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Messages - Garfunkel

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1
C# Aurora / Re: C# Aurora Changes Discussion
« on: September 22, 2017, 04:42:39 PM »
Should probably focus the PDC/ground combat discussion to this specific thread that Steve made:
http://aurora2.pentarch.org/index.php?topic=9679.0

We're currently discussing them in two threads.

2
The Academy / Re: Advice on on-board missile sensors
« on: September 21, 2017, 04:20:08 PM »
Detection range needs to be slightly higher than what enemy ships can move in 5 seconds. Because the best use for them is to avoid overkill. Missiles with sensors on them will automatically retarget if their current target is destroyed and there is a new hostile target inside their sensor range.

Thermal sensors are good because engines put out a lot of heat and are always on (EM sensors go for active sensors and shields only) but if you can get a decent range with active sensor without compromising the missile otherwise, then go for it.

Note that the resolution in your first missile is pretty damn high. Note how the range given is for 9150 ton object. Many NPR/spoiler ships will be smaller.

3
The Academy / Re: Mining Vessels
« on: September 21, 2017, 04:16:21 PM »
Always send the additional asteroid miner, fuel harvester, or terraformer to the target location first. Then the second line is "join TG XYZ". That way the unit is counted as being at the location. This bu has been fixed for C# Aurora.

4
C# Aurora / Re: Replacing PDCs
« on: September 19, 2017, 06:17:55 PM »
Yeah in my fevered dreams Aurora would incorporate the incredibly complex ground-combat model of The Operational Art of War III, which is IMHO the best wargame/simulator for modern combat. It models a dizzying array of weapon systems so that there is a significant difference between a 81mm mortar and a 120mm mortar. But that level of granularity is probably beyond what Aurora needs.

A planetary map with rudimentary operation level of movement, somewhat customizable units with more than just attack/defence values - that would already be a significant improvement over the current system. Then if Steve codes it in a manner that makes future expansion easy, it can be further detailed and improved later on.

5
Note that that requires your ship to be faster than the enemy or otherwise it cannot disengage.

6
C# Aurora / Re: Replacing PDCs
« on: September 19, 2017, 08:41:28 AM »
We have to get rid of the Attack and Defence stats for ground units. They are completely illogical anyway. What we need is a firepower stat and a toughness stat. And preferably two of them - one for infantry/light armour and another for heavy armour/titans. Soft attack attacks Toughness and Hard attack attacks Armour. Both units shoot at each other at the same time. Casualties are counted simultaneously before rolling for the next round of shooting - so it is possible for units to wipe each other out.

Then we can have multiple technologies affecting these stats, not just Ground Unit Strength. We have personal armour increasing toughness, armour stat could be improved similarly to space ships or even use the same tech, then have light weapons tech and heavy weaponry tech to improve soft/hard attack - it's bit unrealistic but makes it easier for players to understand. Reinforced space suit tech that allows ground units to fight in hostile environments or in vacuum but with reduced stats, then higher levels of that tech reduce the malus.

I'm not a fan of removing atmospheric limitations completely. Reducing them, sure, but let's not take them completely out.

Ideally we could build our ground units from the, well, ground up. Have design window for a ground unit that allows you to choose how many companies you want a battalion to consist of and whether these are guerilla/motorized/mechanized/armour/airmobile/naval/hover/titan company. Then based on your choice, you could further configure the company - for some this would be ship-style weaponry, for others it could be whether to use up-to-date equipment or older stuff and whether the unit will be equipped with environmental suits and so on. That makes it possible to create special function companies and/or techs, so we get communications and supply units, cloaked units, ECM and EW units, drones and so on.

Combat engineers and construction brigades should be able to increase the entrenchment value of other units on the same planet. This entrenchment value is added to the toughness and/or armour values of the units but only when they are defending. Combat engineers then can also reduce the entrenchment value of enemy units but construction brigades cannot do the same.

7
The Academy / Re: Tons of new player questions
« on: September 19, 2017, 08:00:50 AM »
Quite a number of us Aurora players RP that to some extent. The easiest method is to consider the gate network as a sort of an Internet - but anything outside the gate network cannot immediately communicate with Earth - unless there is a string of ships working as relays. This makes it useful to create courier ships and it also brings in a little drama to the writing. A survey ship can be lost in a system but nobody will know it until weeks or months later - kinda like during the Age of Sail it was possible for ships to just vanish.

The more advanced method is what Paul M described, factoring in light speed delay.

8
The Academy / Re: Error in MoveToCloseItem - error 9 subscript out of range
« on: September 18, 2017, 10:16:07 AM »
Control Panel - System settings. Exact location depends on which version of Window you use.

9
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: September 13, 2017, 09:43:23 AM »
Starting a new game based on the Empire Rising series of books.
This one:
https://www.amazon.co.uk/Void-War-Empire-Rising-Book-ebook/dp/B0144Z9CIW

Is it any good? There is so much crappy mil sci fi out there.

10
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« on: September 08, 2017, 01:43:12 PM »
They are indeed civilian designs for the shipping lines.

11
C# Aurora / Re: C# Aurora Changes Discussion
« on: September 06, 2017, 06:09:48 PM »
Very interesting change with academies. I'll definitely start building them elsewhere with that change and not just at Earth.

As for lifesupport, I hope that TG's will now be smart about picking up lifepods. As it is, the first ship in the TG will pickup all survivors, regardless of it's crew quarters situation. Meaning that unless you carefully manage the pickup, you'll end up with 1 ship terribly overcrowded and the other ships with their emergency cryopods empty.

12
C# Aurora / Re: C# Aurora Changes Discussion
« on: September 02, 2017, 12:12:46 PM »
Clearly, the only appropriate solution to the problem is to build an entire separate, exceedingly-detailed game to simulate ground combat, designed to interface with Aurora both for initial setup and for results translation.
...
I started that off as a joke, but it would be pretty awesome.
Pretty much would require this. Any more in-depth ground combat would require planetary maps to be generated and operational movement of troops, introduction of supporting arms, more detailed supply system for ground forces, aerospace and naval units, and the list goes on and on. It's an exponential list :D

13
C# Aurora / Re: C# Aurora Changes Discussion
« on: August 31, 2017, 09:50:40 AM »
Frankly, you could scrap the Titans and it doesn't seem like the game would grow worse for it. It'll work in some games and contexts, but not really in most.
I really hope you're going to allow us to er disallow titans,  last thing I'm gonna want is my NPR running around with giant robots

Unless I'm going to play a WH40K game, the "titans" in my games will actually be atmospheric air/strike force. They will depict helicopters, ornithopters and jet planes. Since heavy assault is tanks. That fits neatly with the mechanics as well - it doesn't make sense for 'copters and fast fliers to get damaged in the same manner as ground forces.

14
C# Aurora / Re: C# Aurora Changes Discussion
« on: August 23, 2017, 06:36:00 AM »
Looking over small mountains?

15
The Academy / Re: Newbie questions: CIWS and missile sensors
« on: August 17, 2017, 09:41:29 AM »
When you split an existing TG, the new TGs will have the same default and conditional orders as the original TG had.

It is a good idea to put small sensors on your missiles so that when their target is destroyed, they will re-target another ship in the same enemy TG. For that, the range can be tiny since it's obviously the same location.

Note that TF training is per ship, not per TG. So ships in a TG can have different TF training levels. The name is a little misleading as it's more about the training level of the individual ship's crew, not the task force or task group. Removing or adding ships to that TG does not affect the existing TF training levels of other ships in that TG. You can cancel training by pressing the stop training button in the second tab for TGs.

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