The Future of Supreme Ruler Development / SR Next Generation

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Zuikaku
General
Posts: 2314
Joined: Feb 10 2012
Human: Yes

Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Zuikaku »

Unit surrender mechanics needs improvement. It is just not right when units surrender only when MAR is laughably low.
Units usually surrender as a result of local situation. So I propose unit surrender depends on folowing factors (these are cumulative):
- unit is unsupplied. Medium impact
- unit is under attack and can not return the favour (out of ammo, infantry under artillery barrage). Low impact
- unit suffered heavy losses invfew combat turns. High impact
- unit is heavily outnumbered locally. Medium impact
- unit experience. Medium impact
- unit morale. High impact
Please teach AI to liberate and colonize instead of only annexing!
Tnarg
Lt. Colonel
Posts: 245
Joined: Feb 06 2008

Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Tnarg »

-Oil Pipelines
-Water Canals for shipping and resource
-Water as a resource?
-Able to build up infrastructure in foreign lands
-Wi-Fi and Internet - affects supply and DAR, (High population, low wi-fi rating, huge DAR hit), could effect research efficiency, could effect military communications and efficiency
-Micro Chips as a tradeable resource (Taiwan!!)
-Military Basing rights in foreign lands
-Underwater Tunnels to connect land (2 or 3 hex max?)
-Heritage Sights - if you strike them they will lower enemy MAR and DAR, but you will take a huge hit to world standing
-Radiation effects (Population Death Rates sky rocket, infrastructure and supply to 0%. Engineers can clean up but is costly and takes years
-Natural Disasters and Bio Disasters
Tnarg
Lt. Colonel
Posts: 245
Joined: Feb 06 2008

Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Tnarg »

ELINT missions slowly build up military intelligence. After enough missions and time one is able to open up an adversary's Defense Production and Defense Tab and view details about the amount of specific units they have, readiness states, and other information. The more ELINT equipped units that conduct some sort of ELINT patrol missions the larger percentage of information that one would be able to view about their opponent.

Equipment Reliability Rating and Maintenance Cycles. The longer a unit is deployed or the farther it moves the higher amount of damage it accumulates and is then forced in for repairs. Sophisticated high tech units or low quality equipment have a lower equipment reliability rating and have to spend more time in the shop or have more frequent random breakdowns when you need them the most.
Honilno
Corporal
Posts: 2
Joined: Jul 20 2022
Human: Yes

Re: The Future of Supreme Ruler Development / SR Next Generation

Post by Honilno »

By looking at what community would like to have implemented and real development cost I think trying to respond to all those requests is just financially unrealistic. Community is quite strong but its energy can not be utilized to develop product because hard coded mechanics. When You look at the industry standards now most of serious players move game mechanics and user interface configuration into easily accessible scripts. Lua scripts are common, or You can use other scripting language (python is very popular programming language - but only few games went that way) of Your choice to accommodate mechanics. Economy calculation, combat resolution, diplomacy deals, supply calculations, AI if moved to modifiable scripts would open a way to include community in game development. I think that Avorion managed to work with community to include community developed content into vanilla game with updates. If You could do for hex based engine do what Paradox made for province based system You could achieve a big success. Your games are unique combination of hex based economy and hex based combat which is a niche in the market without real competition.
Moving mechanics to scripts is a big work but allowing community to help develop game can give You a lot of value to the game.
I would be happy to dig into economy code to help get it working for long games or work on operational AI.
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