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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 07:29:55 PM »Only for RP.
Maybe I'm mistaken, but wouldn't stealing an active sensor design be a huge intel win? You get to know the exact capabilities of your enemy's sensors, and can thus have an easier time avoiding detection and/or target lock.If you just kept the current intel and diplomacy systems and added POW management on top, I think it would be more trouble than it's worth: the intel often just doesn't seem very valuable. But if you took this as an opportunity to expand the diplomacy system as others have suggested I think it could be great.
I have had a lot of useful intel from prisoners, which is why i thought it maybe should be harder to get.
BTW, regardless of what I do with POWs, I will follow option 1) for rescued crew and officers of the same race. They will become available immediately.
I get a good amount of useful intel, but getting active sensor designs is a huge disappointment so I can understand why some people would have an impression that intel is not useful. Honestly, sensor lowrolls could probably be removed and no one would shed a tear...
Great changes imo.
One question popped up.
What happens if I board and capture an enemy ship that has prisoners of another known or unknown race?
I think it make more sense to use the actual number of NHQ, since the logical reason for the levels is to model their range/reach which is a more exponential number in turns of systems covered by each additional jump while the needs of processing PoWs can be assumed to scale more linearly with empire size growth.Steve, please, in the formula for the "percentage chance of ‘processing’ a given officer", the Number of Naval Headquarters does it include the levels of each of them, or not?
I mean, a level 3 NH, does it count as 3 or as 1?
Good question - I hadn't thought of it in those terms. Currently it is set up as the physical number of naval headquarters, rather than the level for command purposes. Perhaps I should be using the level instead. I'll think it about it overnight.
Nice! Changes look pretty good. Deeper but not needlessly complicated. Colony of 1m pop + NavalHQ = Interrogation.
Can NPRs use these new mechanics? Perhaps an abstracted version?
I think that if a race/power/empire is conquered by the player, then all prisoners of that race/power/empire should be automatically released and added as population to a suitable colony where their species already exist. If no such colony exists, then assume player is committing genocide and the prisoners are disposed of.
That way I can RP a nice overlord race and not have to execute POWs, just wait until war is won.
I think it make more sense to use the actual number of NHQ, since the logical reason for the levels is to model their range/reach which is a more exponential number in turns of systems covered by each additional jump while the needs of processing PoWs can be assumed to scale more linearly with empire size growth.Steve, please, in the formula for the "percentage chance of ‘processing’ a given officer", the Number of Naval Headquarters does it include the levels of each of them, or not?
I mean, a level 3 NH, does it count as 3 or as 1?
Good question - I hadn't thought of it in those terms. Currently it is set up as the physical number of naval headquarters, rather than the level for command purposes. Perhaps I should be using the level instead. I'll think it about it overnight.