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Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 14, 2018, 08:22:26 AM »For example:
Warships > Phase ships > Carriers > Warships.
Officer quality > Ship quality > More ships > Ship size > Officer quality.
Low tech > Midline > High tech > Low tech.
When 2 fleets auto resolve, it would tune the results to favor that relations graph above based upon ships present in fleet. (This could also be used in deciding war results between factions by simply comparing doctrines and tech type +possible modifiers players may or may not have ability to affect).
I'd rather have them auto-resolved as closely as possible to what actually fighting it out would produce. Last thing we need is auto-resolve that is wrong-by-design.
Disconnect between auto and happens when you join a fight would be totally immersion breaking. Like potential situation where your patrol is wiped by auto, but can easily win same fight if you just join and sit in the corner.
Would also lead to outfitting fleets in all kinds of weird ways (as long as I max out abstract bars that win over competition it does not matter that resulting fleet can't do anything in a real fight). So it becomes a question of how to get bars into position at minimum cost (if costs are involved at all).