Posted by: GodEmperor
« on: September 17, 2024, 03:55:22 PM »As someone who regularly reads Manticore Ascendant series again and again id support mothballing feature to be a thing, even if its bit cheaty or "unbalanced".
Sounds like adding a new installation would just add extra complexity. Why not just have them use regular maintenance facilities
My preference would be a "mothball" facility, similar to a maintenance facility - it costs wealth and population to run, and can only support X tonnage of ships.
Mothballed ships require no crew, no officers, and won't explode whilst in storage.
My preference would be a "mothball" facility, similar to a maintenance facility - it costs wealth and population to run, and can only support X tonnage of ships.
Mothballed ships require no crew, no officers, and won't explode whilst in storage.
Getting the ship out of mothballs though...
it starts at 0% readiness (just like an early exit from overhaul) and takes time to run up to 100% readiness (affected by captain/chief engineer's skills).
And it starts with the lowest crew grade (crewed by ageing reservists, and people who aren't familiar with old technology).
During the time it takes to run up to 100% readiness, it suffers wear and maintenance issues similar to ships undergoing fleet drills (stress of reactivating machinery from cold etc).
So whilst it was mothballed, the ship wasn't costing you anything, but in the say 100 days to run up to full working order, it's going to consume a lot more MSP, and be in a fairly worn state (possibly requiring immediate overhaul) by the time it is ready for service, and would consume even more MSP to train the crew up to a higher standard.
So you have the investment in minerals & population to build mothball facilities, the wealth cost to operate them, which are all things that you could be using on other more productive planetary installations.
And bringing ships out of mothball is expensive, and you end up with a worn ship with a relatively untrained crew, that needs further overhaul and training, before it equals a ship of the same class that wasn't put into mothballs and remained active.
Which I think counters "build to mothballs" to at least some extent.
The thing is Aurora doesn't really do peace-time versus war-time economy/naval funding (in my experience at least, the economy is just the economy and you either spend resources on expanding colonies/infrastructure or on warships). Which means that players never have a reason to cut back fleet size after large wars, the budget never decreases, and therefore why wouldn't you keep all ships in service and just replace them as you build newer models, especially if you have a nearby rival with a peer navy.
I'm not sure I'm entirely convinced on the whole mothballing thing either, but what if mothballed ships still accrued time on their maintenance clock, but didn't suffer maintenance failures while in mothball status? Then, when you "remobilize" the ship, the maintenance clock "becomes active" again, and you find that your reactivated-from-mothball ship is now suffering severe maintenance failures and will be a huge maintenance supplies pit until you overhaul the ship?Why wouldn't you just scrap them anyway, or if that feels unrealistic, scrap them and RP that you're selling them to allied nations or commercial/historical organizations.
If there was a game mechanic that made upgrades more expensive over time so ships eventually have to be just completely replaced then mothballing could make sense as a mechanic. Currently we don't have such a model in the game. If, for eaxample... ships designs were stored with what starting technology the original first version of the ship was using and upgrade costs based on that in addition to the current upgrade costs. Then, at some point, the cost of further upgrading an old hull would become prohibitive just like in reality.
I am not trying to build a simulator, but a game. The rules have to be internally consistent, but they don't have to be realistic in a real world sense, beyond passing the 'giggle test'. Gameplay is always more important than 'realism'
I'm not sure I'm entirely convinced on the whole mothballing thing either, but what if mothballed ships still accrued time on their maintenance clock, but didn't suffer maintenance failures while in mothball status? Then, when you "remobilize" the ship, the maintenance clock "becomes active" again, and you find that your reactivated-from-mothball ship is now suffering severe maintenance failures and will be a huge maintenance supplies pit until you overhaul the ship?
"That solution cannot include arbitrary rules like 'ships built less than 5 years ago cannot go into mothballs"
Actually, perhaps it could? Just as you have the realistic commander promotions setting during game creation, there could be a "realistic mothball setting" to represent the political difficulties inherent in building to mothballs?
Realistic promotions mean that better qualified commanders are promoted and they are only promoted because jobs are available. There is a rationale behind the mechanics. I really want to avoid rules that have no underlying logic, or internal consistency within the game.
I'm not trying to create an optimal way to play. I am trying to avoid creating an optimal way to play
For mothballing to be an effective game mechanic, there have to be situations where it turns out to be a bad idea, either economically or strategically.
Currently, to maintain a ship costs you 1/4 of the build points in MSP each year, or 1/16th of the ship cost in wealth and key minerals (40% Duranium, 40% Gallicite and 20% Uridium). You need to use construction factories to build maintenance facilities, which in turn provide maintenance capacity for the ships and production capacity for the MSP, or you can use shipyards or construction factories to build ships/stations with maintenance modules. You also need to provide workers for the industry and the maintenance facilities. On top of all that, you need to provide the necessary fuel and MSP for the ships themselves, plus any ordnance they carry. In my current campaign, I had to postpone military campaigns for a couple of years due to fuel shortage. Finally, most people tend to keep ships relatively up to date, so you also spend wealth and resources on multiple refits, which increases the total cost of the ships even more.
Devoting all that to maintaining and refitting your fleet is preventing you doing something else with the resources and industrial capacity, which means creating a fleet that balances military need with economic considerations is a major ongoing challenge, with numerous factors involved. I haven't built any new ships for a while, partly because I had a fleet that allowed me to meet my military commitments but also due to a severe shortage of Gallicite. In fact, I have had to turn off maintenance production for several months at a time to try to balance that need for MSP with producing the freighters and colony ships required to build up new mining colonies, to provide the minerals I need to keep the economy going. Suddenly due to 'events', I find myself with many different demands on the fleet and not enough ships to meet them. To complicate things further, I have recently started a refit program, so finding the capacity and resources to build new ships at the same time is a challenge. This isn't a 'Right Now' problem. I am just over-stretched and that is likely to be the case for several years until I can correct the strategic imbalance.
I use my battleships and carriers mainly for offensive operations. When deployed defensively, I rarely commit many of them together. Apart from recently, I have had sufficient light forces and surface batteries to protect colonies in most situations and Earth in almost all reasonable situations. Known space is 270 systems and I have an extensive buoy network, so trouble on the frontier, while locally annoying, is usually years away from becoming an existential threat. Even though I am currently facing ten active NPRs and spoilers, five of which are hostile, most of my major warships still spend a lot of time in Earth orbit before being deployed for a specific purpose.
If some form of mothballing was available, many of those challenges and decisions would not exist. I could have created a mothball fleet for most of the battleships and carriers and spent the 'fleet maintenance and refit' resources on improving my economy, or building additional commercial vessels, or building 2-3x more ships in storage than I would have had otherwise. My Gallicite shortage would very likely not have happened, along with all the associated consequences, and my strategic imbalance would be solved relatively easily. I would not fear a major threat with my large mothball fleet available when needed, so creating a large active military available to respond to threats, with all the planning that entails, would not be needed.
Mothballing will also limit strategic choices in fleet design. If you want to create a mothball fleet that can be reactivated years later and still be effective, you would design the ships on that basis. Therefore, you would build carriers and missile combatants, because those can be made much more effective by adding modern fighters and ordnance. It would not make strategic sense to build beam ships that would be completely outclassed without a major refit that would likely cost the same as a new ship anyway. So mothballing will drive you down specific research and fleet doctrine routes.
Even if we had mothballing, finding the right balance is extremely difficult. It has to be a decision that can turn out to be incorrect in certain situations. That 'situation' cannot be simply 'what if aliens attack Earth at short notice', because is it very unlikely an attack of sufficient force to overwhelm reasonable defences would happen without significant warning. No one is going to mothball everything. In economic terms, it's also difficult to create an economic or time-based penalty that is sufficient to make mothballing a real decision without also making it more expensive than simply pre-stockpiling components and building new ships when needed.
In summary, while mothballing does have some mechanics issues, it is really a 'removing challenges and limiting choices' problem.