If we instead use a system along the lines of...
< 5 = no supply
> 5, < 10 = supply at system
> 10, < 15 = supply on system away
> 15, < 20 = supply two systems away
< 10 = no supply
> 10, < 20 = supply at system
> 20, < 30 = supply on system away
> 30, < 40 = supply two systems away
Then meter values will be more reasonable.
The former leaves a bit more room within a 100 meter max range to have longer supply lines, which might be desirable. It also removes any weirdness about the number of lane jumps away not being equal to the multiple of 10 that might be notable with the latter (multiples of 5 aren't don't seem unusual when their 10's digit doesn't line up with the number of jumps).
Setting a % of resources to send to supplies is a rather awkward mechanism. There's no clear connection between whether a single ship that needs supplies and the empire-wide % value.Bigjoe5 wrote:Maximum % of resources to put towards ship supplies.
Which planets will contribute and which will not. (A simple toggle.)
Which ships to give priority to in case of a supply shortage. (Again, a simple toggle. The AI will give supplies to the ships closest to enemy territory as a secondary priority after the player determined top priority ships have been supplied.)
Having to prioritize ships to get supply or toggle which planets produce supply are definitely not small decisions... They would require constant attention and micromangement from the player.
Apologies if you have, but I don't see any indication that you've reviewed the preceeding discussion or the contents of the design document. Are you replying to the initial thread post, or something discussed later, or just expressing musings on the subject? Your contributions would be more useful if you replied with more context.
The text passage discusses a supply system for a game, detailing different threshold values for supply availability based on distance and comparing two systems. It also touches on the complexity of managing resources and supply lines, including player decisions on prioritization and contribution.
no_question

the passage does not contain a mathematical question or provide an answer to one. it is primarily a discussion of game mechanics and player management strategies.
Given a text passage, determine:
    1. If it contains a mathematical question (including word problems or calculations)
    2. If an answer to that mathematical question is provided in the text

First, describe the content structure you found in 1-2 sentences.

Then provide your analysis in the following format:
TYPE: <one of the following values>
- NO_QUESTION
- SINGLE_QUESTION
- SINGLE_QUESTION_WITH_ANSWER
- MULTIPLE_QUESTIONS
- MULTIPLE_QUESTIONS_WITH_ANSWERS
system
If we instead use a system along the lines of...
< 5 = no supply
> 5, < 10 = supply at system
> 10, < 15 = supply on system away
> 15, < 20 = supply two systems away
< 10 = no supply
> 10, < 20 = supply at system
> 20, < 30 = supply on system away
> 30, < 40 = supply two systems away
Then meter values will be more reasonable.
The former leaves a bit more room within a 100 meter max range to have longer supply lines, which might be desirable. It also removes any weirdness about the number of lane jumps away not being equal to the multiple of 10 that might be notable with the latter (multiples of 5 aren't don't seem unusual when their 10's digit doesn't line up with the number of jumps).
Setting a % of resources to send to supplies is a rather awkward mechanism. There's no clear connection between whether a single ship that needs supplies and the empire-wide % value.Bigjoe5 wrote:Maximum % of resources to put towards ship supplies.
Which planets will contribute and which will not. (A simple toggle.)
Which ships to give priority to in case of a supply shortage. (Again, a simple toggle. The AI will give supplies to the ships closest to enemy territory as a secondary priority after the player determined top priority ships have been supplied.)
Having to prioritize ships to get supply or toggle which planets produce supply are definitely not small decisions... They would require constant attention and micromangement from the player.
Apologies if you have, but I don't see any indication that you've reviewed the preceeding discussion or the contents of the design document. Are you replying to the initial thread post, or something discussed later, or just expressing musings on the subject? Your contributions would be more useful if you replied with more context.
user
The text passage discusses a supply system for a game, detailing different threshold values for supply availability based on distance and comparing two systems. It also touches on the complexity of managing resources and supply lines, including player decisions on prioritization and contribution.

TYPE: NO_QUESTION

The passage does not contain a mathematical question or provide an answer to one. It is primarily a discussion of game mechanics and player management strategies.