Posted by: Herode
« on: September 06, 2011, 01:02:06 PM »As is, manually assigning commanders every 2 years looks anything but playable. I wonder if any veteran tried it once ?
But combined with the "do not end tour" checkbox, manually assigning the commanders to the various fleets could add some logistic challenge. Of course, it could be fun if the game itself included assignment policies. Fun, but I guess not so easy to implement...
Some 2.0 cents ideas on the fly anyway :
- given a Fleet : select a colony where some eligible officers stand, select the "Change commander to" order and choose the commander you want to assign to the fleet. The order sends the fleet to the planet, the switch occurs when the fleet reaches the planet.
- given a colony where some officers stand : select officer, select the colony you want to assign it to, select the "Assign as commander/officer/whatever". The order creates an implicit civilian contract where the starting colony "supplies" the said officer and the ending colony "demands" the officer.
- on the Class design window, add a 'taxi' checkbox : if ticked
- any civilian ship of this class TG is eligible as an officer's auto-transportation medium for the 'taxi' contract.
- any player's ship of this class can use the defaul order 'Drive officers' and act as a taxi itself.
I guess the same thing could be extrapolated for teams.
Anyway, as I'm only a modest noob playing my second game at year 2055 (the first one concluded in 2035 when I accidentaly run into some hostile massive fleet of ships moving at 8000+ km/s when my missiles hardly reached that speed ). So as far as I am concerned, I am happy with the current rules (and I take the opportunity here to thank Steve for delivering us for free such a fascinating game !).
But combined with the "do not end tour" checkbox, manually assigning the commanders to the various fleets could add some logistic challenge. Of course, it could be fun if the game itself included assignment policies. Fun, but I guess not so easy to implement...
Some 2.0 cents ideas on the fly anyway :
- given a Fleet : select a colony where some eligible officers stand, select the "Change commander to" order and choose the commander you want to assign to the fleet. The order sends the fleet to the planet, the switch occurs when the fleet reaches the planet.
- given a colony where some officers stand : select officer, select the colony you want to assign it to, select the "Assign as commander/officer/whatever". The order creates an implicit civilian contract where the starting colony "supplies" the said officer and the ending colony "demands" the officer.
- on the Class design window, add a 'taxi' checkbox : if ticked
- any civilian ship of this class TG is eligible as an officer's auto-transportation medium for the 'taxi' contract.
- any player's ship of this class can use the defaul order 'Drive officers' and act as a taxi itself.
I guess the same thing could be extrapolated for teams.
Anyway, as I'm only a modest noob playing my second game at year 2055 (the first one concluded in 2035 when I accidentaly run into some hostile massive fleet of ships moving at 8000+ km/s when my missiles hardly reached that speed ). So as far as I am concerned, I am happy with the current rules (and I take the opportunity here to thank Steve for delivering us for free such a fascinating game !).