New ship ord problem again Tim

Archived from groups: alt.games.vgaplanets4 (More info?)

Tim after just losing three Cat Paws to a very small number of fighters
last turn (due to the fact the Paws had no defence against them when
freshly built) I am just wondering could you please just do a very
quick change and revert the last host change for this matter please.

The vast majority of posts about it have been in the negative so
please, if you have the time, revert the change in relation to no Ord
being loaded on freshly built ships please.

Regards,
Robert
17 answers Last reply
More about ship problem
  1. Archived from groups: alt.games.vgaplanets4 (More info?)

    I have to agree with Soxaa. Bad move taking the ord and repairs from
    newly built ships. Also new ships should have "sandcasters fire at
    fighters" active when built. Attack settings are set to on so looking
    for a sandcaster on new ship and activating that should'nt be too big
    of a deal.
  2. Archived from groups: alt.games.vgaplanets4 (More info?)

    I see your point and also agree with it and I do hope that Tim can find
    the time one day to allow us to select repair and ord for a new ship
    when it is being built. That said however, surely survival should come
    first then a preference on how much ord a ship can take in. Which one
    is the lesser of 2 evils?
  3. Archived from groups: alt.games.vgaplanets4 (More info?)

    You are correct GT that it would be nice to have extra's in ship build
    screen, but I would rather have Tim immediately change the rule back to
    last host. It would be simple for him to do rather then event all the
    others first.
  4. Archived from groups: alt.games.vgaplanets4 (More info?)

    Yes, absoutely correct.

    First back to better rule. Then later rethinking and make a better try
    of change.

    GFM GToeroe

    P.S.: Although it would be a disadvantage for your pilots...
  5. Archived from groups: alt.games.vgaplanets4 (More info?)

    Which is more frustrating? Having a ship not follow orders and fail to load
    ord or to lose the ship and the base under it?

    To be alive and deal with frustration or to be deceased and beyond caring?

    I favor the old way (and would also favor being able to set minelaying even
    if no Ord are on the ship at the start provided Ord is loaded during the
    turn. If I fail to load the ord and therefore fail to load the mines I can
    deal with that.

    This having ships be sitting ducks for a full turn may be realistic (they
    need a one year shakedown cruise after launch or something) but it sure is
    frustrating.


    "soxee" <crooksy9@hotmail.com> wrote in message
    news:1127361897.266211.175250@g14g2000cwa.googlegroups.com...
    > I see your point and also agree with it and I do hope that Tim can find
    > the time one day to allow us to select repair and ord for a new ship
    > when it is being built. That said however, surely survival should come
    > first then a preference on how much ord a ship can take in. Which one
    > is the lesser of 2 evils?
    >
  6. Archived from groups: alt.games.vgaplanets4 (More info?)

    > This having ships be sitting ducks for a full turn may be realistic (they
    > need a one year shakedown cruise after launch or something) but it sure is
    > frustrating.

    I'm not so sure that it's realistic, to me it's unrealistic :-). I see no
    good reason for a brand new ship coming out of the shipyard loaded with crew
    to not also be loaded with ord. The batteries are going to be fully charged.
    This doesn't affect beam weopens.
  7. Archived from groups: alt.games.vgaplanets4 (More info?)

    I think that would be ok for the moment. Along with that, what about
    only a basic crew (percentage or fixed) on the ship?. I know this would
    have influence on the ships' fighting capability, but even if you have
    the chance to build a fleet in no time, you would have a disadvantage
    in their effectivity, so you have an advantage, if you plan ahead and
    do not only react.

    Jochen
  8. Archived from groups: alt.games.vgaplanets4 (More info?)

    Eric schrieb:
    >>This having ships be sitting ducks for a full turn may be realistic (they
    >>need a one year shakedown cruise after launch or something) but it sure is
    >>frustrating.
    >
    >
    > I'm not so sure that it's realistic, to me it's unrealistic :-). I see no
    > good reason for a brand new ship coming out of the shipyard loaded with crew
    > to not also be loaded with ord. The batteries are going to be fully charged.
    > This doesn't affect beam weopens.
    >
    >

    Well, of course this is your point of view. But as so many things here
    more or less unrealistic what do you think about let it more a question
    of the game fun.

    Under the current situation more player are crying than laughing about it.

    So, Tim would make a lot of poeple happy if he would change the ord load
    for new ships back to like it was in host193.

    He may think about

    - CCs for the ship building base to control the initial ord load
    - a addition of a few buttons in head quarter to control the initial
    ord and repair load
    - just putting a half or a quarter of the ord and repair capacity onto
    the ships.
    - Also I would say welcome to active SCs against wings for new built ships

    But it's just annoying:

    A)

    1st turn build a CP
    2nd turn load ORD
    3rd turn lay MF
    4th turn MF has first effects on the game.

    B)

    Having ships destroyed only because they appear without ORD when they
    are built

    GFM GToeroe
  9. Archived from groups: alt.games.vgaplanets4 (More info?)

    Eric wrote:
    >>This having ships be sitting ducks for a full turn may be realistic (they
    >>need a one year shakedown cruise after launch or something) but it sure is
    >>frustrating.
    >
    >
    > I'm not so sure that it's realistic, to me it's unrealistic :-). I see no
    > good reason for a brand new ship coming out of the shipyard loaded with crew
    > to not also be loaded with ord. The batteries are going to be fully charged.
    > This doesn't affect beam weopens.
    >
    >
    WW2, Stalingrad, the tractor works, converted to building tanks. The
    final assembly and LOADING of the tanks were done by the crew, who drove
    out the gates and into the battle. You would think that if Soviets could
    manage this in the forties, that a civilization that has developed FTL
    travel could allow a ship to be loaded as you wish when built. Hell, I
    would like to see pods go up with the ships if that is my wish. Putting
    the recent debacle with FEMA most industrial societies could accomplish
    distribution with less effort than is required in the game. The
    nitpicking detail is what makes this game so hard to attract players to
    there is a steep learning curve and a lot of scrut work to just get from
    A to B which if it was a tad more abstracted, would increase playability.

    OK, I am done and I will take my medicine right away,

    al
  10. Archived from groups: alt.games.vgaplanets4 (More info?)

    The command code idea is a good compromise. Easy for Tim to implement
    (I'm guessing), and lets each player do things the way he wants.

    Still lousy from a user interface perspective, but a good compromise :)
  11. Archived from groups: alt.games.vgaplanets4 (More info?)

    My honest opinion is, best would be to let every Ship load 500 Ordenance as
    default.

    I think that would be the best solution, because the ship has just been
    build, leving the hanger, just some fuel (30) and some Ordenance (500) are
    on the ship before it gets its real mission orders ...

    splitted

    "alevans" <vze6n8p0@verizon.net> wrote in message
    news:E4uYe.12961$iv5.10255@trndny03...
    > Eric wrote:
    >>>This having ships be sitting ducks for a full turn may be realistic (they
    >>>need a one year shakedown cruise after launch or something) but it sure
    >>>is
    >>>frustrating.
    >>
    >>
    >> I'm not so sure that it's realistic, to me it's unrealistic :-). I see no
    >> good reason for a brand new ship coming out of the shipyard loaded with
    >> crew
    >> to not also be loaded with ord. The batteries are going to be fully
    >> charged.
    >> This doesn't affect beam weopens.
    >>
    >>
    > WW2, Stalingrad, the tractor works, converted to building tanks. The final
    > assembly and LOADING of the tanks were done by the crew, who drove out the
    > gates and into the battle. You would think that if Soviets could manage
    > this in the forties, that a civilization that has developed FTL travel
    > could allow a ship to be loaded as you wish when built. Hell, I would like
    > to see pods go up with the ships if that is my wish. Putting the recent
    > debacle with FEMA most industrial societies could accomplish distribution
    > with less effort than is required in the game. The nitpicking detail is
    > what makes this game so hard to attract players to there is a steep
    > learning curve and a lot of scrut work to just get from A to B which if it
    > was a tad more abstracted, would increase playability.
    >
    > OK, I am done and I will take my medicine right away,
    >
    > al
  12. Archived from groups: alt.games.vgaplanets4 (More info?)

    soxee wrote:
    > Tim after just losing three Cat Paws to a very small number of fighters
    > last turn (due to the fact the Paws had no defence against them when
    > freshly built) I am just wondering could you please just do a very
    > quick change and revert the last host change for this matter please.
    >
    > The vast majority of posts about it have been in the negative so
    > please, if you have the time, revert the change in relation to no Ord
    > being loaded on freshly built ships please.
    >
    > Regards,
    > Robert


    I could maybe take a stab in the dark here..

    I think HWs (late developed colonies for most races) are rather well
    defended (nowadays). Destroying the the base shield is hard enough and
    so is GA, etc,etc. To this end being able to store up your metals and
    cash, right up until someone shows up at your doorstep, is somewhat
    againts all this "take initiative and win", "VGA is for agressively
    attacking people" -ideology. And I can't say I disagree with holding on
    to those principles. I mean, atleast if you attack someone he should
    have the decency to build up a decent resistance -IN TIME-. To me what
    this new rule is about is mostly more micromanagement, I really hate to
    go through all the transfer, attack, mission, etc screens for every new
    ship. On the other hand the minelayerships/races seem over punished by
    this rule too.

    So two suggestions:

    I) In client let a ship lay a minefield even if it doesn't have
    sufficient ord on board. (This really is the way it should be in any
    case and ALL the people seem to agree on this.)

    II) To reduce micromanagement many suggest transfer quantities in the
    QB. What if instead of the new ships having the stuff on board allready
    it would have the transfer orders set? Meaning you don't have to set
    everyship's transfer screen (unless you want to adjust) and the ordered
    amounts would be on the ship the turn after ship is build.

    As far as I see it this would resolve the conflict here between all of
    you. Just that the new ships wouldn't have ord, but come on, could you
    really even build a ship under a blokade? I think Host is being
    generous with us already. Besides beam weapons don't use ord, so in
    most cases you're still able to do some good of the desperate
    situation.

    Skies
  13. Archived from groups: alt.games.vgaplanets4 (More info?)

    I totaly agree !

    splitted

    "Black No1" <keineahnungwas@gmx.de> wrote in message
    news:1127392918.788025.182510@g43g2000cwa.googlegroups.com...
    >I think that would be ok for the moment. Along with that, what about
    > only a basic crew (percentage or fixed) on the ship?. I know this would
    > have influence on the ships' fighting capability, but even if you have
    > the chance to build a fleet in no time, you would have a disadvantage
    > in their effectivity, so you have an advantage, if you plan ahead and
    > do not only react.
    >
    > Jochen
    >
  14. Archived from groups: alt.games.vgaplanets4 (More info?)

    Your're probably right saying first fixes than twists, but as Tim may
    change the ord thing again in near future, I merely saw a chance to
    have the stuff on new build ships (and from this viewpoint crewmen
    aren't very different to ord, fuel or repair units) being handled in a
    unified way.
    Although I'd like a transfer screen (especially in qb) even more, as
    quick fix I would suggest, that - if available - a certain *basic*
    amount of crew, ord, fuel and repair units is put on the ships.That's
    it.

    Jochen
  15. Archived from groups: alt.games.vgaplanets4 (More info?)

    Regarding your words on defense/offense: Totally agreeing.

    ....
    >I) To reduce micromanagement many suggest transfer quantities in the
    >QB. What if instead of the new ships having the stuff on board allready
    >it would have the transfer orders set? Meaning you don't have to set
    >everyship's transfer screen (unless you want to adjust) and the ordered
    >amounts would be on the ship the turn after ship is build.

    Right.

    >II) To reduce micromanagement many suggest transfer quantities in the
    >QB. What if instead of the new ships having the stuff on board allready
    >it would have the transfer orders set?

    Which transfer orders? How much of each type?

    > Meaning you don't have to set everyship's transfer screen (unless you want to adjust) and the ordered
    > amounts would be on the ship the turn after ship is build

    As the ships are built at the beginning of the turn, they would still
    transfer that turn?

    Jochen
  16. Archived from groups: alt.games.vgaplanets4 (More info?)

    Sparrow with respect, surely one more turn is too long. And also what
    if you do have heaps of Ord lying on the base? As an example use my
    original posting where three Cat Paws got blown up by fighters because
    they had no ord. The base had over 150,000 ord on it.
  17. Archived from groups: alt.games.vgaplanets4 (More info?)

    Black No1 wrote:
    > I think that would be ok for the moment. Along with that, what about
    > only a basic crew (percentage or fixed) on the ship?. I know this would
    > have influence on the ships' fighting capability, but even if you have
    > the chance to build a fleet in no time, you would have a disadvantage
    > in their effectivity, so you have an advantage, if you plan ahead and
    > do not only react.
    >
    > Jochen
    >
    No, this adds another level of complication, simplify, simplify, should
    be what Tim says as he rolls out of bed on the days he will work on
    Planets. Everybody who has a neat new twist to suggest, please keep your
    ideas to yourself until some of the big stuff gets fixed.

    al
Ask a new question

Read More

Tim Games Video Games