"An emergent behavior or emergent property can appear when a number of simple entities (agents) operate in an environment, forming more complex behaviors as a collective." -Wikipedia
I want to talk about what functional Astrotech repair implies for design theory in this game.
Functional astrotech (along with features like shield supply and jump inhibition) opens a major door for support-oriented ships in this game, and heavy support ships seem like a natural choice for fleet motherships since it would empower an admiral to repeatedly return ships to combat during an extended engagement.
Astrotech requires linked cargo to function. This means that every block type used on fleet member ships should be stocked in sufficient numbers to facilitate repair, but so many ships use such a broad variety of block types, that assembling a fleet composed of separately designed individuals would require that any support ship either carry relatively limited amounts of repair materials for any given ship, or be a massive, lumbering whale filled to the brim with an unacceptable amount of faction resources.
The solution seems to be designing entire fleets intended to employ a limited palette of blocks, so that your mothership can effectively keep ships in the fight without being a huge, slow-moving target for the enemy. At that point, it starts to really sound like designing the fleet with a mind towards emergent systems might be of substantial value. Rather than ships intended to stand alone or as homogenous swarms in combat, ships designed to compliment each other start to look really appealing.
I come to this because I have been struggling to design a light command ship for small fleets, just to explore the potential of a support-oriented mothership rather than a battleship style command vessel. So many trade-offs are required under the Beta systems, that excessive cargo for support keeps coming up as an unacceptable option.
Anyone else done any work or thinking on this subject yet?
Anyone interested in discussing ship profiles for coherently designed fleets that don't just match up aesthetically, but also compliment each other in a way that allows them to perform better as a whole than as a collection of individuals?
New systems are still a bit buggy, but I'd love to hear any ideas on this.
[doublepost=1530598131,1530597880][/doublepost]Also... do we know if astrotech turrets can draw blocks through linked dockers that link to a storage unit on parent entities? If not, that probably needs to happen.
I want to talk about what functional Astrotech repair implies for design theory in this game.
Functional astrotech (along with features like shield supply and jump inhibition) opens a major door for support-oriented ships in this game, and heavy support ships seem like a natural choice for fleet motherships since it would empower an admiral to repeatedly return ships to combat during an extended engagement.
Astrotech requires linked cargo to function. This means that every block type used on fleet member ships should be stocked in sufficient numbers to facilitate repair, but so many ships use such a broad variety of block types, that assembling a fleet composed of separately designed individuals would require that any support ship either carry relatively limited amounts of repair materials for any given ship, or be a massive, lumbering whale filled to the brim with an unacceptable amount of faction resources.
The solution seems to be designing entire fleets intended to employ a limited palette of blocks, so that your mothership can effectively keep ships in the fight without being a huge, slow-moving target for the enemy. At that point, it starts to really sound like designing the fleet with a mind towards emergent systems might be of substantial value. Rather than ships intended to stand alone or as homogenous swarms in combat, ships designed to compliment each other start to look really appealing.
I come to this because I have been struggling to design a light command ship for small fleets, just to explore the potential of a support-oriented mothership rather than a battleship style command vessel. So many trade-offs are required under the Beta systems, that excessive cargo for support keeps coming up as an unacceptable option.
Anyone else done any work or thinking on this subject yet?
Anyone interested in discussing ship profiles for coherently designed fleets that don't just match up aesthetically, but also compliment each other in a way that allows them to perform better as a whole than as a collection of individuals?
New systems are still a bit buggy, but I'd love to hear any ideas on this.
[doublepost=1530598131,1530597880][/doublepost]Also... do we know if astrotech turrets can draw blocks through linked dockers that link to a storage unit on parent entities? If not, that probably needs to happen.