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C# Aurora / Re: C# Aurora Changes Discussion
« Last post by Marski on Today at 07:42:50 PM »
Steve's already made the super ultimate awesomest way to do ground combat. All without realizing it probably.  In aurora there is a galactic map. A 2d space with adjustable grid lines. That was used to fit icons for worlds and their jump point connections.  What if we take the grid and change the icons and make ground combat using this grid assigning troops different movement and firing patterns and so on. Make positioning and modern day maneuver warfare great again!

PDC can be the King to be checkmated by the titan queen.

So... now that I have solved aurora's ground combat problems I'm tempted to go on to fix this world hunger issue I've been hearing about.
You do realize that being sarcastic asshole doesn't really get anyone to listen to you.
If you don't like a suggestion, try to atleast explain why instead of trying to undermine it in a childish way like this.
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The Academy / Re: Mining Vessels
« Last post by Lordubik on Today at 07:19:15 PM »
Any ship equipped with one or more "asteroids mining module" can only mine, as the module band says, asteroids and comets. To mine planets you need to bring there normal or automated mines.
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C# Aurora / Re: Replacing PDCs
« Last post by clement on Today at 06:06:04 PM »
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.

Steve, could this idea be used with ships as well. It has been mentioned before that training up a ships crew and then losing that experience level when the ship is scrapped makes the turnover of ships and fighters to be painful. When scrapping ships, could a second crew pool be maintained (representing the cadre from the scrapped ships) that new ships and fighters can pull crew from first, before using untrained naval crew coming from the general pool.
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The Academy / Mining Vessels
« Last post by TMaekler on Today at 04:37:11 PM »
Hi,

sometimes when I send a mining fleet to a planet with "move to" it is recognized and automatic mining begins. But on other planets it does not. In either case I beforehand created a colony on those planets. Anybody an idea what causes this?
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C# Aurora / Re: Replacing PDCs
« Last post by Happerry on Today at 03:20:03 PM »
Personally, reading this thread, this is looking more and more like a change that will make things a lot more complicated without necessarily making anything funner or more interesting, and is looking likely to make things even more work.  I'm not really for this change.
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C# Aurora / Re: Replacing PDCs
« Last post by Kelewan on Today at 02:04:05 PM »
A bit brainstorming:

the ground unit design has 3 basic ground unit types: infantry, vehicles and titans.
You select the weapon type, where some types are only available  for some unit types.
The weapon type would determine which other units can be hit, and how effective the weapon is against
this type of unit.  (Anit-Titan or Anit-Vehile weapons can hit infantry but would be much less effective as Anti-Infantry weapons)

Each Ground Unit has, additional to the defense and attack value) a stealth and a detection value which will determine which units can be detected/attacked  by
the enemy and which enemy units it can detected and attacked.  Titans are easy to detect, but have a good defense, infantry are less defensive but can hide in forests, caves etc. 

Additional equipment/training (more armor, guerilla tactics, close quarters weapons, HQ-Command infrastructure) will boost some values at the cost of others, or reduce penalties from environment (water worlds, low gravity, toxic atmosphere) or provide additional capabilities (police value, ship assault, construction value).  The Equipment and Training will influence
the size, build/training time, and the upkeep of the unit. 

So you are flexible enough that you can build your ground units so that you can counter any other ground unit, damages/wounded units will have reduced values,
and a chance that one or more of the additional capabilities will stop working till repaired/healed.

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C# Aurora / Re: Replacing PDCs
« Last post by Admiral666 on Today at 12:54:44 PM »
A troop transport bay is 2500 tons and can hold one battalion size ground unit. A combat drop module is 500 tons (1000 tons for the cryo version). This is why I think a new transport module is needed for vehicle or surface-to-orbit units and the existing transport bays and drop modules will be infantry only.

This came to mind:

Greater integration of ground combat units and spacecraft would be very interesting. Carriers deploying atmospheric-capable strike-craft, troopships making combat 'landings' akin to the above video, maybe even direct fire-support in-atmosphere from warships. Of course, modeling that would likely be rather difficult. Ground combat would need to be reworked such that it occurred in the same time-frame as space combat, 5 second increments -- though I would argue that such a change is already mandated by the inclusion of Surface-To-Orbit/Surface-To-Space units. Perhaps the in-atmosphere element could be achieved through fleet orders differentiating between Orbit, High Atmosphere, Low Atmosphere, etc? I would introduce tech to support that, as well: not every vessel is intended to operate in-atmosphere, and we certainly want to curb the possibility of massive battleships owning the battlefield from low orbit (without the appropriate High-RP level of research, mind you).

This would even allow the paradigm to change further: By requiring atmospheric landing ships to 'combat' drop heavier units, you are faced with a choice between investing in said technology and vessels, or relying on your infantry (supported by the fleet in orbit) to gain enough of a hold to allow 'non-combat' landings. Of course, that requires some way of modeling how much ground your troops have taken -- OR! Perhaps you would drop combat engineers, who are capable of building the necessary infrastructure to allow those landings, given enough time. Thus, even a nominally inferior power could potentially repel the invasion of a stronger power that does not have the technology to allow atmospheric flight, were they to crush the initial enemy force. They could also achieve the same result by identifying and destroying those ships in space -- imagine the RP potential there!

To think, I just came here to post that video.
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C# Aurora / Re: Replacing PDCs
« Last post by Steve Walmsley on Today at 12:03:13 PM »
How much hull space take an energy weapon + targeting + power source ? 5 ? 10 ?
Each hull space means 50 tons isn't it? So we speak about 250 to 500 tons for a single energy weapon.

A troop transport bay is 2500 tons and can hold one battalion size ground unit. A combat drop module is 500 tons (1000 tons for the cryo version). This is why I think a new transport module is needed for vehicle or surface-to-orbit units and the existing transport bays and drop modules will be infantry only.

I think for ground units that have ship-equivalent weapons, such as lasers or CIWS, the unit will need to be large enough for the various fire controls, reactors and weapons. Once designed, I think this should still be a single ground unit without tracking the individual components. Otherwise, we get into complexities about recharge rates, etc.. Some part of the damage resolution will have to be a chance of the weapon being disabled and there would be some equivalent of repair, rather than readiness recovery. I haven't figured out the details yet, but I don't want ground units to become 'ships-on-the-ground'. They should retain the relatively simplicity of the existing ground units but with additional capabilities.
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C# Aurora / Re: Replacing PDCs
« Last post by hubgbf on Today at 10:54:19 AM »
How much hull space take an energy weapon + targeting + power source ? 5 ? 10 ?
Each hull space means 50 tons isn't it? So we speak about 250 to 500 tons for a single energy weapon.

How can a ground troup carry and move such a thing? There is a scale problem if this solution is implemented.
Unless such troops are in facts bolo : several hundred tons land or naval vehicules.

What about fighter storage ? Do you have to use space based bases for fighters?
How do you build them ? You have to tow them in place?
What about missiles ? How do you select which one is to be fired from stock?

Would'nt it be far more complex to have such many units to research, build, every one with different tech and capacities?
Retraining can be interesting, but it needs a lot of micro-managing to transport troops.

In order to avoid exploit, you only need to remove the no-maintenance for ship in hangar code, and keep it for fighters only. Or restrict PDC to fighter storage.

But the most important question is : what is the faster way to implement the new Aurora?


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The Academy / Re: RamDisk
« Last post by Steve Walmsley on Today at 10:35:37 AM »
If I remember correctly, Steve said a playable (but probably not bug-free) version will be ready at the end of this year or early next year.

There won't be a public version this year but I hope to start a test campaign this year. Won't be any updates in the next week or so as I have social commitments every night this week and I am in Croatia all next week.

Back to normal after that.
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