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Is it then not possible to translate the CR mechanic into actual ships? Instead of having this Readiness mechanic why not have actual ships that cover that? For example: each ship has its own ability to recover, but that ability is limited and the player would want to get a logistics ship that handles that. This ship would be deployed in combat to provide repairs, rearm and drain hardflux. The more ships you field the more/bigger logistics you want to field alongside. This also "fixes" the solo-kiting of deathball fleets by letting the AI retreat and rearm/repair while your single frigate runs out of ammo or gets hardfluxed.
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This sounds a lot like what Gorgon was saying here:
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How would you feel about in-combat refuelling? Imagine the current mechanic of transferring command via shuttle, and apply that to refuelling your ships. You deploy a Dram, or other tanker vessel, which would refuel nearby allied ships in turn, depleting it's own fuel reserves as a result. This would mix-up combat, meaning both players and AI need to systematically retreat to the tanker to refuel, almost making a king-of-the-hill metagame.
In addition, apart from emergency burn, fuel doesn't contribute anything to the game when the player isn't in hyperspace. Giving fuel another purpose, and rebalancing consumption, could add another level of gameplay.
And I actually really like it.
- Ammo-limits could be re-implemented
- Fuel capacity could be reworked into what CR+PAT currently do
- Tankers/Logi ships become absolutely vital, even in small fleets
- Kiting would remain a viable tactic, but it would come at a cost & large fleets could heavily counter it by fielding a large tanker/logi ship
- It also introduces a high-value target to both sides of the field and a whole new 'resupplying' mechanic, opening the way for a multitude of different tactics
- Lastly, it removes the 'gaminess' of combat-readiness
Only problem is it would require a MAJOR re-balance of pretty much everything.
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Thinking on it, some ideas:
Fuel consumption in-combat vs on the world stage is a balancing act.
-If a single unit of fuel gives a lot of combat time, fights would last forever or you'd have to make everything only have 1-5 fuel capacity. Very bad for small fleets & the galaxy map
-If a single unit of fuel gives a scant amount of combat time, fights would end quick & the fuel cap would remain the same, but battles would be VERY expensive (if not in cost, in time spent going to ports & refuelling)
I'm thinking we could give ships an 'atomized fuel' value, in order to limit the amount of fuel they can consume in combat, keeping the battles short & campaign range high.
In lore-terms, we could say the fuel in the storage holds is highly-enriched/concentrated & has to be broken down for use in the core.
We
could get as complex as we want with this, with superfluous values for base AFuel available, consumption rate, and in-combat production rate (say with a fuel tank icon, giving a timer until the next unit is available and a gauge for how much burn you currently have from the previous atomized unit. 'You'd have to carefully consider when to run if you don't want to be stuck with an empty tank' sorta thing.).