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Convoys suggestion
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There will be another fire storm, but lets go.
Since I really like and believe in this game, here's another suggestion topic.
My thinking about convoys was based on reality. I also love the WW2 convoys-uboats history. How WW2 "supply chain" evolved during WW2, from random sparse merchants, into small convoys from A to B, later evolving into huge convoys formed of many smaller convoys. Then I transposed that into VO's space.
A few random ideas now that can be evolved into something consistent:
1) Hability to join a convoy as escort OR as merchant.
Escorts must not carry load / commodities. Game's AI should inform pplz on this, and severily reduce payment for loaded escorts, or even refuse to pay.
As merchant, you have to PAY to join convoy, cheap. But convoy continue to pay for kills/defense if occurs.
2) Convoy reunion points (real world war tested and approved)
Some stations, on frontiers, should be the convoy reunion place. At defined times, convoys leaves with whoever is present. Base provided information on convoys schedules.
Also, different convoys from "safe" zone can meet and group up here into a bigger convoy crossing "enemy" zone.
3) Fewer but established routes for large convoys. Smaller convoys converge to reunion point (1). Larger convoys also break up into smallers convoys on destination point.
4) Intra-convoy communication: the "convoy leader" or group owner must send periodic communication to convoy members, stating next steps, like "Convoy #1234 jumping into X" or "Hostiles on left (0900) side".
5) Make it slower. Convoy is meant to keep tight formation. So, after a jump, it re-group without turbo. After convoy is formed again, another comm: "Engage turbo now" -> and turbo is the slowest present ship's speed.
6) Avoid direct lines. Convoys should visit some stations on the way, ate least one per system, where some ships stay (disband convoy) and others can join. Stations have schedule of convoys about to pass there, or advice pplz to go to another station on route of convoys.
7) Formation: Convoys should be assembled outside stations, within NFZ, and stay there while other ships join group. I dont like the user-made
So, as an example:
a) many small convoys depart from many systems / stations, and join up at last "safe" station
b) new big convoy crosses gray space
c) at destination, big convoy disbands into few smaller ones, that proceed to other destinations
I this example I'd take 2 pplz joining:
P1) is a trader full of goods. He joins a smaller convoy, pay for convoy protection, joins main convoy, crosses gray space and deliver its cargo much safer/cheaper than alone.
P2) is a fighter, joined main convoy only. He kills a rat and pick up its cargo (he was empty while leaving, as required), and get paid. Also, on end of gray space, P1 invites him and P2 continues protecting P1 until destination, receive additional credits.
> The fighter emptyness check should be done on 1st jump of convoy, to avoid eject cargo/take mission/pick up cargo back
> Ships with cargo are not allowed to dock with capitol ships
Ok, what are other's ideas? Lets evolve this idea?
There will be another fire storm, but lets go.
Since I really like and believe in this game, here's another suggestion topic.
My thinking about convoys was based on reality. I also love the WW2 convoys-uboats history. How WW2 "supply chain" evolved during WW2, from random sparse merchants, into small convoys from A to B, later evolving into huge convoys formed of many smaller convoys. Then I transposed that into VO's space.
A few random ideas now that can be evolved into something consistent:
1) Hability to join a convoy as escort OR as merchant.
Escorts must not carry load / commodities. Game's AI should inform pplz on this, and severily reduce payment for loaded escorts, or even refuse to pay.
As merchant, you have to PAY to join convoy, cheap. But convoy continue to pay for kills/defense if occurs.
2) Convoy reunion points (real world war tested and approved)
Some stations, on frontiers, should be the convoy reunion place. At defined times, convoys leaves with whoever is present. Base provided information on convoys schedules.
Also, different convoys from "safe" zone can meet and group up here into a bigger convoy crossing "enemy" zone.
3) Fewer but established routes for large convoys. Smaller convoys converge to reunion point (1). Larger convoys also break up into smallers convoys on destination point.
4) Intra-convoy communication: the "convoy leader" or group owner must send periodic communication to convoy members, stating next steps, like "Convoy #1234 jumping into X" or "Hostiles on left (0900) side".
5) Make it slower. Convoy is meant to keep tight formation. So, after a jump, it re-group without turbo. After convoy is formed again, another comm: "Engage turbo now" -> and turbo is the slowest present ship's speed.
6) Avoid direct lines. Convoys should visit some stations on the way, ate least one per system, where some ships stay (disband convoy) and others can join. Stations have schedule of convoys about to pass there, or advice pplz to go to another station on route of convoys.
7) Formation: Convoys should be assembled outside stations, within NFZ, and stay there while other ships join group. I dont like the user-made
So, as an example:
a) many small convoys depart from many systems / stations, and join up at last "safe" station
b) new big convoy crosses gray space
c) at destination, big convoy disbands into few smaller ones, that proceed to other destinations
I this example I'd take 2 pplz joining:
P1) is a trader full of goods. He joins a smaller convoy, pay for convoy protection, joins main convoy, crosses gray space and deliver its cargo much safer/cheaper than alone.
P2) is a fighter, joined main convoy only. He kills a rat and pick up its cargo (he was empty while leaving, as required), and get paid. Also, on end of gray space, P1 invites him and P2 continues protecting P1 until destination, receive additional credits.
> The fighter emptyness check should be done on 1st jump of convoy, to avoid eject cargo/take mission/pick up cargo back
> Ships with cargo are not allowed to dock with capitol ships
Ok, what are other's ideas? Lets evolve this idea?
If above is adopted, a few missions can derive from:
1) Convoys meeting: Since convoys routes are more flexible and depart is not when pplz joins, opposing convoys can be plotted to cross in space. Epic furball planned.
2) Convoy interdiction mission: Since timing is known, some "stop that convoy" can be offered, via channel X radio msg.
3) Convoy help request: when attacked, convoys can ask for help via channel X message to sector/system. Surely convoy's cry will atract defenders and rats. More interaction results. Defenders should be offered to join convoy, even while in space.
4) Gunner position on Convoys: A new type of mission should be made so you join a convoy on a gunner position, and get paid for that. Gunners for moths are taken at stations, but capships must fly and dock with it.
5) Bot Attack: Some convoys should cross bot-infested sectors. Maybe provided some random bots to attack each convoy not attacked by any pplz.
1) Convoys meeting: Since convoys routes are more flexible and depart is not when pplz joins, opposing convoys can be plotted to cross in space. Epic furball planned.
2) Convoy interdiction mission: Since timing is known, some "stop that convoy" can be offered, via channel X radio msg.
3) Convoy help request: when attacked, convoys can ask for help via channel X message to sector/system. Surely convoy's cry will atract defenders and rats. More interaction results. Defenders should be offered to join convoy, even while in space.
4) Gunner position on Convoys: A new type of mission should be made so you join a convoy on a gunner position, and get paid for that. Gunners for moths are taken at stations, but capships must fly and dock with it.
5) Bot Attack: Some convoys should cross bot-infested sectors. Maybe provided some random bots to attack each convoy not attacked by any pplz.