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Messages - Lamandier

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C# Aurora / Re: Diplomacy Overhaul?
« on: December 09, 2017, 11:52:39 AM »
I haven't started with diplomacy yet but I do intend for it to be more detailed. There will be a lot more clarity from AI players about which systems they consider to be their territory and which are neutral space. They may change their mind about which systems to claim. There will also be warning messages and the potential for negotiated settlements, rather than fighting to the death.
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Bureau of Ship Design / Re: Ships
« on: July 16, 2017, 05:47:39 AM »
Missile choices are odd too; why two different size 10 launcher types?
Those "Cell launchers" are box sized. So Mod3 has first strike capability of 1x30 RSM-26 Halberd ASM, then 1x6 RSM-26 Halberd ASM after 50s, all at 120m km range. After that there are two groups 3x2 of twice as fast Surya-VI CAM at 12m km because now also the other FCs can help .

And yes, it is quite a glass cannon.
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Bureau of Ship Design / Re: Ships
« on: July 15, 2017, 10:59:11 PM »
These have super thin armor.  A single strength 16 missile hit, or strength 4 laser hit could kill them.  All it takes is one bad dice roll and bam, you've got a magazine explosion and ~10,000bp down the drain.

Missile choices are odd too; why two different size 10 launcher types?

I LOVE the spinal laser though.
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: July 15, 2017, 11:50:05 AM »
Add a system administrator level between planetary and sector admins. That way it would be possible to create a proper civilian bureaucracy. Civilian administrators on asteroids/planets, then a system administrator overseeing the system, and finally a sector administrator that oversees multiple systems. Currently you can have either sector command buildings for each system but then you lose out the third level or you can build-up your sector commands but you lose out the system level.
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: July 12, 2017, 06:55:05 PM »

Allow sensors to provide some intel on enemy ships.

In real life cargo ships look nothing like warships usually.  And not just visually, but to all manner of sensors.  All ships produce their own unique sonar signatures, and accurate hydrophones manned by well-trained sonar operators can tell them apart.  Warships sound different than merchant ships.  Experts can even tell ships of the same class apart.  I spoke with one sonar-man who said that on a calm day, you could hear the internal PA system of nearby ships.

So my suggestion is to allow sensors to give us some information on what exactly a contact is.  Thermal sensors should be able to tell whether an engine is a military or a commercial engine, maybe even what tech-level (I assume each engine type produces a different kind of exhaust).  Active sensors should be able to see components that need to be at least partially external, like sensors, turrets, weapons, hangar bays, mining modules, sorium harvesters, construction modules, and cargo holds.  EM sensors should not just warn you when an enemy active sensor is on, but also when a fire control is locked on, like a radar warning receiver in real life.

Obviously this intel should not be guaranteed.  You should need strong sensors, possibly with additional tech.
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I don't know about other players, but twenty-something planetary administrators, brigadier generals, and naval captains somewhat break my sense of immersion. On the naval side, I can ... sort of ... remedy this by changing the initial rank (in the scheme I'm using) from lieutenant commander to lieutenant, but that's no help for that twenty-three year old ruler of Earth nor for the young scientists in charge of 60 labs (nor for the first initial crop of naval officers).

An easy "solution" (I grant that the current setup might actually appeal to some players) would be to make initial commander ages early 30s instead of early 20s. I can better stomach 30 year old lieutenant commanders (or even lieutenants if they're senior enough to command ships at the game's level of granularity) or head scientists ... colonels would still be a stretch, but beggars can't be choosers.

Less easy, but probably not difficult to code would be a dynamic means of establishing initial age at world/game generation, so that those (especially, perhaps exclusively military) commanders that get/would get auto-promoted in the initial commander crop are aged appropriately for their (maybe soon-to-be) rank. If colonel is to be the R1 rank for ground troops, perhaps their initial ages could be set separately---they should be (or I'd like them to be, at any rate) significantly older than the navy's lieutenant commanders.

A slightly related "problem" are the brigadier generals commanding Marine companies, which might fit a Star Wars-esque imagining (Han Solo didn't look like he could fit an entire battalion, much less any larger formation into that stolen shuttle), but doesn't quite fit with what I'm imagining for a force structure in my game.

It's all really minor stuff, but should be fairly headache-free to address if my suggestions appeal.  :)
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C# Aurora / Re: Hype by anticipation...:)
« on: December 07, 2016, 09:31:10 AM »
Honestly I'm just excitedly awaiting the rebalanced orbital infrastructure, the fact that that stuff is practical now is so hype.
I just want to play with 6+ empires at start, all spoilers, and with a high generation chance without getting a slowdown. To me those other features, while nice and very useful, are somewhat secondary. Don't get me wrong, I really want to build some skeleton ships (no-armor cargo/fuel modules pulled by a "tug") to supply massive warfleets to battle all the xenos left, right, and center, and drop some titans on some poor chumps' head.
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