Fleets

I would like to add an option to set a fleet, such as:

fleet 1
2 kol
20 carrier
20 frigates

And just assigned to the fleet or production point say Planet X, then when the fleet is lost directly in the Planet X have the option of Fleet Complete, then the same system begins production methods of the missing ships.

4,856 views 8 replies
Reply #1 Top

is it that hard to hold shift and click carrier 4 times and frigate 4 times? 

Reply #2 Top

This has been suggested before but would cause problems if you start to get low on cash.

Reply #3 Top

Quoting Volt_Cruelerz, reply 2
This has been suggested before but would cause problems if you start to get low on cash.
End of Volt_Cruelerz's quote
In Supreme Commander it worked pretty well though... I would be a fan of an autobuild feature yet I don't see it happen in Rebellion.

Reply #4 Top

I see it being more damaging to your economy than getting novalith spammed myself. Especially given the potentially huge spaces they'd have to travel.

Reply #5 Top

Harmful, you can put that start or stop whenever you want, just configure the fleet 1 as you would like, the 2 as you would like, and then only get started, and all factories will build your fleet, so we eliminate having to make a ship by ship in large fleets or set every time you got back a lost fleet.

Reply #6 Top

Quoting Teun-A-Roonius, reply 3




In Supreme Commander it worked pretty well though... I would be a fan of an autobuild feature yet I don't see it happen in Rebellion.

End of Teun-A-Roonius's quote

There are two main reasons that this works in Supreme Commander

The resource system in Supreme Commander was vastly different than Sins, being an "income vs. expenditures" system. As long as you were producing positives in both mass and power, you could build all night and day.  Second, combat was much faster paced, many units being taken out in one or two hits (or multiple units in a single sweep if up against an experimental). So the demand to have such a scale of production was critical.

 

 

Quoting Luis_jmds, reply 5
Harmful, you can put that start or stop whenever you want, just configure the fleet 1 as you would like, the 2 as you would like, and then only get started, and all factories will build your fleet, so we eliminate having to make a ship by ship in large fleets or set every time you got back a lost fleet.
End of Luis_jmds's quote

I dont know about you, but if I lost my entire fleet I'd want to experiment with a new fleet anyway! ;)

Reply #7 Top

U still dont undestand my point, i dont want some like Forcecomander, i want only a fleet config and a botton to star building that fleet that i config from the begginning, and another botton to stop that if is necesary, undestand?

Reply #8 Top

Quoting Kurith, reply 6
There are two main reasons that this works in Supreme Commander

The resource system in Supreme Commander was vastly different than Sins, being an "income vs. expenditures" system. As long as you were producing positives in both mass and power, you could build all night and day.  Second, combat was much faster paced, many units being taken out in one or two hits (or multiple units in a single sweep if up against an experimental). So the demand to have such a scale of production was critical.
End of Kurith's quote
I wasn't saying we should copy the resource system from SupCom. I just meant to point out that other games did achieve something like an autobuild feature. I understand that it is a completely different game. Heck, I even played through all three versions!