Klauser wrote:You're right, BANE. Designing a ship list by committee is problematic at best!
I've spent enough time in meetings to know that doing just about anything
by committee generally results in the worst of all possible outcomes. Like one of my managers once said of a meeting that I had complained was awful, "No, it was a really good meeting: Nothing bad
Klauser wrote:I think all of us paricipating in this discussion agree that each race could stand some ship adjustments, specifically by reducing the number of "stupid" ship designs
After reading through this discussion, here's some ideas that might make it workable:
- Divide up the races among each person interested.
- Each race would "own" the unique ship hulls they control (i.e. gravitonics, hypers, cloakers, etc) on Tim's default ship list. This would prevent the "Tholian Cloaker" problem.
- For the ships that are owned by several races (i.e. Death Specula, Lady Royale, Loki, Gemini), each race that owns the ship has a say in how to make modifications.
- For those ships owned by most or all the races (i.e. various freighters and alchemy ships), all persons have a say.
- Which, of course, implies we need a final "arbiter". I would suggest ][avok ... after all, we are playing in his sandbox.
I would suggest me, as it was my idea.
Actually, I would suggest you and me, since we both seem to see things the same way and I think you have a great grasp of what is needed.
...not to mention Havok is already busy enough, I think.
Klauser wrote:Of course, the real challenge is deciding what general parameters each person would use to make changes to their races.
I think that rather than assigning races to individuals, everyone sends their recommendations to the compiler for whatever race or races they are interested in. The person who is putting it together will look at the recommendations and see what will work and how things will balance against the other races' fleets/abilities and build the list.
Klauser wrote:Having built several race/ship mods, I found it best to approach the problem by focusing by ship "function". By that I mean that most races have some variation of these ships:
- A cheap scout
- A light torp ship (destroyer / minelayer)
- A medium carrier
- 3-4 shared freighters (SDSF, MDSF, LDSF, STF)
- 1-2 Alchemy ships (Merlin, NRS)
The Torp races usually add these additional ship types:
- A medium torp ship (cruiser)
- A large torp ship (dreadnought / battleship)
The fighter races usually add these additional ship types:
- A light fighter transporter (lighter)
- A heavy carrier
What I do then is "identify" a ship to fit each function, then compare it to the same ship from the other races to see if it is imbalanced. For example, most scout ships have the same general characteristics: minor resource cost, 1 engine, 1-2 beams. (Most have no torps or bays, but for example it would make "race" sense that the Tholians would have one torp launcher).
While it might make race sense for the Tholians to have a torp tube on their scout it would have to be done carefully, as it could result in a REALLY nasty, cheap ship that could hit you from half-way across the map.
I do agree with you on the method of designing the fleets though.
Klauser wrote:One you hammer out the "basic" ship classes, you adjust the remaining hulls each race controls with an eye for each races "theme". Tholians are minelayers. Empire, Rebels, COM and Cylons are fighter races.
Your thots ...
I'm going to make an Excel spread sheet (gradually) with all the ships in the game. Don't expect it to be done before I get moved up to OH, though.