1
Suggestions / Fleet Organization
« on: June 20, 2020, 12:35:17 AM »
This game has characters / officers, and it has chain of command - but both are sort of half-baked. These two essential ingredients can be combined and expanded to create a realistic (relatively speaking) and in-depth fleet organization / management system. As seen in games like Scourge of War, Ultimate General, Command Ops etc.
Real world fleets have complex and diverse structures, but for a videogame it can be streamlined to -
Fleets (commanded by the player / admiral)
\/
Flotilla / Squadron (commanded by officers of rank captain)
\/
Individual ships (commanded by officers of rank commander)
\/
fighter wings (commanded by officers of rank lieutenant), science officers, tactical officer, chief of enginneering etc in a ship
This structure can be used to give commands during battle, like in a real world battle as opposed to ad hoc task groups as it is now. Groups can be organized according to specific strengths and weaknesses of their commanders and ships for a specific purposes - adding a whole new layer of strategic depth. Combination of ship composition and captain skills should lead different types of roles, abilities and commands that a squadron can carry out. It can also be a possibility to send out a squadron to go to a nearby base and fetch supplies or reinforcement.
As officers gain rank, they can be promoted to cmdr, then captain, then admiral. Admirals can be sent to command autonomous secondary fleets, or fleets / military of your colonies. Based on their ambition factor, officers may become dissatisfied as they gain levels if you do not promote them accordingly. Promotions will open up new skill trees and abilities that are relevant for that level of command.
More subordinate positions per ship can be added - such as science officers, engineering chief, helmsman etc. The lowest-rank officers (LTs) can be given these positions to modify ship capabilities, and gain experiences until they are eligible to be promoted to commander. The chain of command can be used to automate this for ships or flotillas to reduce micromanagement if necessary, with vacant positions filled by officers promoted (i.e. generated) from the crew of a ship. Planetary commands should also involve officers, like in real life. High Commands should have an admiral ranked officer in charge of it modifying the capability of the fleets in that system. Officers could be put in charge of specific functions of planets such as production or military, like ministers. Recruitment should not really be restricted to mercenaries. Eligible officer candidates should come up from the colonies.
The RTS gamers and Total War players adapted so easily to this kind of increased realistic depth in Ultimate General Civil War. I think the generally smart of group of simulation-minded people that play StarSector would welcome and thoroughly enjoy these kinds of improvements.
Real world fleets have complex and diverse structures, but for a videogame it can be streamlined to -
Fleets (commanded by the player / admiral)
\/
Flotilla / Squadron (commanded by officers of rank captain)
\/
Individual ships (commanded by officers of rank commander)
\/
fighter wings (commanded by officers of rank lieutenant), science officers, tactical officer, chief of enginneering etc in a ship
This structure can be used to give commands during battle, like in a real world battle as opposed to ad hoc task groups as it is now. Groups can be organized according to specific strengths and weaknesses of their commanders and ships for a specific purposes - adding a whole new layer of strategic depth. Combination of ship composition and captain skills should lead different types of roles, abilities and commands that a squadron can carry out. It can also be a possibility to send out a squadron to go to a nearby base and fetch supplies or reinforcement.
As officers gain rank, they can be promoted to cmdr, then captain, then admiral. Admirals can be sent to command autonomous secondary fleets, or fleets / military of your colonies. Based on their ambition factor, officers may become dissatisfied as they gain levels if you do not promote them accordingly. Promotions will open up new skill trees and abilities that are relevant for that level of command.
More subordinate positions per ship can be added - such as science officers, engineering chief, helmsman etc. The lowest-rank officers (LTs) can be given these positions to modify ship capabilities, and gain experiences until they are eligible to be promoted to commander. The chain of command can be used to automate this for ships or flotillas to reduce micromanagement if necessary, with vacant positions filled by officers promoted (i.e. generated) from the crew of a ship. Planetary commands should also involve officers, like in real life. High Commands should have an admiral ranked officer in charge of it modifying the capability of the fleets in that system. Officers could be put in charge of specific functions of planets such as production or military, like ministers. Recruitment should not really be restricted to mercenaries. Eligible officer candidates should come up from the colonies.
The RTS gamers and Total War players adapted so easily to this kind of increased realistic depth in Ultimate General Civil War. I think the generally smart of group of simulation-minded people that play StarSector would welcome and thoroughly enjoy these kinds of improvements.