Multiple warships and persistent random world map threats.
The enemy has multiple war ships, why can't we?
Allow additional docks specifically for multiple sizes of war ship and convert your transport ships into battle ships via upgrades like the main ship.
Once a ship is converted it can't be turned back into a transport ship, but it can be fully scrapped (decommissioned) for parts.
Have dock sizes of 2,4,6, and 8 just like the cargo ships that can be fitted with more armor, guns, or Logistics (cargo space) accordingly.
Warships and transport ships could be grouped into fleets that would depart together for both player assigned or trade contracts.
Multiple missions could be run on the map at the same time.
Ships on a trade route should be positionally visible on the world map instead of just disappearing on the edge or the game map. Including the addition of travel time to and from a trade resource.
This could allow for a persistent random threat on the world map for distant resources.
Also, warships (Including the main ship) should require ammunition.
(Phosphorous + Salt + Coal = Gunpowder)
(Iron, Steel, or Depleted Uranium + Gunpowder = Gun Shells I, II, III)
Finally, when quick trading with a village, supplies shouldn't magically appear in the dock yard. You should have to assign a ship to the dock yard (which could be your main ship) and send it to pick them up or pay a high resource rate to have them delivered by a ship from the village that comes to your dock.
PS. All transport ships should start as 2 slot ships and require upfitting/down fitting and resources to become 4,6, 8 size frames. (Dock like a Vehicle depot)
Comments: 2
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01 Jul
RollingStenYou cannot just show trade ships on the map just because they may visit multiple places at once - you can currently take crude oil from 2 platforms at once with one ship and you can even have mixed cargo on ships.
Although map needs some redesignes and your ship is not needed after conquering everything, this is not a war game. There could be some bigger exploration and additional combats, but not at this scale. Also i would not use ammo, as currently you have no control over battle and many players would be more locked from further exploration (which may be needed). -
06 Jul
MitchellI would just like to see the transport ships making that journey to multiple stops and have it impact how long it takes for the ship to return. Even if you don't visualize the trip on the map. If you could have the distance effect the return time, it forces you to better plan your on shore receiving areas with a bit more randomness. Also, would make you consider if improving a nearby resource is a better option than locating one further out.
On the second thought, I'm by no means trying to create a battle sim, not my game style either, just trying to add some resistance and instability to resources further out. Similar to needing to pump resources into space to gather asteroids, without duplicating the straightforward exchange of the contract system.
Combined, I think forcing the player to consider instability and the need to continually earn resources at a lower cost than the sharp step into the asteroid system would be good warm up to that mechanic.
How would you implement that?