Author Topic: Official Suggestion Thread for 5.20 or later  (Read 189623 times)

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Offline schroeam

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Re: Official Suggestion Thread for 5.20 or later
« Reply #975 on: August 19, 2012, 03:45:20 PM »
Quote
Undermanning
Morale can also be affected by undermanning. If a ship's crew falls below half its normal complement, morale will be affected. The formula is Morale = Current Morale x ((Current Crew * 2) /  Normal Crew)

So a problem I run into is that I don't always have enough crew to man my new construction.  How about some code that accounts for normal crew rotation, say 5% per month.  If there is crew available no change, but if there is not crew available then the fleet begins having crew shortages.

Adam.
 

Offline Grigio87

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Re: Official Suggestion Thread for 5.20 or later
« Reply #976 on: August 22, 2012, 08:12:38 AM »
Hi Steve, i love your game, and have some ideas for your consideration:

1 - New branch of technology that improves the efficency of engeeniring module (Maint Life up and failure rate down), or new module, for example:

- Engineering Spaces
- Improved Engineering Spaces
- Advanced Engineering Spaces
... and so on

2 - X

3 - X

4 - New Action: Scrap PDC

5 - X

6 - Robot Ground Forces (bonus: don't loss morale in any situation, malus: can't be trained and can't improve morale over 100)

7 - Ground Unit Training facility queue.

---

What do you think about this?

Regards and sorry for my English (i was in outer space for a long time and forget terrestrial language).

Grigio
« Last Edit: September 02, 2012, 06:26:02 PM by Grigio87 »
 

Offline Person012345

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Re: Official Suggestion Thread for 5.20 or later
« Reply #977 on: August 22, 2012, 08:56:41 AM »
You can build "orbital PDC's" already - a ship with no engines. The reason a PDC gets the bonuses it does is precisely because it's ground based, the extra armour simulating being underground or using more conventional materials or whatever, being built by factories and not having to worry about putting the weight into orbit etc. and the inability to use lasers and such are a drawback. As engines usually account for a large portion of a ship's design, a ship without any still has significant advantages in firepower and armour over powered ships.
 

Offline Grigio87

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Re: Official Suggestion Thread for 5.20 or later
« Reply #978 on: August 22, 2012, 09:02:11 AM »
You can build "orbital PDC's" already - a ship with no engines. The reason a PDC gets the bonuses it does is precisely because it's ground based, the extra armour simulating being underground or using more conventional materials or whatever, being built by factories and not having to worry about putting the weight into orbit etc. and the inability to use lasers and such are a drawback. As engines usually account for a large portion of a ship's design, a ship without any still has significant advantages in firepower and armour over powered ships.

Oh... true  ;D
 

Offline crys

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Re: Official Suggestion Thread for 5.20 or later
« Reply #979 on: August 22, 2012, 11:50:37 AM »
in this game every new item gets more expensive.(i think its a lot more expensive)
i would like to suggest some research to counter act this.

either
1.  a research field which makes everything cheaper, maybe 95%|90%|85%|80% price instead of 100%
2. or you could improve old tech with research. - lets say you researched magnetic confinement fusion drive. this allows you now to design previous(obsolete) engines cheaper, this could work with weapons, jumpdrives, firecontrols too.
 

Offline swarm_sadist

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Re: Official Suggestion Thread for 5.20 or later
« Reply #980 on: August 23, 2012, 07:27:03 PM »
in this game every new item gets more expensive.(i think its a lot more expensive)
i would like to suggest some research to counter act this.

either
1.  a research field which makes everything cheaper, maybe 95%|90%|85%|80% price instead of 100%
2. or you could improve old tech with research. - lets say you researched magnetic confinement fusion drive. this allows you now to design previous(obsolete) engines cheaper, this could work with weapons, jumpdrives, firecontrols too.

1. I disagree. Economics is not a simple tech tree that you can climb up. I shall use China vs. America as an example. China is able to produce components cheaply compared to America is more to do with the GDP/c than with their "superior" technology. An engineer in China is able to design a component for a very large fee (although smaller than most American counterparts get). The design is then passed on to the factory line, where a few technicians monitor a large group of day workers who both work for lower wages than anyone in America is willing to work for.

If the average GDP/c in China were to be higher, the workers would demand a pay raise. A high growth rate causes inflation that would increase the basic costs of living; a high GDP/c would increase the wages of the people. It does not matte which one raises first as either one would raise the other (usually). The best manufacturing economy is a state with low inflation and low GDP/c.

America, on the other hand, has a highly educated (by comparison) workforce and has a leading edge in manufacturing and robotic technology. They require fewer workers to produce something, meaning fewer wages to pay and more technical minded employees for more complex job tasks. America would benefit from more technology (such as robotics), but China would not (child labour is very cost effective). While China could outproduce technology that is simple to mass produce, things like cruise missiles and nuclear reactors could not be produced as effectively as they can in the US, Canada or Australia.

2. I am both for and against this idea. The main reason why IRL older technology is considered cheaper is because the concept, design and model is well understood, there are plenty of spare parts available, there are many people who have worked on and maintained said part in it's production lifetime, and there is more than likely a factory somewhere in China spitting out spare parts for you to use. Try finding someone who can repair your Vinyl player and see what I mean.

If you really wanted to try this in game, I would suggest having industries tooled for certain components, like shipyards are for ship classes. If you want to build a component the old way, you can do that too, but you would not get the cost reduction, build reduction and maybe even a repair or maintenance bonus for said component. It should not require that much industry, maybe set aside 20-30 IC for commercial ship engines to give your shipping lines a cost reduction for their ship's engines. IRL, the amount of cost and time reduced is called the experience curve, which is different for every type of component. The lower the percentage, the more information and experience is maintained from one cycle to the next. Note that the absolute limit for the cost reduction and the absolute limit for the time to build are usually different from each other.

NASA QUOTES FOR EXPERIENCE CURVES:
Aerospace: 85% experience curve (15% reduction in cost and time to build per doubling cycle)
Shipbuilding: 80-85% (Assuming a new hull is started right after the first one is finished)
Complex Machine Tools for new product: 75-85% (rough start means greater optimization further down the road)
Raw Materials Extraction: 96% (Mining; would also result in fewer accidents and improved output)
Refining: 93% (7% reduction in cost, time is mostly constant due to time required for refining)
Electronics(old): 90-95% (Robotic operations have mostly been optimized to the limit)
Repetitive Electrical Operations: 75-85% (reduction mostly from labour experience, so cost remains constant while time to complete changes; wages required would decrease)

EDIT: Design bugs, oversights and development skips can also be factored in. A quickly designed engine made during wartime may have a higher fuel usage, risk of explosion or cost associated with it, which can be "retrofitted" to produce a more reliable design. Some WW2 examples include the torpedoes of every nation had never been tested in a realistic manor because of cost. The American's went to war with a torpedo that was tested twice, one of which failed to detonate (IE a success rate that turned out to be 33% in the war).
« Last Edit: August 23, 2012, 07:37:28 PM by swarm_sadist »
 

Offline crys

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Re: Official Suggestion Thread for 5.20 or later
« Reply #981 on: August 24, 2012, 02:20:38 AM »
uh you went there another way then i thought =)
maybe i should have made it more clear, but still its is interresting.

i thought more about mineral costs for thouse components.
engines for example have theire costs related to the thrust they produce. Even the engine modificators +pow -eff fit in here.

i think its a bit odd that everything is allways getting more expencive in this game.

with higher tech you propably would have the option to build "old" components with less minerals, or you could replace some with non-newtonian minerals.
this could be another tab in component research - like fuel use, but you can only use it for "old" things, and more for even older things.
 

Offline UnLimiTeD

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Re: Official Suggestion Thread for 5.20 or later
« Reply #982 on: August 24, 2012, 06:40:09 AM »
I can relate to the criticism that everything gets linearly more expensive when it's performance rises.
I always wondered if, once you have a single weapon with long enough range to compete, building more, cheaper ships with outdated tech is cheaper on your stockpiles.
 

Offline Zook

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Re: Official Suggestion Thread for 5.20 or later
« Reply #983 on: August 24, 2012, 09:45:26 AM »
I think the intention is to force the player to grab more and more terrain in order to extract more and more raw materials. If you could relieve the pressure simply by researching miniaturization, it would change the game considerably.
 

Offline UnLimiTeD

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Re: Official Suggestion Thread for 5.20 or later
« Reply #984 on: August 24, 2012, 11:36:37 AM »
Yeh, but you can just build a larger amount of slower, cheaper ships.
Overall, just investing in armor/shields and one or two weapon systems, with the rest pumped into economy, ought to be a superior strategy when it comes to fleet strength.
After all, the only existence reason for those ships is the guard the exploration you need to build them.
Cutting one should cut the other, I'm pretty certain you can survive a few millenia with just a half dozen fortified systems.
It's no fun, but I'm sure it's possible.
 

Offline TheDeadlyShoe

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Re: Official Suggestion Thread for 5.20 or later
« Reply #985 on: August 25, 2012, 05:18:59 AM »
You do get a miniaturization effect to some extent. For example, since engine cost scales with power then you can get the same power in less tonnage. Less tonnage means more speed and less fuel consumption for the same cost.   The reason noone does that is because qualitative differences of speed and range are so important in Aurora.   

I think an Aurora budget military would be one that severely skimps on engines and uses large salvos of very long range missiles (namely, can't get away/determine range but can't get in a situation where you can't retaliate.).  You'd probably want some high speed scouts so you don't have to spend RP developing huge sensors. 

 

Offline UnLimiTeD

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Re: Official Suggestion Thread for 5.20 or later
« Reply #986 on: August 26, 2012, 08:09:34 AM »
Or go for swarms of PD ships.
If you outnumber the enemy 10 to 1, you can just send a steady supply of ships to his homeworld.  :D
Damn I gotta try that.
 

Offline Zook

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Re: Official Suggestion Thread for 5.20 or later
« Reply #987 on: August 26, 2012, 08:56:56 AM »
I'd like the galaxy map to remember its display position. I mean, I don't want to have to scroll the map every time I open it.

Also, is there a one-click way to get from the galaxy map to a star system? Right now, a double click opens the boring-stuff-and-details window.
 

Offline Grigio87

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Re: Official Suggestion Thread for 5.20 or later
« Reply #988 on: August 26, 2012, 12:40:20 PM »
Hi Steve, i love your game, and have some ideas for your consideration:

1 - New branch of technology that improves the efficency of engeeniring module (Maint Life up and failure rate down), or new module, for example:

- Engineering Spaces
- Improved Engineering Spaces
- Advanced Engineering Spaces
... and so on

2 - X

3 - X

4 - New Action: Scrap PDC

5 - X

6 - Robot Ground Forces (bonus: don't loss morale in any situation, malus: can't be trained and can't improve morale over 100)

7 - Ground Unit Training facility queue.

---

What do you think about this?

Regards and sorry for my English (i was in outer space for a long time and forget terrestrial language).

Grigio

New ideas:

8 - EMP Missile (ElectroMagnetic Pulse), missile that give damage such as Microwave
« Last Edit: September 02, 2012, 06:26:32 PM by Grigio87 »
 

Offline Nathan_

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Re: Official Suggestion Thread for 5.20 or later
« Reply #989 on: August 26, 2012, 09:15:38 PM »
They don't put on rust in orbit, do they?

Micrometeorites, solar wind, radiation damage to electronics, stray hydrogen atoms, and so on.

Grigio, if you want maintenence free ships build large hangarbay PDCs. full sized ships can be placed into mothball for when you need them.