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C# Aurora / Re: danger ratings for systems
« Last post by alex_brunius on Today at 07:13:48 AM »
I like the idea that you have to put Military ships on a Jump point enforcing a goverment blockade of civilian traffic ( And you often want to do that anyway to prevent the nasties comming through the other way ).

Another solution to consider is to handle the case of danger rating ticking down to 0 better. Realistically no company would send half their fleet suddenly to an unknown system just because there was X years since last ship got blown up there. They would send a single brave small ship with big sensors or hired escort first to check if the coast is clear before more start following gradually if route proves to be safe.
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C# Aurora / Re: danger ratings for systems
« Last post by Hazard on Today at 06:44:08 AM »
Agree that governments have restricted civilian traffic. However, in this case that could be abused to exactly direct civilian traffic to a desired destination bu placing every other route out of bounds. If you can come up with a mechanic to implement your suggestion on an emergency basis without the potential for full-scale abuse, then I will add something on those lines.

Well, there's two problems here. The first is that for some systems you really want to more or less indefinitely keep them from being used by civilians. Like with Jumpgate linked systems when there's [spoilers] or an NPR making a mess of it when you've got colonies at either end. It would be inconvenient to have half your civilian cargo fleet commit suicide because the danger rating lapsed but you haven't managed to clear out the threat.

The other problem is that the ability to precisely define the interstellar movements of civilian ships is apparently not desired.

There's two possible solutions I see, both of which are to do with the cost of enforcing a danger rating. The first is that you add PVV/tonnage of friendly military ships to civilian routing/danger level calculations for restricted systems. The bigger the difference in distance the less civilian ships care about danger/restriction ratings, so as that difference increases you need to add more and/or bigger ships to maintain the barrier. Having to dedicate half your fleet on sitting on a system so civilians do not do something they're not supposed to do is inconvenient.

The other option is that restricting a system costs wealth to impose, and an escalating amount of wealth to keep up while cancelling a restriction causes a cooldown based on how long a system has been restricted before it can be restricted again without eating a massive wealth penalty.
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C# Aurora / Re: danger ratings for systems
« Last post by Steve Walmsley on Today at 05:01:35 AM »
Governments have denied access to civilians to (potentially) dangerous areas for a long time though. It should be possible to declare a system off limits, adding any allied PPV in system to the Danger Rating, and if possible add the PPV on the other end of a given JP as well for routing calculations.

Agree that governments have restricted civilian traffic. However, in this case that could be abused to exactly direct civilian traffic to a desired destination bu placing every other route out of bounds. If you can come up with a mechanic to implement your suggestion on an emergency basis without the potential for full-scale abuse, then I will add something on those lines.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Hazard on Today at 04:59:37 AM »
I'm trying to avoid that due to complexities of tractor chains.

I may fail to understand what you mean.

And wouldn't it be possible to declare a ship that is being tractored as unable to tractor something themselves?

And with that, wouldn't it be possible when 1 ship tractors multiple vessels to sum up the total tractored weight for movement calculations?
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C# Aurora / Re: danger ratings for systems
« Last post by Hazard on Today at 04:55:05 AM »
It is intended to portray a reluctance by civilians to enter dangerous areas so it won't be player controlled, as that would provide too much control over civilian traffic.

Governments have denied access to civilians to (potentially) dangerous areas for a long time though. It should be possible to declare a system off limits, adding any allied PPV in system to the Danger Rating, and if possible add the PPV on the other end of a given JP as well for routing calculations.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Steve Walmsley on Today at 04:50:58 AM »
Could we have multiple tractor units per ship?

I'm trying to avoid that due to complexities of tractor chains.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Steve Walmsley on Today at 04:49:58 AM »
This is almost more of an idle thought than a fully-weighed suggestion, but-

At present, the only hard distinctions between ship classes are as follows: Whether a ship has military or commercial drives for the purposes of using jump drives, whether a ship is military or civilian for maintenance and morale purposes, and whether a ship is a fighter or literally anything else.

That last one sticks out to me as the most 'arbitrary' of them. Whether you're a conventional empire, a fledgling TN race, or someone with mastery of the stars strong enough to challenge the [spoilers]- a fighter factory can only produce designs up to 500 tons, across the entire span of the game. Your industrial base and shipyard tech might reach the point where you have gargantuan warships as your standard combatants, but a fighter will only ever be 500 tons or less.

So, my suggestion is to add a new tech line that determines the capacity of your fighter factories. It can be an extremely expensive tech, but I feel like allowing even a bit of wiggle room in the flexibility of those factories would jive well with overall progression.

The 500 ton limit has meaning in C# Aurora. Trans-Newtonian ships operate mainly in the Aether dimension, so larger vessels cannot get too close to any real space system bodies due to the latter's disruption of the Aether within a hundred kilometres of their surface. That is why cargo can no longer be transferred to a planet without cargo shuttles and construction factories need a spaceport in order to build space stations. Ships with a small enough mass (500 tons or less) can operate close to system bodies (in support of ground forces) and can even be produced on the surface (by fighter factories).

BTW I really should wrote a full TN technobabble post
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C# Aurora / Re: C# Aurora Changes Discussion
« Last post by Steve Walmsley on Today at 04:42:47 AM »
I look forward to watching someone's million ton fleet base explode when a few missiles slip past the defense platforms :p

Jokes aside, I think it's an awesome change. Was C# going to have the coding changed to allow for deep space production as well?

Deep space maintenance / recreation, etc is possible. Not coded anything yet for factories, shipyards, etc. and probably won't for the first release. However, I have coded C# in such as a way that it will be possible to have populations away from system bodies in the future.
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C# Aurora / Re: danger ratings for systems
« Last post by Steve Walmsley on Today at 04:40:35 AM »
Will we be able to manipulate it in some way like increase or degrees it.

So we can set certain systems to be of limit?

It is intended to portray a reluctance by civilians to enter dangerous areas so it won't be player controlled, as that would provide too much control over civilian traffic.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by jonw on Today at 03:04:52 AM »
Could we have multiple tractor units per ship?
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