Construction Destruction (Shipyards, Convoys, Repairs)
Posted: Fri Sep 30, 2016 9:30 pm
This is a thread for discussing the Galaxies approach to unit construction, and how that is going to differ from previous VBAM iterations. Now that the Construction Phase has been destroyed in a supernova, we have some brainstorming to do about the best way to explain and resequence the rules.
Shipyards
As I noted in the GoogleDoc, I think we should eliminate Planetary Shipyards and go back to having only Orbital Shipyards. That is going to make life easier, and then we only have to worry about one type of Shipyards to manage.
The question becomes how to handle the construction limits at these shipyards? There seems to be two basic avenues for approaching this:
A) Each shipyard has a construction capacity which is the total construction cost of ships and flights that can be under construction there at one time.
B) Each shipyard has a slipway limit based on the system's Utilized Productivity which is the maximum number of ships and flights that can be under construction there at one time.
1E/2E used both of these options, and I think it did that mostly to prevent mass frigate spam from 60 capacity shipyards that otherwise would have no reason not to insta-build a horde of new escorts every turn. At least that's why I think dock space / slipways were introduced into the rules.
Both of these methods achieve the goal of limiting the amount of units that can be simultaneously under construction at a shipyard. This forces players to decide if it's important enough for them to build extra shipyards and shoulder the burden of that expense, or if they can get by with fewer shipyards.
Planetary Construction
I would propose that systems themselves be treated like a special type of shipyard that has its own matching construction limit, but that can only be used to build a limited scope of units:
1) Atmospheric Ships
2) Flights
3) Minefields
4) Special Items noted as being built on a planet
The entire benefit of Atmospheric for ships is that they consider every system to be a shipyard, which works out great when you have a larger empire and you need little picket forces to protect your frontier. Atmospheric ships tend to be cheap, and even a small colony could probably build an atmospheric corvette.
Using them to build flights and minefields makes sense, too. I think these (as with everything but troops) could be built at shipyards, too, but again a system would just be *special* shipyard with limits, if that makes sense?
Orbital Construction
This is probably one of the more contentious changes I'm proposing. Instead of having systems build bases, I think that this should be left to transport convoys. Have each convoy have a construction capacity and you have to have the construction capacity there to support the construction efforts.
Example: Babylon 5 is being built in the Epsilon system. This base has a construction cost of 20 economic points (it's a battlecruiser-size base with the Supply Depot special trait, which costs 10 EP). If each transport convoy has a fixed 10 construction capacity, then you would move 2 transport convoys to Epsilon and pay your 20 points to start building the station. The transports would need to be there every turn to advance the base's construction. After 10 turns the base is completed and goes online.
One issue I can see is that this is a special rule and removes the old concept of planets/systems building bases, which is ingrained in the VBAM rules. However, what this approach does accomplish is it removes the need for construction pipelines and special remote base construction rules. The concept would be baked directly into the rules.
This makes it easier for empires to build bases in systems they don't currently control. I'd say as long as the transport convoys can trace a supply route back to a supply depot, then they should be able to build a base. We could leverage that to then say that an empire owns any system where they have a colony OR a base of a certain cost threshold. We don't want a single satellite to be enough to claim a system, but maybe a 6-8 cost base would be enough to establish control? I'm thinking of situations like in "Balance of Terror" (TOS) where you would have bases arrayed along your border. You own the territory (controlled in VBAM terms), but you don't have any colonies there.
Repairs
I changed repairs in a few interesting ways that would be worth discussing. The first is that repairs are now completed in a single turn and are performed by shipyards, supply depots, or military supply ships. Repairing a ship at a shipyard costs 25% x construction cost, while a field repair at a supply depot or supply ship is going to cost 50% x construction cost.
It seems obvious now that I think about it to incorporate supply depots into field repairs since you already have Supply ships doing it. The difference is that supply depots don't (currently) have a limit on the repairs they can do, while military supply ships do. I could see applying some sort of a limit to supply depots to prevent them from auto-healing an entire fleet, however.
Repairs conducted at shipyards don't count against their construction limits. It's assumed that they keep a few slips open for repair operations. This helps to ease logistical bookkeeping so that you have one less thing to worry about.
The reason I've written in that repairs all take a single turn is because I want to provide players with another reason to cripple instead of destroy their ships when given the opportunity. If my battlecruiser (10 EP) is crippled, it's going to cost 3-5 EP and take 2-3 turns to repair if construction times are still in play. I might just decide it's easier to build a new one and take the hits. But if I can pay my money and have the ship repaired after a turn of construction I think I'd be more willing to cripple it because now it's saving me several turns of initial construction time and not just a few paltry economic points.
Convoys
This is a question I throw out to you guys: do you want to keep convoys as something you just pay money for and they appear at a supply depot, or would you rather have to build them at shipyards? I can see an argument either way. I think I like keeping them as an instabuild, but at the same time it may not make sense to be able to spam convoys without limit. Being forced to use limited shipyard capacity to build them would definitely add another decision that players would have to balance.
For example, let's say we are using the construction capacity option for our shipyards, and our homeworld has 5 Raw and 6 Utilized Productivity for 30 capacity. That would be just enough for that homeworld's shipyard to build a colony convoy (30 EP), but it couldn't build that colony convoy if the shipyard was already busy building other units. Therefore a player that was doing a lot of expanding might consider building a second shipyard to handle his civilian convoy construction plus spill over from the military yards. Again, it poses an interesting decision -- and good 4x games are all about important (and meaningful) decisions.
Shipyards
As I noted in the GoogleDoc, I think we should eliminate Planetary Shipyards and go back to having only Orbital Shipyards. That is going to make life easier, and then we only have to worry about one type of Shipyards to manage.
The question becomes how to handle the construction limits at these shipyards? There seems to be two basic avenues for approaching this:
A) Each shipyard has a construction capacity which is the total construction cost of ships and flights that can be under construction there at one time.
B) Each shipyard has a slipway limit based on the system's Utilized Productivity which is the maximum number of ships and flights that can be under construction there at one time.
1E/2E used both of these options, and I think it did that mostly to prevent mass frigate spam from 60 capacity shipyards that otherwise would have no reason not to insta-build a horde of new escorts every turn. At least that's why I think dock space / slipways were introduced into the rules.
Both of these methods achieve the goal of limiting the amount of units that can be simultaneously under construction at a shipyard. This forces players to decide if it's important enough for them to build extra shipyards and shoulder the burden of that expense, or if they can get by with fewer shipyards.
Planetary Construction
I would propose that systems themselves be treated like a special type of shipyard that has its own matching construction limit, but that can only be used to build a limited scope of units:
1) Atmospheric Ships
2) Flights
3) Minefields
4) Special Items noted as being built on a planet
The entire benefit of Atmospheric for ships is that they consider every system to be a shipyard, which works out great when you have a larger empire and you need little picket forces to protect your frontier. Atmospheric ships tend to be cheap, and even a small colony could probably build an atmospheric corvette.
Using them to build flights and minefields makes sense, too. I think these (as with everything but troops) could be built at shipyards, too, but again a system would just be *special* shipyard with limits, if that makes sense?
Orbital Construction
This is probably one of the more contentious changes I'm proposing. Instead of having systems build bases, I think that this should be left to transport convoys. Have each convoy have a construction capacity and you have to have the construction capacity there to support the construction efforts.
Example: Babylon 5 is being built in the Epsilon system. This base has a construction cost of 20 economic points (it's a battlecruiser-size base with the Supply Depot special trait, which costs 10 EP). If each transport convoy has a fixed 10 construction capacity, then you would move 2 transport convoys to Epsilon and pay your 20 points to start building the station. The transports would need to be there every turn to advance the base's construction. After 10 turns the base is completed and goes online.
One issue I can see is that this is a special rule and removes the old concept of planets/systems building bases, which is ingrained in the VBAM rules. However, what this approach does accomplish is it removes the need for construction pipelines and special remote base construction rules. The concept would be baked directly into the rules.
This makes it easier for empires to build bases in systems they don't currently control. I'd say as long as the transport convoys can trace a supply route back to a supply depot, then they should be able to build a base. We could leverage that to then say that an empire owns any system where they have a colony OR a base of a certain cost threshold. We don't want a single satellite to be enough to claim a system, but maybe a 6-8 cost base would be enough to establish control? I'm thinking of situations like in "Balance of Terror" (TOS) where you would have bases arrayed along your border. You own the territory (controlled in VBAM terms), but you don't have any colonies there.
Repairs
I changed repairs in a few interesting ways that would be worth discussing. The first is that repairs are now completed in a single turn and are performed by shipyards, supply depots, or military supply ships. Repairing a ship at a shipyard costs 25% x construction cost, while a field repair at a supply depot or supply ship is going to cost 50% x construction cost.
It seems obvious now that I think about it to incorporate supply depots into field repairs since you already have Supply ships doing it. The difference is that supply depots don't (currently) have a limit on the repairs they can do, while military supply ships do. I could see applying some sort of a limit to supply depots to prevent them from auto-healing an entire fleet, however.
Repairs conducted at shipyards don't count against their construction limits. It's assumed that they keep a few slips open for repair operations. This helps to ease logistical bookkeeping so that you have one less thing to worry about.
The reason I've written in that repairs all take a single turn is because I want to provide players with another reason to cripple instead of destroy their ships when given the opportunity. If my battlecruiser (10 EP) is crippled, it's going to cost 3-5 EP and take 2-3 turns to repair if construction times are still in play. I might just decide it's easier to build a new one and take the hits. But if I can pay my money and have the ship repaired after a turn of construction I think I'd be more willing to cripple it because now it's saving me several turns of initial construction time and not just a few paltry economic points.
Convoys
This is a question I throw out to you guys: do you want to keep convoys as something you just pay money for and they appear at a supply depot, or would you rather have to build them at shipyards? I can see an argument either way. I think I like keeping them as an instabuild, but at the same time it may not make sense to be able to spam convoys without limit. Being forced to use limited shipyard capacity to build them would definitely add another decision that players would have to balance.
For example, let's say we are using the construction capacity option for our shipyards, and our homeworld has 5 Raw and 6 Utilized Productivity for 30 capacity. That would be just enough for that homeworld's shipyard to build a colony convoy (30 EP), but it couldn't build that colony convoy if the shipyard was already busy building other units. Therefore a player that was doing a lot of expanding might consider building a second shipyard to handle his civilian convoy construction plus spill over from the military yards. Again, it poses an interesting decision -- and good 4x games are all about important (and meaningful) decisions.