It sounds like there is a definite need for players who have elevated privileges that can force turns when necessary. I like the idea of calling them Admirals, and I have a feeling they won't be limited to just pressing the "End Turn" button.
I'm not sure how that would work. Do you set the outpost to set amount of nukes it has at the beggining of a mission? Or do you restrict the amount of nukes that outposts in that mission can generate?
I made a few diagrams to help walk through the processes that I have in mind. First, take the quadrant map :
I noted the ammunition and enemy fleet counts in each sector in the format of current#/full#/max#. The sector in the middle is the one the player is attacking, noted in yellow. The red sectors will be sending ships to help the yellow sector, and the blue sectors will be sending ammunition in the form of stations to help the player's war effort.
For the sector being attacked, it is not claimed / owned by USFP, so no stations are present
from this sector . It has 3 carriers, 10 Cruisers, 6 Battleships and 3 Dreadnoughts that will be in the central sector fleet.
In the NW sector fleet, which is the fleet sent from Sector A-1, there would be 1 Carrier, 2 Cruisers, 1 Battleship and 1 Dreadnought. Sector A1 would keep 2 Carriers, 8 Cruisers, etc... for its own defense.
Sector C-3, in the Southeast is friendly, and would spawn a station in the SE corner of the map in the embattled sector. It would start with 1 nuke, 8 homing, 0 ECM, and and 1 Mine. Note that the C3 has no spare ECMs (It has 4 current out of 6 Full), so it can't send any more ECMs. I call stations created this way "outposts", and they can produce munitions while playing like any other Artemis game session station would. I am thinking about tracking how many munitions stations produce vs artemis fired, and subtracting the difference between them from the sector's stores.
Repeating this process for each surrounding sector, we see that attacking the central sector in this case was a rather poor strategic move:
Also, what if the players decide not to fight for that sector too hard? Just do hit&run harass approach? Players might want not to allocate excess resources to a map they think they're going to loose (and I assume that failure means that resources that were in that sector are gone, and probably converted into crouiserPoints for the enemy).
You bring up a valid point. If ammo gets sent to that sector, then it's staying there. What would you think of an option in the "start battle" dialog where you select which sectors you want to send their outposts and reinforce you? That would let you pull from just a single sector if you only wanted to harass the enemy fleet.
Aaand I don't think that when entering a mission only the adjacent sectors should take part in providing resources. That would cause safe sectors (surrounded by safe sectors) to not be able to help much in the war effort. And since players can strike into anything that is adjacent to their territory we assume there is quite good supply backbone.
I have considered a bubble effect, where Sector A1 fills A2 fills A3, which is where the fight is. I could also see Admirals being able to manually move resources from sector to sector, in order to bolster the embattled sectors.
Another concept to think about is that once sectors have maxed out ammo, they can start producing ship points. The idea for this is that you can't re-build a fallen ship on the front lines. You need to find a sector with enough SP to rebuild your ship. And I would think if you lose a USFP Dreadnaught, it's going to require a very valuable sector to rebuild it.
That brings me to another point - how will sector production work? Do we set each sector to producing certain types of goods (SP, missile types)? Or do they all generate SPs, and missiles are generated automatically?
Each munition and enemy ship has a cost associated with it. Sectors produce X amount of resources per turn, which can be spent on those items. So if a sector produces 4,000 resources per turn, and dreadnoughts cost 1000 resources to build, then that sector could build 4 dreadnoughts in a turn.
When a quadrant is created in AG each enemy ship or munition is assigned a sector and that assignment has a current amount, full amount, max amount, and production-weight associated with it. The production weight controls what the sector would prefer to produce.
For example if an enemy sector is set to produce cruisers 30% of the time, carriers 10% of the time, and battleships 60% of the time you'll see the battleship count rise quickly in that sector. There will be other ship types built too, but battleships will be the focus.
During each turn, the sector produces as much as it can. If it prefers to build carriers but can't afford to make any more, it will start producing smaller ships until it exhausts its production for that turn.
Friendly sectors will do the same thing, but for ammunition and ship points. The way I have it now, Ship points are counted as a munition.
The production weights can be varied pretty easily, so it wouldn't be a lot of work, engine-wise, to allow an Admiral to tweak each claimed sector's production preferences. That might be a 1.1 option though.
I was also thinking about some time of timed missions. Since you get every other information from a game that ended, you could also extract mission time. Then, missions could be challenging even in well-defended sectors - if for example enemy has an experimental weapon, and if mission isn't over in 30 minutes players loose. Though that's probably a v1.5 feature :P
This sounds cool. I've also thought about roaming fleets as well with elites in them, moving from sector to sector surprising the players. I do think that these are .next features, but good to have none the less.
I'm enjoying the dialog and it's helping me see some areas that need work, so thank you!