frekk
Scourge of St. Lawrence
I had this notion for a new sort of naval system, based on some ideas that have been thrown out here as well as some mechanics used in other games. The idea here is to abstract shipping and feature convoys and commerce in the game, without having to individually manage each particular vessel.
Naval Screen
The system would involve a new screen, the Naval Screen. In the Naval Screen would be featured off-board shipping. There would be four boxes; one for Merchant Marine, one for Commerce Raiders, one for Escorts, and one for Transports.
All merchant ships would automatically go into Merchant Marine (this would entail a new set of units, similar to civ4 transports but used for a different function). Commerce raiders and escorts would be warship units, that could be reassigned (or unassigned) from any port, with a 2 turn delay.
Merchant Marine
This would represent the merchant shipping of the nation in question. To send or receive resources from overseas (whether from colonies or through trade) would require merchant marine. Each vessel would allow 1 resource to be distributed. On whatever screen lists your resources, you would have the option to transport or stop transporting a particular resource.
Possibly, it could also be that 1 vessel would be needed as trawlers etc for each sea square that is worked for food/hammers/coins.
Commerce Raids
Commerce raiders could intercept merchant marine vessels of nations you are at war with. Raiders with hidden nationality would intercept merchant marine vessels from all foreign nations. Each raider would have a chance to make an interception every round. The raider's speed and perhaps other factors would be weighed against similar factors of potential targets, to derive a percent chance. Special promotions might come into play as well.
If a merchant vessel were intercepted, there would be a chance for two different outcomes.
One, the merchant vessel is sunk. This would mean that whatever resource it was carrying becomes unavailable to the victim in the following turn, and perhaps he will be forced to reduce the resources being transported if he does not have sufficient merchant marine to transport everything anymore.
Two, the merchant vessel and its cargo are captured. The raiding player adds the new vessel to his own merchant marine (after a 2-turn delay for refitting etc) and gains, during the next turn, any resource that was being shipped by that vessel.
Escorts
To protect merchant marine, one could assign escorts in the escort box. Escorts would act to intercept raiders. This would happen in two ways. First, they would have a chance to intercept enemy raiders every round in the same way that raiders have a chance to intercept merchant marine. Again, some ship types would be more suitable than others - destroyers, for instance, would have a higher chance of finding subs than other vessels. Second, every time a raider intercepted a merchant vessel, there would be a chance that an escort would become involved, in which case the raider would need to defeat the escort before attacking the merchant. There would be a small chance for defeated raiders and escorts to be captured.
Transports
Merchant marine could be assigned to this box (again, with a 2 turn delay for refitting and redeployment). Each vessel in the Transport box would provide 1 transport point. The total number of transport points would act as a limit on how many units could be transported by sea at any one time.
The mechanics involved would mostly be invisible to the player, like the equations for combat, although some figures would be available on a mouseover (say, Base Interception Chance on a mouseover of a raider).
Naval Screen
The system would involve a new screen, the Naval Screen. In the Naval Screen would be featured off-board shipping. There would be four boxes; one for Merchant Marine, one for Commerce Raiders, one for Escorts, and one for Transports.
All merchant ships would automatically go into Merchant Marine (this would entail a new set of units, similar to civ4 transports but used for a different function). Commerce raiders and escorts would be warship units, that could be reassigned (or unassigned) from any port, with a 2 turn delay.
Merchant Marine
This would represent the merchant shipping of the nation in question. To send or receive resources from overseas (whether from colonies or through trade) would require merchant marine. Each vessel would allow 1 resource to be distributed. On whatever screen lists your resources, you would have the option to transport or stop transporting a particular resource.
Possibly, it could also be that 1 vessel would be needed as trawlers etc for each sea square that is worked for food/hammers/coins.
Commerce Raids
Commerce raiders could intercept merchant marine vessels of nations you are at war with. Raiders with hidden nationality would intercept merchant marine vessels from all foreign nations. Each raider would have a chance to make an interception every round. The raider's speed and perhaps other factors would be weighed against similar factors of potential targets, to derive a percent chance. Special promotions might come into play as well.
If a merchant vessel were intercepted, there would be a chance for two different outcomes.
One, the merchant vessel is sunk. This would mean that whatever resource it was carrying becomes unavailable to the victim in the following turn, and perhaps he will be forced to reduce the resources being transported if he does not have sufficient merchant marine to transport everything anymore.
Two, the merchant vessel and its cargo are captured. The raiding player adds the new vessel to his own merchant marine (after a 2-turn delay for refitting etc) and gains, during the next turn, any resource that was being shipped by that vessel.
Escorts
To protect merchant marine, one could assign escorts in the escort box. Escorts would act to intercept raiders. This would happen in two ways. First, they would have a chance to intercept enemy raiders every round in the same way that raiders have a chance to intercept merchant marine. Again, some ship types would be more suitable than others - destroyers, for instance, would have a higher chance of finding subs than other vessels. Second, every time a raider intercepted a merchant vessel, there would be a chance that an escort would become involved, in which case the raider would need to defeat the escort before attacking the merchant. There would be a small chance for defeated raiders and escorts to be captured.
Transports
Merchant marine could be assigned to this box (again, with a 2 turn delay for refitting and redeployment). Each vessel in the Transport box would provide 1 transport point. The total number of transport points would act as a limit on how many units could be transported by sea at any one time.
The mechanics involved would mostly be invisible to the player, like the equations for combat, although some figures would be available on a mouseover (say, Base Interception Chance on a mouseover of a raider).