Fleet Officers (agents)

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geordie
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Fleet Officers (agents)

Post by geordie »

Iceman wrote: Fri Sep 26, 2025 4:55 am
It also be nice to see Peronal able to attach to ships etc.
They will be, eventually. And if we find a good way to implement it, as covert operatives to carry out insidious operations.
It looks that the game has been somehow already prepared for the fleet officers:
Screenshot (3).jpg
So to attach officers might be similar to the diplo case with similarly calculated time for their travel.
I would propose as a first step only to increase the fleet experience every turn, of course based on the leader characteristics.
And in the next step to add some bonuses for the battle, like attack, defense, manoeuvrability or command ones.

But we might discuss the details in a separate topic.
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Re: Fleet Officers (agents)

Post by Iceman »

geordie wrote: Thu Oct 02, 2025 7:01 am It looks that the game has been somehow already prepared for the fleet officers:
Yes, I added those only to hint at a feature yet to be implemented.
We just need to make those buttons open the assignment window.

So to attach officers might be similar to the diplo case with similarly calculated time for their travel.
That's my main concern with officers. This might make travel times prohibitively high; we might need to cheat a bit.

I would propose as a first step only to increase the fleet experience every turn, of course based on the leader characteristics.
And in the next step to add some bonuses for the battle, like attack, defense, manoeuvrability or command ones.
That's the intention, yes.

But we might discuss the details in a separate topic.
Agreed. :up:
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Re: Fleet Officers (agents)

Post by geordie »

That's my main concern with officers. This might make travel times prohibitively high; we might need to cheat a bit.
Please use wormholes.
Please allow transfers between different destinations, really no need to come back to the homeworld.
My proposal (still not sure if it is enough): as the courier ships should be considered as the fastest in the fleet, please use max available speed +1 in the calculations.
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Re: Fleet Officers (agents)

Post by Iceman »

geordie wrote: Thu Oct 02, 2025 2:02 pm
That's my main concern with officers. This might make travel times prohibitively high; we might need to cheat a bit.
Please use wormholes.
Yes, geordie, it's in the ToDo list, like I said a few times already :wink:

Please allow transfers between different destinations, really no need to come back to the homeworld.
This is probably much more complicated than it sounds.

My proposal (still not sure if it is enough): as the courier ships should be considered as the fastest in the fleet, please use max available speed +1 in the calculations.
IIRC it uses the max available speed, currently.
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Re: Fleet Officers (agents)

Post by Iceman »

Iceman wrote: Thu Oct 02, 2025 5:00 pm IIRC it uses the max available speed, currently.
The formula is actually:

distance / (speed + (0.2 * PropulsionTL))

Yet another "hidden" feature :wink:
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Re: Fleet Officers (agents)

Post by Iceman »

Should we make them (all agents) travel at PropulsionTL :?:

OR, something more conservative like 1 + (PropulsionTL / 2) :?:

Keeping it related to PropulsionTL is important I think, to make that field more relevant (the stronger the relation, the more relevant it becomes).
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