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    Fuel Enhancements

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • General_ZodG Offline
      General_Zod Moderators
      last edited by General_Zod

      I like it, but I see one loophole (for lack of better term) which needs plugging.

      What happens if the air unit has used its max movement to get to the acc during the beginning of NCM phase? How does the air unit move together with the acc during the NCM, if it has no more available movement?

      It seems to require, more functionality.

      HeppsH 1 Reply Last reply Reply Quote 0
      • HeppsH Offline
        Hepps Moderators @General_Zod
        last edited by Hepps

        @general_zod Well the ACC would not be able to move since the fighter has already moved its max movement.

        No different then it currently is. You cannot currently move a fighter with all it's moves then proceed to move the ACC X number of more moves.

        what I am suggesting would not change any part of the current functionality. If your Air moves with a ACC during combat or noncombat this would simply negate the fuel consumption... while still keeping the fighter consuming its own movement during the moves. Exactly the same as the game currently works.

        "A joyous heart sours with the burden of expectation"
        Hepster

        1 Reply Last reply Reply Quote 0
        • General_ZodG Offline
          General_Zod Moderators
          last edited by General_Zod

          @Hepps

          So why not add another attribute in addition. That gives the air unit a free ride, even after it used all it movement. As long as it moves with the acc. Like the current mech infantry does.

          <attachment name="unitAttachment" attachTo="italianCarrier" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
            <option name="addsMovement" value="navalfighter:2"/>
          
          HeppsH 1 Reply Last reply Reply Quote 0
          • HeppsH Offline
            Hepps Moderators @General_Zod
            last edited by

            @general_zod Well now we are talking about something entirely different. 😃

            what you are suggesting would completely change the mechanics and abilities of Carriers and Fighters. Effectively adding more range to the fighters.

            "A joyous heart sours with the burden of expectation"
            Hepster

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            • General_ZodG Offline
              General_Zod Moderators
              last edited by General_Zod

              No, not giving it more operational range, just a lift. But yes, I am proposing more than current ability, to act more like a true acc should. I am also only proposing for the NCM phase.

              But there's likely a better method of achieving the same result. I'm just throwing out a quickie, 😉

              HeppsH 1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Moderators @General_Zod
                last edited by

                @general_zod Correct, and while that may be a desirable request. I don't think it has any bearing on my suggestion for a way to add functionality to ACC and fighters as it pertains to the fuel question.

                "A joyous heart sours with the burden of expectation"
                Hepster

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                • General_ZodG Offline
                  General_Zod Moderators
                  last edited by General_Zod

                  I thought we were spitballing ideas on how to reasonably bring a nice fuel consumption model to fruition. Whatever that entails.

                  Logical acc seems important. Unless we just aiming for the fastest method to get to playable fuel consumption.

                  HeppsH 1 Reply Last reply Reply Quote 0
                  • HeppsH Offline
                    Hepps Moderators @General_Zod
                    last edited by Hepps

                    @general_zod Ok. And that is fine... but you provided an example under the pretext that it was a "loophole" that would need to be fixed in order for my idea to work with current functionality.

                    When really what you were doing was making an entirely different feature idea. 😃

                    I'm not against your idea... I'm just saying your example does not identify any "loophole" in my suggestion.

                    "A joyous heart sours with the burden of expectation"
                    Hepster

                    General_ZodG 1 Reply Last reply Reply Quote 0
                    • General_ZodG Offline
                      General_Zod Moderators @Hepps
                      last edited by General_Zod

                      @hepps haha, 🙂 Point taken. You have a fine loophole free idea. 😉

                      1 Reply Last reply Reply Quote 1
                      • HeppsH Offline
                        Hepps Moderators
                        last edited by Hepps

                        Thinking of this with an even broader long term scope in mind...

                        The attachment might want to be expanded out to provide more options as well as be defined in better terms....

                        <attachment name="unitAttachment" attachTo="italianCarrier" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                        <option name="negatesConsumption" value="fuel:navalfighter:2"/>

                        Where the attachment name is called "negatesConsumption"...

                        and the value is defined as.... "Type of consumable: Unit that would normally consume the specified consumable: number of specified Unit which no longer consume"

                        Depending on how workable this idea is I think it would work for all the different types of transport units while also allowing you to potentially have different types of consumable resources. (If you wanted)

                        "A joyous heart sours with the burden of expectation"
                        Hepster

                        1 Reply Last reply Reply Quote 0
                        • FrostionF Offline
                          Frostion Admin
                          last edited by

                          @Hepps Thats seems like a good idea. I could imagine other resources in use in some maps when ships carry units, like food supplies and salary.

                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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                          • redrumR Offline
                            redrum Admin
                            last edited by redrum

                            So I didn't read all of the posts in this thread but seems that most of the remaining debate is around carriers/fighters and how to handle fuel consumption. And it is correct that generally fighters aren't considered 'cargo' and launch from carriers at the start of their turn.

                            My thought is to treat it kind of like land transports. If you select carrier and fighters in the same SZ and move together then they are considered cargo so don't burn fuel. If you move them in separate moves then they are not considered cargo. I think this makes sense from a gameplay perspective and minimizes changes to the existing carrier/fighter system.

                            Thoughts?

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                            HeppsH 1 Reply Last reply Reply Quote 1
                            • HeppsH Offline
                              Hepps Moderators @redrum
                              last edited by

                              @redrum Did you read my suggestion?

                              "A joyous heart sours with the burden of expectation"
                              Hepster

                              redrumR 1 Reply Last reply Reply Quote 0
                              • redrumR Offline
                                redrum Admin @Hepps
                                last edited by

                                @hepps I didn't. Was it along the same lines?

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                HeppsH 1 Reply Last reply Reply Quote 0
                                • HeppsH Offline
                                  Hepps Moderators @redrum
                                  last edited by

                                  @redrum 1all you have to do is look up! 😃

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

                                  redrumR 1 Reply Last reply Reply Quote 0
                                  • redrumR Offline
                                    redrum Admin @Hepps
                                    last edited by

                                    @hepps I see. A more generic version for any unit pairing. Guess the question is can we imagine any scenarios outside of transports and carriers that could impact fuel consumption?

                                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                    HeppsH 1 Reply Last reply Reply Quote 0
                                    • wc_sumptonW Offline
                                      wc_sumpton
                                      last edited by

                                      @redrum Trains?

                                      1 Reply Last reply Reply Quote 0
                                      • HeppsH Offline
                                        Hepps Moderators @redrum
                                        last edited by

                                        @redrum Yah I can think of a few different scenarios outside of just movement.

                                        Food
                                        Supplies
                                        energy

                                        I suppose there are quite a few different scenarios where this type of attachment could also benefit from a action qualifier.

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

                                        1 Reply Last reply Reply Quote 0
                                        • General_ZodG Offline
                                          General_Zod Moderators
                                          last edited by

                                          @redrum

                                          If your gonna pair the air and carriers up like mech inf. I suggest only allow the pairing during the NCM. I think it should not be allowed to pair up during the CM. So it prevents the air from getting a free ride into combat.

                                          FrostionF 1 Reply Last reply Reply Quote 1
                                          • General_ZodG Offline
                                            General_Zod Moderators
                                            last edited by General_Zod

                                            Also what happens if lets say, the air uses all its movement to get to the combat. And an acc is 1 territory away from that combat. Can the acc move 1 space during NCM to pick up the air and then move its remaining movements with the air as cargo during NCM?

                                            I would ask the same question if only in respect to fuel as well.

                                            HeppsH 1 Reply Last reply Reply Quote 0

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