't fall into the mix but it could be managed with Fleet AI tweeks and the Auto Replenishment configuration.

That's my idea, hope you like it.
Wilko
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