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Military contract Messages in this topic - RSS

hellboydmc
hellboydmc
Posts: 23


4/6/2017
hellboydmc
hellboydmc
Posts: 23
I would like to be able to make military contract stating a price ,a place and a power lvl.
Because that one thing i would love to do in this game is to be able to be a defence provider for other player that dont want to invest and have military upkeep



and even plain transport contract for ressources and even unit.
edited by hellboydmc on 4/6/2017
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hellboydmc
hellboydmc
Posts: 23


4/6/2017
hellboydmc
hellboydmc
Posts: 23
i would even buy a 90$ accelerated start if you can add this XD
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Vulpex
Vulpex
Posts: 390


4/6/2017
Vulpex
Vulpex
Posts: 390
Actually not a bad idea. Would be only private contracts of course no point in telling some pirate that my gorgeous defense force is going to leave in twelve turns...

In practice this can already be done with recurring contracts for something ludicrous i.e. sell 1 unit of water for 100,000 every turn or something like that.
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hellboydmc
hellboydmc
Posts: 23


4/6/2017
hellboydmc
hellboydmc
Posts: 23
Vulpex wrote:
Actually not a bad idea. Would be only private contracts of course no point in telling some pirate that my gorgeous defense force is going to leave in twelve turns...

In practice this can already be done with recurring contracts for something ludicrous i.e. sell 1 unit of water for 100,000 every turn or something like that.



that i know we can do but i would love something more clear then a random contract like you say becaus like this i can accept the contract but not send the unit and the other player cant do jack about it.


But whit a real military contract my unite would fly straight away where the contract is needed
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Doctor Dread
Doctor Dread
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Posts: 1478


4/6/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
You want a contract type that will track that you are "Guarding" a certain corporation at a certain location for a set amount of time. That might be possible.

It would make more sense to have some sort of Escort order that makes your ships follow another one around and guard it in combat. But that is something I would have to to add to the game first.
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hellboydmc
hellboydmc
Posts: 23


4/6/2017
hellboydmc
hellboydmc
Posts: 23
Doctor Dread wrote:
You want a contract type that will track that you are "Guarding" a certain corporation at a certain location for a set amount of time. That might be possible.

It would make more sense to have some sort of Escort order that makes your ships follow another one around and guard it in combat. But that is something I would have to to add to the game first.


the two thing you speak about is exactly what i would LOVE to do
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cyb0rg
cyb0rg
Posts: 123


4/6/2017
cyb0rg
cyb0rg
Posts: 123
The units could be trapped there (unable to move) until the contract ends for defensive contracts.

Offensive contracts could be more like bounties.
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Hutton
Hutton
Posts: 276


4/6/2017
Hutton
Hutton
Posts: 276
A realistic feature of a mercenary defense contract would be the ability to bug out and default on the contract. So you could still tell your units to retreat when they take a certain amount of damage, but then you don't get paid.
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Doctor Dread
Doctor Dread
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4/6/2017
Doctor Dread
Doctor Dread
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Posts: 1478
Hutton wrote:
A realistic feature of a mercenary defense contract would be the ability to bug out and default on the contract. So you could still tell your units to retreat when they take a certain amount of damage, but then you don't get paid.



The only practical bounty would be to destroy a certain unit or structure, And it wouldn't even be attached to combat. It would be more like, if the unit is destroyed by a certain turn, you get paid. Doesn't matter how it happened or who did it.
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cyb0rg
cyb0rg
Posts: 123


4/7/2017
cyb0rg
cyb0rg
Posts: 123
Sounds like a job for the A-Team
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ChaChaCharms
ChaChaCharms
Posts: 167


4/7/2017
ChaChaCharms
ChaChaCharms
Posts: 167
I like it!

--
Never trust anything that can think for itself if you can’t see where it keeps its brain..
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Hutton
Hutton
Posts: 276


4/7/2017
Hutton
Hutton
Posts: 276
You couldn't have a USE CONTRACT pull down menu in the DEFEND order for like in the TRANSFER CARGO order?
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Doctor Dread
Doctor Dread
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Posts: 1478


4/7/2017
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Hutton wrote:
You couldn't have a USE CONTRACT pull down menu in the DEFEND order for like in the TRANSFER CARGO order?


Yeah that's how it would work if you wanted to contract your escort service
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Hutton
Hutton
Posts: 276


4/7/2017
Hutton
Hutton
Posts: 276
So, you're saying that progamiing in a function to escort, where units follow their target around, wouldn't be anymore complicated than adding contracts to DEFEND. I would have guessed that was a whole other ball of wax. Is there already an order to pursue units you want to attack?
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Doctor Dread
Doctor Dread
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4/7/2017
Doctor Dread
Doctor Dread
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Posts: 1478
Hutton wrote:
So, you're saying that progamiing in a function to escort, where units follow their target around, wouldn't be anymore complicated than adding contracts to DEFEND. I would have guessed that was a whole other ball of wax. Is there already an order to pursue units you want to attack?

There is no good way to "follow" units. In a game where everyone moves at same time, not in turn, makes following, especialy following ships that are following other ships that are following YOU, impractical.and complicated. There is a similar problem when "escorting" a unit ... that is escorting antoher unit. Someone needs to move first or is the authority.

It might just come down to not being able to escort a unit if they are escorting another. "Escorting" is a friendly cooperative thing, unlike chasing down to attack someone so Escorting can be a lot more strict which makes it practical to implement. So when you are escorting another unit, your unit is simply shadowing the other units orders. It moves to the same location its moving, it attacks whatever it is attacking. It kind of clones whatever order ithe main ship currently has. The escort order can have a few flags to prevent it from buying, selling, transfer, load/unload or even attacking if youdon't want the escort to clone those orders.

That handles the escorting, then in combat, any unit being attacked gets checked to see if any other units are currently escorting them and adds them to the defending side.


You can make "Armadas" like that. For example Safehold corp can have a flagship group that is going out to attack the Qazar Dragon and the other corps can have thier big groups "escort" his. Now Safehold Corp is essentialy moving everyones fleet as a single unit while they watch. When he attacks everyone else fleet willget the same order and attack the same way.
It's a tricky order to implement but it should work fine. "Chasing" an enemy ship though opens up the problem of not being able to chase a unit that is chasing another. I can simply order to "chase" another unit of mine and suddenly your chase on me would break, unless I handled chasing units that are chasing other units BLAH it hurts thinking about it =)

Escorting will show up eventually. And then contracts to escort will be possible. But chasing to attack probably won't.
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Hutton
Hutton
Posts: 276


4/7/2017
Hutton
Hutton
Posts: 276
Okay, but if that's how it works you probably can't use that escort order to defend someone else's structures. So it might be handy, if possible, to have a contract menu on DEFEND if, say, I have a research station on the Moon, but no troops to defend it. And I want to hire Safehold Corp to order some of its forces to protect me. You could have an ongoing contract that pays out every turn the seller has X amount of power defending the buyer at the point of delivery.

Or, at least it looks like that would be possible on this side of the GUI. Maybe it's a lot more complicated under the hood.
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Doctor Dread
Doctor Dread
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Posts: 1478


4/7/2017
Doctor Dread
Doctor Dread
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Posts: 1478
There is already a "Guard" order to defend an area, guild or corporation at a location. The terran fed units are all set to Guard everyone at the cities and thats why they show up to an attack.


If you wan to Guard on contract, I need to add it ot the contract system and then have the cotnract dropdown be in the Guard order.
Guarding on contract seems tricky. I mean how much are you guarding with? A scout? a Monolith? Maybe it has to be a certain amount of Power set to guard your location and a number of turns? Same goes with escort. If you want the contract to enforce a certain kind of escort makeup, like Mostly fighters or tanks only. Its going to get complicated. A set amount of Power guarding you is an easy mechanic to pick up on though.
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Hutton
Hutton
Posts: 276


4/7/2017
Hutton
Hutton
Posts: 276
I think I meant GUARD when I said DEFEND. I haven't messed around with the military units that much yet.

I don't personally have a strong opinion about implementation of this feature, but I found the thread interesting and get the sense that some players would like to run their Corporation like Blackwater instead of General Electric. So thanks for clarifying what can and can't be done under the hood.

I think the mechanism you described would work fine. The players could talk over Comms if they had specific needs. And I think the selling corp has an intrinsic interest in providing effective units because they will default on the contract (and maybe even incur a penalty) if they end up retreating or getting wiped out. So the contract is just a convenient method of transacting the payment rather than an iron clad method of guaranteeing that that the buyer gets exactly the forces he wants.
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