Shark7 -> RE: Design Projects - suggestion for a new design mechanic (3/24/2012 4:39:39 PM)
ORIGINAL: Shadow Tiger
Shark7 you sparked the idea that took this from a jumbled good idea in the wrong place to something interesting. Instead of trying to fit the design project concept into the constraints of the current design screen, why not use the policy interface?
I present for your perusal my take on the Design Policy screen. Keep in mind this would be accessed from the current Designs screen, and would be used to generate AI designs. As conceptualized more fine tuning can always be done manually. The idea is KISS as much as possible. Let the player give the general direction then the AI can go from there. Too specific and things break down as tech level and construction size increase.
The basic idea is to have one design policy per ship role, to make things easy on the AI. I suppose multiple policies for a role are possible, but that could induce headache much like multiple buildable designs can be now.
The preferred/secondary/tertiary weapon choices would be pull downs using the same logic currently used in the Empire Policy. Also the default attack/flee stances would be determined by the Empire Policy. I'm not sure of the best way to determine how much space to devote to weapons. Personally I'm of the opinion it should be a semi-generic option menu of something like: none/low/moderate/heave/nothing but. Similar to how I did the defense emphasis.
A couple other things I don't show in this mockup are station specific components.
Station Specific -
(Gas) Mining Engine (extraction rate: low/medium/high)
Luxury Resource Extractor (extraction rate: low/medium/high)
Construction Yard (1 for construction ship, give specific number for stations and space ports)
Weapon/Energy/HighTech Labs (number of each to use; only show on state designs)
And perhaps most importantly for some players is the list of components to never use on a specific design. That's right, I said specific design. Just to keep it interesting. Much of what would be on this list is already covered in the template. Mainly it's down to weapons and something I know I'm forgetting.
Do Not Use These Components -
Weapon Type(s) (Beam/Phaser/Torpedo/Missle/Area/Ion/?)
Reactor Type (?)
Shield Type (?)
Armor Type (possibly to )
Note that this will not set policy for the following types of components:
Automatic items not in policy - (ai default for design)
Colonization Module (have 'use extra colonization modules when available?' option)
Weapon/Energy/HighTech Plants (based on number of construction yards)
Oh yeah, one more important thing. The idea is that racial tech will override preferences in the template. Otherwise why have it?
That's it, it's late here and I just wanted to get this posted.
EDIT: Troops!! I forgot to add something for the gorram troops! Make a note to pencil it in, I'm going to bed.
EDIT2: Hyperdeny, Hyperblock, Damage Control, Repair Bots. Add those to the Optional category.
Spot On! [sm=Cool-049.gif] You just put into a graphic representation exactly what I'm looking for in a template designer. I don't want to make the specific design for each class (though that can be useful), but rather tell the AI: 'when you build an esocrt, use 65% of available size with this this and this from your best available parts'
Also, you could still use optimized designs with this as well. The optimized designs would be those special 'one off' ships, while the run of the mill designs would use the template. Basically you could use a simple If/Then switch to tell the AI how to handle it:
If Optimized design for X at tech level Y = True,
Then use optimized design;
If Optimized design for X at tech level Y = False,
Then use design policy;
Or something to that effect. (coded by someone who actually knows what he is doing) [;)]