Logistics and Tactical are all just buildings

why are they seperate?

2)Logistics/Tactical -

I second someone else above, who pointed out that the distinction between these is pretty silly - why not just have a given number of spots to build based on type of planet?

I guess the potential reason is that it could be too unbalancing or make logistics deemphasized? I think it would be fine - you could put in max numbers of particular installations for balance I guess.

I think it would be improved to have a much more limited are in which you can build - ie for the outer reaches (1/3-1/2) of the well to be unbuildable. Or just make the gravity wells 2-3 times bigger (more on this later). It doesn't make a lot of senes to me that you could build in what starts to be deep space and it be useful, logical, or possible to defend.
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Reply #1 Top
I guess the potential reason is that it could be too unbalancing or make logistics deemphasized?


Yep.

I think it would be fine - you could put in max numbers of particular installations for balance I guess.


Trouble is it then becomes even more artificial and contrived, which is something that's best avoided. Limits are needed for balance and pacing, but flexibility has to be maintained as well.
Reply #2 Top
Logistics structures are more civilian oriented. You have regular people from the planet commuting up to work on these things. That's why you can't build them around dead asteroids, no civilian population for a workforce. The tactical structures are all military oriented, in which case all of the personnel are stationed there, and since they are military, can be moved long distances from their homes.
Reply #3 Top
Still, trying to say that the support requirements for Tacital and Logistical structures are vastly different is pretty damn contrived.

There should only be a single 'Orbital Structure' point pool!
Reply #4 Top
Still, trying to say that the support requirements for Tacital and Logistical structures are vastly different is pretty damn contrived.


Um, not really. They are, after all, totally different types of structures. Military structures are designed be shot at, civilian ships (and structures) are designed for maximum efficiency at their designated roles. Additionally, civilian ships can take trained people off the civilian market, whereas military installations require specially trained personnel willing to shoot and be shot at (in fact, willing to kill and risk being killed).

Those are hugely different groups.
Reply #5 Top
It costs resourced to develope the countryside into the big city you live in. Dispite this realism the advantage in game is the same, because you "invest" into its developement to be able to support more. The maximums are there to keep you from developing further and should remain unchanged imo. The reson is simple; in multiplay you are going to have a tactical advantage defending a system with greater military, and your economies are grown exponentialy when you invest into population cap and logistics itself, carries empire wide benefits.

The base system I have played with in the beta 2 is actualy quite snazzy imo, and a rather ingenius readaptation of its forebearers methodes.