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Messages - Drgong

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Bureau of Ship Design / Re: Terran League - Naval Review 2120
« on: February 24, 2018, 01:12:13 AM »
Ouch.  Sorry for the formatting trouble, Drgong.
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Bureau of Ship Design / Re: Terran League - Naval Review 2120
« on: February 22, 2018, 01:19:47 PM »
Or Notepad++ and do a search & replace on <br /> to /n.
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Bureau of Ship Design / Re: Terran League - Naval Review 2120
« on: February 22, 2018, 05:23:08 AM »
Yikes, that a big project...   :o

but it will be done

I just reformatted a big chunk of the Colonial Wars campaign :)

Not too bad when you get moving. My advice is take into Word and use Find/Replace to eliminate the <br /> and &nbsp; tags. Then it looks a lot easier.
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Aurora Chat / Re: Questions not worth their own thread
« on: January 29, 2018, 08:39:51 PM »
Is there any way  you can copy the fire control setup across a entire class.  For example, if I want the entire class lasers to be connected to a specific fire control, is there a way to do so, or do I need to manually program in say, 20 FAC fire controls?

In the Combat Assignments Overview, there should be a "Copy Race" button under "Copy Assign" that will do it.  You can also do it TG and System wide.
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C# Aurora / Re: C# Aurora Changes Discussion
« on: January 29, 2018, 07:50:12 PM »
Economics is extremely complicated and people argue over how it works all the time, let alone how to reasonably implement it into a game while also making it enjoyable and non repetitive.  I do not believe it will be easy to model it in Aurora, and i would rather we did not try, as anything we end up with is likely to be tedious or nonsensical.
Also I don't think it's worth Steve's time, although that is of course up to him.
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All, I've released a lot of ship designs over the weeks, but this is my attempt to show how they fit together in the heaviest U.N fleets.  The only ships I'll reference here without linking to are the carrier and fighters, which I'll make posts about in the coming weeks.



U.N. Battlecruiser Fleets


By 2072, the U.N. had grown to 6 heavily populated systems including two non-human home-worlds and dozens of small colonies and outposts. 

The primary force projection fleets of this era were the two Battlecruiser Fleets - Marilith Fleet and Demon Fleet, controlled by the Combine and Fleet Command, respectively. 

These fleets also each hosted two carriers of strike craft and support ships, but those elements varied greatly due to differences in Combine and Navy doctrine. 

As the heaviest regular fleets fielded by the U.N., one typically operated near an expanding jump chain or known alien threat, while the other guarded Sol. 


As the U.N's primary means of force projection, it was important that the battlecruiser fleets have immense operational windows and long range.  Political pressures also pushed the ships to use efficient engines and save sorium, which meant big engines and moderate speeds.  This was augmented, though, by pursuit elements including significant fighter wings.

Each ship in the battlecruiser fleet had a particular specialty and they were designed to operate greater than the sum of their parts as a fleet (Vice Admiral Davis's Gestalt principle), but it was also important that ships remain powerful individually, and for even anti-missile and command ships to be able to defeat lesser destroyers in 1:1 combat.  Redundancy of sensors and other key systems like emergency cryo berths were also incorporated to guard against catastrophic problems from key combat losses. 

In short, every tactical and strategic encounter leading up to the formation of these fleets informed the doctrine and design of the fleet as a whole. 

The overall offensive doctrine is built around overwhelming waves of long-range attack missile designed to overwhelm enemy anti-missile defenses, ideally destroying the enemy with anti-missile-missiles still in their magazines.  This approach leads to overkill, but this is mitigated somewhat through missile sensors.

The overall defensive doctrine relies in an extremely layered approach with a mix of long-range anti-missiles, "active defense pods" to generate a surge of antimissile fire when needed, lots of fast Gauss turrets to ease up on the need for anti-missile ordinance, and significant organic defense including thick armor, shields, ECM, and in some cases, CIWS.

Nova Bombs are the fleet's primary defense against swift enemy beam fleets that somehow manage to close to beam range.  These ships are destroyed with overwhelmingly powerful short-range bombs that are designed to evade missile defenses.

"Granular cohesion" was a key part of fleet doctrine, meaning that a large battlecruiser fleet should be able to break off escorts, scout ships, logistical ships, etc. for key missions without seriously compromising the offensive or defensive capabilities of the battlecruiser fleet as a whole and while retaining all needed elements for the subgroup.

For battlecruiser fleet ships, standard speed was set at 6,250 km/s for all non-pursuit ships.  For battle line combatants, standard ECM was strength-4, the best available, and a standard shield rating was a rating of 80, with a minimum armor strength rating of 6.  Support-line ships had much more variable individual defenses and tended to have low ECM and no shields.  A fuel tank allowing for 150 days at full speed was considered fleet-standard, as was a 4-year deployment time and maintenance life. 

"Support-line" components tended to operate 1 jump "back" at the jump gate.  It could be called up in whole or in part by the fleet admiral for refueling or other key functions.  Certain ships like the Warden, carriers, etc moved back and forth between battle-line and back line more readily than less defended ships, though the battlecruiser fleets sometime operated with both lines together when weight of active anti-missile defense was more important than passive defenses like ECM or when operating far withing enemy territory. 

Note that some of the below links go to multiple versions of the same ship.  Make sure you're looking at the correct one.
Battle Line
(520,000 tons)

1x [Myrmidon-C class Command Battlecruiser -

1x Harbinger-C class Jump Battlecruiser -
    2x Y-AWACs-B Recon Fighter   Speed: 16891 km/s    Size: 4.44
    4x Y-wing-B Fighter-Bomber   Speed: 16891 km/s    Size: 4.44
    1x Grylls Jump Scout   Speed: 30737 km/s    Size: 2.44
    1x Crybaby Cub Sensor Fighter   Speed: 30737 km/s    Size: 2.44
    9x Dart-E Interceptor   Speed: 30991 km/s    Size: 4.84
    2x Half Dart-E-L Interceptor Leader   Speed: 32051 km/s    Size: 2.34

5x Manticore-C class Barrage Battlecruiser

2x Concordia-B class Strike Carriers
    82x Y-wing-B Fighter-Bomber   Speed: 16891 km/s    Size: 4.44
    4x Y-AWACs-B Recon Fighter   Speed: 16891 km/s    Size: 4.44
    2x Y-Extension-B Light Tanker   Speed: 16891 km/s    Size: 4.44
    2x Y-Lightning-B Recon Fighter   Speed: 16891 km/s    Size: 4.44

3x Iron Knuckle-C class Flack Battlecruiser -

2x Warlock-C class Area Defense Battlecruisers -

1x Grimlock class Barrage Battlecruiser -

1x Midgaard class Barrage Battlecruiser -

1x Ordinator class Heavy Magazine Ship -

1x Oracle class Sensor Frigate -

159,000 tons

1x Warden-B class Escort Heavy Cruiser](

2x Shrike class Escort Frigates](

4x Shepherd class Escort Corvettes](

1x Loki class CQB Corvette

1x Ordinator class Heavy Magazine Ship

1x Durance class Tanker

2x Ranger-E class Marine Frigates
   16x Taurus-C Breaching Shuttles   Speed: 38501 km/s    Size: 9.74
   2x Angel Marine Dropship Escort Speed: 38560 km/s Size: 3.89
   1x Chinook Fast Shuttle Speed: 33482 km/s Size: 2.24
   1x Stiletto Insertion Shuttle - Speed: 39062 km/s Size: 1.92

1x Hippocrates-B class Hospital Frigate -

1x Quartermaster B Mod 1 class Support Frigate -

2x Open Flame class Scouts -

2x Covered Lantern class Scouts -


Total capabilities

Does not include armaments of strike craft

- ASM missile tubes: 900 (0.25, size 4, 29 minute reload):
- ASM Missile tubes (box launchers, size 4): 492
- Maximum long range salvo: 1,392 missiles(before separation)
- Utility missile tubes: 2 (size 12)
- Light Quad Gauss turrets: 186 (136 battle-line and 50 support-line)
- Missiles destroyed per 5 seconds via Gauss only: **363** (194 battle-line and 169 support-line)(assumes 32,000 missile speed)
- Active Defense Pods: 1,882 (782 battle-line and 1100 support-line)
- AMM fast missile tubes: 148 (usable as mid-range missile launchers as well)
- 1-shot Sparrow ASM tubes: 630 (432 battle-line and 198 support-line)
- Reloadable Sparrow Missile Tubes: 720 (battle-line.  Re-loadable in 7 minutes)
- Magazine: 26,875
- Lasers: 3 (2 heavy, 1 spinal, battle-line)
- Microwaves: [b]1[/b] (support-line)
- Strike craft: 129 (109 battle-line and 20 support-line)
- Nova Bombs (single launch): 102 (70 battle-line-line and 32 support-line)
- Cryo berths: 11,000 (1600 battle-line and 9400 support-line)
- Troops: 2,200 (1 battalion of Hovertanks and 17 companies of Marines)[/li][/list]

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Aurora Chat / Re: Questions not worth their own thread
« on: January 25, 2018, 04:42:25 AM »
Here is a another question.

If you are making a two stage missile, and you have the 2nd stage already produced, does it pull the 2nd stage from the stockpile, or produce a new one?

Curious as I have a lot of soon to be very obsolete AMMs and was thinking if I could covert them to cheap mines they might be still useful.

Produces a new one.
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Aurora Chat / Re: Questions not worth their own thread
« on: January 22, 2018, 07:27:53 PM »
It is at the bottom of the System View and the Economics window, along with a variety of other options. If your monitor is too small it might have gotten cut off.
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: January 21, 2018, 04:37:26 PM »
Two of my fave games are Crusader Kings II and Aurora 4x.

So now I am thinking about merging some CKII concepts into my RP.  Play as a family of a interstellar empire and try to keep the bloodline and the empire going for my first 2018 game.

I love this idea, Drgong!  If you write as you go, I'd definitely read that.
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: January 20, 2018, 04:40:57 AM »
Lost my game due to Invaders attack.... but not in a straight, obvious way.

Invaders started to bombard Earth. My largely obsolete defence net was big enough that by the sheer volume of defensive fire they managed to kill all of their missiles without letting even one through BUT when Invaders closed the range and started firing AMM's at me i get the Planetary Bombardment Overflow bug everytime they hit and its impossible to continue playing :/
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: January 19, 2018, 10:41:31 AM »
Starting Setup :

Yr 2123

Pop .: 71 Millions , End III Atomic War End
Nationality : United States

Leadership : Moderate Fascist (Like as Space Mobile Infantry Junta)

Tech : none
Dur     69.100
Neu    14.200
Corbo 1480
Tritan  152.000
Boron  3900
Merca  8950
Vendar 4490
Sorium 846
Uridiu  5200
Gallici  724

FUEL at 2177 : 1.002.000 Lt.
ResearchLab : 4
Military Training Camp : 1
Naval yard: 0
Commercial Yard : 0


>>>>>>>>>> Yrs 2177 : TransNewtonian and 281.0 Millions Pop.

Nice and hard-
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Bureau of Ship Design / Star Corp.: a custom "Civilian" transport company
« on: January 14, 2018, 05:53:13 PM »
This is a snippet from my current game.  The Capitalist Alliance is a significant intra-empire faction of the U.N. that pushes for investment in shipping lines, military escorts for corporate ships, pushes against union contracts, for automation of mines, etc.  I don't know whether this is the best section of the forums to put it in or not, but here goes.

Civilian shipping provides some great depth, but I wanted another "civilian shipping business" with ships that are a little different and that I can use for role playing and plot devices a little more.  This is what I came up with.

August 20, 2049

The Cunningham Colony Group now has 16 vessels (10 freighters and 6 colony ships) and a share price of 21.86 credits.  Their competitor Cross Carrier Services has two vessels (1 freighter and 1 colony ship) and a share price of just 2.87 credits.  They’re struggling to stay in the market. 

Star Corp., Sol’s third transnational shipping corporation to venture out into space has a different approach to commerce than its competitors and has recently launched multiple projects simultaneously as joint ventures with Earth-based companies.  Star Corp. itself is Luna-based and has 3 Luxury Liners, a fleet of 6 light transports, 19 small recreational starships, and a massive orbital hotel over Luna called the MGM Pinnacle.

(This is all SMed in and is for role-playing purposes)

The Valentine and the Ambrosia are the two **Star Corp. Valentine class Luxury Liners** in service.  They offer premium tours of the Solar system and have regular visits to Mars, Ganymede, Callisto, Saturn, and Venus for different tastes.  They only carry 750 passengers each, so tickets are exorbitantly expensive, but for those who can afford it, the Valentine class is worth every microcredit. 

Star Corp. Valentine class Luxury Liner    13 950 tons     360 Crew     717 BP      TCS 279  TH 600  EM 0
2150 km/s     Armour 1-51     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 32    Max Repair 75 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Passengers 750   

300 EP Commercial Ion Drive (2)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 250 000 Litres    Range 52.1 billion km   (280 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

The Star Corp. Crown Jewel class Luxury Liner is the larger cousin of the Valentine class.  There’s only one and it serves as the flagship of the Star Corp empire.  Its design incorporates some armor as well as a close-in-weapons system to defend in the unlikely event of a space attack. 

Star Corp. Crown Jewel class Luxury Liner   33 350 tons     703 Crew     1630.65 BP      TCS 667  TH 2100  EM 0
3148 km/s     Armour 2-92     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
MSP 92    Max Repair 75 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Passengers 1250   
300 EP Commercial Ion Drive (7)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 250 000 Litres    Range 21.8 billion km   (80 days at full power)

CIWS-80 (1x6)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit

This design is classed as a Commercial Vessel for maintenance purposes

The dream of every rich kid growing up in the TN space age is to pilot their own private spaceship.  The Star Corp. Ferrari class Recreational Starship offers that chance for a steep price.  It’s a derivative of the Fleet Command Frogfoot class Trainer design with room for one extra passenger with the sensor, extra fuel, and life support stripped out.  At a purchase cost of 17,000,000 microcredits and relatively reasonable fuel economy and serviceability, the Ferrari is available for rental, private flight lessons, and even for private ownership.  Four are available to passengers of the Star Corp. Crown Jewel class Luxury Liner   Starcorp has 17 Ferraris in its fleet.

Star Corp. Ferrari class Recreational Ship  105 tons     4 Crew     17 BP      TCS 2.1  TH 4  EM 0
1904 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 51    AFR 0%    IFR 0%    1YR 0    5YR 0    Max Repair 10 MSP
Intended Deployment Time: 15 months    Spare Berths 2   

4 EP Nuclear Pulse Engine (1)    Power 4    Fuel Use 14%    Signature 4    Exp 5%
Fuel Capacity 5 000 Litres    Range 61.2 billion km   (372 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

The Llama class Light Transport is a freighter concept with minimal crew needs compared to normal freighters and transports.  It hauls light cargo containers or even singularly large structures or other ships with its tractor beam and can scale up or down depending on need.  The ships specialize in small loads direct to customers instead of mass imports to markets.  There are 6 Llamas in service,

Star Corp. Llama class Light Transport    3 400 tons     40 Crew     219 BP      TCS 68  TH 240  EM 0
3529 km/s     Armour 1-20     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 40    Max Repair 100 MSP
Intended Deployment Time: 18 months    Spare Berths 0   
Tractor Beam     

240 EP Commercial Ion Drive (1)    Power 240    Fuel Use 3.54%    Signature 240    Exp 4%
Fuel Capacity 50 000 Litres    Range 74.8 billion km   (245 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

The Star Corp. MGM Pinnacle class Luxury Resort is based over Luna and it the premium destination for the ultra wealthy.  It offers 298 restaurants and bars, 58 dance clubs, 39 swimming pools and spas, 12 concert venues, 2 sports stadiums, a variable grav plate monster truck arena, extensive shopping opportunities for off-world goods, and access to the best recreational drugs and escorts. 

Star Corp. MGM Pinnacle  class Luxury Resort    369 850 tons     1645 Crew     3764 BP      TCS 7397  TH 0  EM 0
1 km/s     Armour 1-458     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
MSP 13    Max Repair 10 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Habitation Capacity 50 000    Passengers 1500   
Recreational Facilities

This design is classed as a Commercial Vessel for maintenance purposes

This design is classed as an Orbital Habitat for construction purposes

These ships have opened the door for a lot of fun role plays and clashes between factions within the U.N.'s realm, as individual ships can put themselves in harms way or, perhaps, been taken over by pirates.  The tractor ships can also be "contracted" by the government for certain tasks.

Cross-posted to R/Aurora4x on Reddit -
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Bureau of Ship Design / Loki-B class CQB Corvette
« on: January 14, 2018, 05:39:26 PM »
*In game terms: the below corvette carries 15 each of 5 kinds of missiles and 15 fire controls. If each kind of missile is hooked up to each fire control, it can technically generate 75 separate salvos launched at once to overcome enemy missile defenses. If launched within 270,000 KM, these missiles will skip past enemy AMMs and beam weapons and overwhelm CIWS emplacements.  It's a bit of an exploit, but I used these in my last game.*

The Loki-B class CQB Corvette is primarily designed to guard jump points and to react to enemy ships from moving within 270,000 KM of U.N. fleets. The little corvette can launch a wave of 15 Mk IV Nova Bombs - enough to destroy or cripple two battlecruiser size opponents or many more medium ships with it’s armor-rending warheads and tendency to cause concussion damage to internal ship components. At that range, most enemy missile defense aren’t swift enough to get off a shot with the exception of CIWs.  With its large number of fire controls and different missile types, the Loki’s computers can generate 75 slightly different firing solutions all at once to overwhelm an enemy CIWS ability to track and target all the inbounds and to increase the chances that they fire at the smaller light bombs instead of the larger ship-killing Novas.

The Loki-B’s 4 other kinds of ordinance are a combination of ordinance that are convenient to find (the Meteor Mk III Anti-missile which would be tough to hit for enemy CIWS and the Slamhammer Light Bomb, which is hard-hitting and widely available) and custom designed bombs for this class (the Breaker and Thumper, which roughly match speed with the Nova Bombs).  If a fleet jumps in 1 million KM from a Loki-B, it will fire, knowing that the incoming ship is blind and knowing that at least the Breaker, Thumper, and Novas will hit at the same time.

The Loki-B has two anemic sensors which are still be sufficient to detect the enemy at intended engagement ranges, and 111 days of fuel, which is low by fleet standards. It has some armor and ECM abilities, but is a generally fragile ship and very vulnerable in open space. Ship Crews of the Loki train for years and have intended deployment times of 60 months, all leading up to a total engagement window of 5-10 seconds.

A single Loki travels with each of the U.N. combat fleets, letting them fall back to systems, knowing that any enemy that follows will pay a high price.  One Loki-B defends each one of Sol’s 8 jump gates, along with two Mauler-D class Armed Shuttles ( for light pursuit and a Diligence class Patrol Cutter)( for customs inspections.

In the Sahaag war, a single Loki-B destroyed a squadron of much larger missile cruisers and a jump cruiser, totaling 5 ships and 81,000 tons.
Loki-B class CQB Corvette    3 000 tons     29 Crew     639.3 BP      TCS 60  TH 375  EM 0
6250 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 31.5
Maint Life 5.53 Years     MSP 200    AFR 48%    IFR 0.7%    1YR 11    5YR 165    Max Repair 187.5 MSP
Intended Deployment Time: 60 months    Spare Berths 0   
Magazine 210   

375 EP Magnetic Fusion Drive (1)    Power 375    Fuel Use 25.5%    Signature 375    Exp 10%
Fuel Capacity 255 000 Litres    Range 60.0 billion km   (111 days at full power)

Size 10 Box Launcher (15)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Size 1 Box Launcher (60)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC4-R1 (5)     Range 4.3m km    Resolution 1
Missile Fire Control FC8-R4 (5)     Range 8.6m km    Resolution 4
Missile Fire Control FC30-R50 (5)     Range 30.5m km    Resolution 50
Nova Bomb Mk IV (15)  Speed: 54 000 km/s   End: 3.6m    Range: 11.6m km   WH: 81    Size: 10    TH: 666/399/199
Breaker Light Bomb (15)  Speed: 54 000 km/s   End: 3.5m    Range: 11.3m km   WH: 9    Size: 1    TH: 504/302/151
Thumper Light Bomb (15)  Speed: 55 500 km/s   End: 3.4m    Range: 11.5m km   WH: 9    Size: 1    TH: 499/299/149
Meteor Mk III (15)  Speed: 81 000 km/s   End: 0.5m    Range: 2.3m km   WH: 1    Size: 1    TH: 1674/1004/502
Slamhammer Light Bomb (15)  Speed: 66 000 km/s   End: 5.9m    Range: 23.4m km   WH: 9    Size: 1    TH: 286/171/85

Active Search Sensor MR1-R1 (1)     GPS 6     Range 1.4m km    MCR 157k km    Resolution 1
Active Search Sensor MR3-R5 (1)     GPS 30     Range 3.2m km    Resolution 5

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
"They call it a CQB corvette, but I've never seen it in a battle before.  Only one damn slaughter or another."* - Vice Admiral Andy Baker

Cross-posted to R/Aurora4x on Reddit ( )
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C# Aurora / Replacing PDCs
« on: September 18, 2017, 06:05:06 PM »
I posted a comment in the changes discussion thread about removing PDC and enhancing ground forces to compensate. Having given this some thought, it solves a lot of issues in the game that add complexity without really adding a lot in the way of additional game play. PDCs create exceptions for a number of rules, add complexity (in the sense of awkwardness rather than variety) to ground combat and their maintenance-free status can be an exploit. They create a lot of orders and rules around prefabrication and assembly and can't be effectively upgraded.

I've decided to replace them with some additional types of ground forces to improve defences planetary defences and keep all 'ships' in space. This thread is to look at the options for the ground combat enhancements. At the moment I am thinking along the following lines (but I am open to suggestions):

1) A unit with air defence capability that functions as a CIWS for the planet.

2) A unit with similar capability to ship-based energy weapons, designed to fire ground to orbit, rather than ground to ground.

3) Probably adding some basic form of ground unit design rather than having specific unit types. This would include (for example) CIWS techs, ground to orbit techs based on ship-weapons, ground-based attack/defence split into armour and infantry-based techs (based on weapon & armour techs), maybe the bombardment ability of Titans so as an alternative to Titans you could develop different forms of artillery. Concealment tech to make units harder to strike from orbit. 'Garrison' rating separated from defence. 'Movement' tech could be personal armour, tracked vehicles, combat walkers, etc.. A combination of these techs would determine unit cost, size, capability, etc.

4) Troop transport bays and combat drop modules would be for infantry (personal armour) types - a different module would be needed for heavy armour or ground to orbit capable units.

5) The type of planet could affect which units are most effective - specialist units for extreme temperature, or mountainous terrain (based on tectonic rating), or mostly water planets, etc. Terrain would also determine the effectiveness of different movement types.

6) An option to be considered is removing the restriction on energy weapons in atmosphere. Ground units armed with ship-type weapons would become a serious deterrent, especially given they are more dispersed than ships and harder to eliminate. I would need to add rules on destroying installations from orbit, but not sure how much of a problem that is given that most powers want to capture installations rather than destroy them. Energy-armed spacecraft in orbit could be assigned for fire-support missions when assigned to direct support of a HQ unit.

7) Units would not increase in capability with tech and would use the tech at the time of creation. However, units could be converted into a cadre unit (and retain their experience) so they can be used as the basis for a new unit with improved capability.

8) These changes could lead to a paradigm where it is very hard to bombard a well-defended planet from orbit so you (still) have to nuke from a distance and risk environmental and industrial damage, or develop very fast drop pods to get troops to the surface (through defensive fire) to take out the ground-based defences (Hoth).

Comments and suggestions welcome.
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Aurora Chat / Re: Naming Convnetions
« on: July 07, 2017, 12:34:13 AM »
So this thread is a year old and I've posted here a few times... I only just noticed the misspelling of the word 'Conventions'.
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