Archived from groups: rec.games.empire (
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theobviousgcashman@theobviousindiana.edu (Geoff Cashman) writes:
> In article <d748d$415b2a4f$d89e2d68$20840@dcanet.allthenewsgroups.com>,
> Gemini <spam@nospam.org> wrote:
>>Geoff Cashman wrote:
>>> You're opening a can of worms.
>>>
>>> Define 'hover'. A number of early planes that featured low air speeds
>>> could maintain position over a given area while flying into the wind.
>>> Certainly such a plane can 'hover' for quite a long period by doing
>>> small race tracks of a few miles in length. Also, later planes can
>>> certainly maintain the observational equivalent of a hover by simply
>>> flying in slow circles (say, the 'size' of an Empire sector). Then
>>> of course there's JF2s.
>>>
>>
>>That's what I was thinking. Like E2s (AWACS) and such.
>>
>
> The only way I can see that working is to have a mission for
> that type of operation. The plane gets dedicated to the operation
> and while it is on that mission designation it detects anything
> it can see while aloft, which is defined as being on the mission.
>
> In this scenario, it should be depleting petrol every update,
> at a minimum, and mobility. But, that's abusable; take plane
> off mission before update. So, you'd have to do it per ETU.
> Deplete some petrol and mobility when plane/zep is placed on
> observation mission, and continue depleting at <x> rate per
> ETU while on that mission.
I can imagine players crazy enough to take the plane off the mission
right before the next ETU tick. To counter that, you also need to
charge mobility when the plane is taken off the mission, rounding
fractions randomly.
> Sounds fine so far, right?
>
> Nope.
>
> Micromanagement headache; keeping all sectors supplied
> with petrol that have planes on observation missions.
> Worse, you have to keep track per ETU or dump a large
> amount of petrol in the sector before starting the mission.
The plane could use the supply code to draw petrol as needed. The
supply code has a simplistic design, which is barely adequate, and is
ugly and full of bugs.
> Anything that you can place on automatic needs to be
> something you can forget about managing after you
> initiate the automatic action. Some things in Empire fail
> that rule of thumb right now. These things generate
> micromanagement. I'd rather not add more of them.
Absolutely.
AEW is a nice idea; it's been around for some time. Maybe somebody
can code it and try it in a game.
A word of caution regarding features. Empire doesn't suffer any
shortage of features. In fact, it's staggering below their weight.
Slapping on a new feature or two is fairly easy. Much easier than
cleaning up a mess of ill-designed, misfitting, buggy `features'
afterwards. More glamorous, too.
For every new feature, I'd like to see at least two misfeatures fixed
or taken out. And the most valuable features at this time might be
the not so glamorous ones, like better support for clients, or better
tools for deities.
This is not an official policy, just an attitude.
And if you code a nice feature, and players like it, and its code is
okay, of course it can go in, attitude or not.