Author Topic: C# Aurora v0.x Questions  (Read 186645 times)

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Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #555 on: February 03, 2020, 04:13:28 AM »
Steve, I was just taking a look at the changes list and I saw something about Squadron Jumps being handled differently in C# but no elaboration. Did that ever end up happening?

I can't remember if I coded it :) but the intention was that you could set a fleet up with sub-fleets and have an order to "Squadron jump by sub-fleet". I'll check tonight.
 
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Offline JustAnotherDude

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Re: C# Aurora v0.x Questions
« Reply #556 on: February 03, 2020, 06:37:43 AM »
Thank you! I was hoping it was something that like that, very nice QOL feature.
 

Offline Garfunkel

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Re: C# Aurora v0.x Questions
« Reply #557 on: February 03, 2020, 01:23:42 PM »
Spinal railguns will make an appearance in C#. I just haven't decided how to implement them. Leaning toward similar rules for lasers, with higher calibre available. However, I am also considering some form of weapon that has a higher chance of shock damage.
Hey Steve, has your thinking vis-a-vis Spinal Rail Guns evolved since 2018? Since it seems we're in the final stretch before C# release and I'm starting to grow fond of the idea of Really Big Frigging Guns  :D
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #558 on: February 03, 2020, 01:34:18 PM »
Spinal railguns will make an appearance in C#. I just haven't decided how to implement them. Leaning toward similar rules for lasers, with higher calibre available. However, I am also considering some form of weapon that has a higher chance of shock damage.
Hey Steve, has your thinking vis-a-vis Spinal Rail Guns evolved since 2018? Since it seems we're in the final stretch before C# release and I'm starting to grow fond of the idea of Really Big Frigging Guns  :D

Yes, I still plan to come up with some form of spinal railgun, although maybe not for initial release.
 

Offline Bremen

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Re: C# Aurora v0.x Questions
« Reply #559 on: February 03, 2020, 02:03:31 PM »
Spinal railguns will make an appearance in C#. I just haven't decided how to implement them. Leaning toward similar rules for lasers, with higher calibre available. However, I am also considering some form of weapon that has a higher chance of shock damage.
Hey Steve, has your thinking vis-a-vis Spinal Rail Guns evolved since 2018? Since it seems we're in the final stretch before C# release and I'm starting to grow fond of the idea of Really Big Frigging Guns  :D

Yes, I still plan to come up with some form of spinal railgun, although maybe not for initial release.

I remember seeing a post where you talked about possibly giving them enhanced shock damage, and one idea I had was what if spinal railguns had a chance to cause shield shock damage? That is to say, if they are absorbed by shields they have a chance of causing some of the shield generators to be disabled until repaired.
 

Online Jorgen_CAB

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Re: C# Aurora v0.x Questions
« Reply #560 on: February 03, 2020, 02:33:27 PM »
Spinal railguns will make an appearance in C#. I just haven't decided how to implement them. Leaning toward similar rules for lasers, with higher calibre available. However, I am also considering some form of weapon that has a higher chance of shock damage.
Hey Steve, has your thinking vis-a-vis Spinal Rail Guns evolved since 2018? Since it seems we're in the final stretch before C# release and I'm starting to grow fond of the idea of Really Big Frigging Guns  :D

Yes, I still plan to come up with some form of spinal railgun, although maybe not for initial release.

I remember seeing a post where you talked about possibly giving them enhanced shock damage, and one idea I had was what if spinal railguns had a chance to cause shield shock damage? That is to say, if they are absorbed by shields they have a chance of causing some of the shield generators to be disabled until repaired.

Shock damage to shields seems like something a spinal mounted microwave weapon could be specialised in... seems sort of thematic for such a weapon. A spinal mounted microwave beam would drain shields quicker and would be able to sometimes cause shock damage to the shield generators.
 
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Offline QuakeIV

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Re: C# Aurora v0.x Questions
« Reply #561 on: February 04, 2020, 12:29:09 AM »
Regarding spinal mounts in general, I feel like it would be nice if you could actually have multiples of them, and the main tradeoff is purely the fact that you cannot turret them (so your tracking speed is limited to the speed of the ship).  I think that would be a big enough tradeoff (they can be bigger but there is no way to turret them when they are built that way), the ship would need to be pretty fast to make them effective (whereas you could have a slow/stationary thing if you stuck to turreted weapons).

I also want to say I strongly favor the idea of shield shock damage wearing down the emitters, I think it makes sense that you would be beating up on the things if you are blasting away at them with huge nukes or lasers of equivalent power level.  It also would be pretty entertaining if you had damage control crews frantically trying to keep the shields up as the generators blow out.
 

Online Jorgen_CAB

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Re: C# Aurora v0.x Questions
« Reply #562 on: February 04, 2020, 12:57:37 AM »
Regarding spinal mounts in general, I feel like it would be nice if you could actually have multiples of them, and the main tradeoff is purely the fact that you cannot turret them (so your tracking speed is limited to the speed of the ship).  I think that would be a big enough tradeoff (they can be bigger but there is no way to turret them when they are built that way), the ship would need to be pretty fast to make them effective (whereas you could have a slow/stationary thing if you stuck to turreted weapons).

I also want to say I strongly favor the idea of shield shock damage wearing down the emitters, I think it makes sense that you would be beating up on the things if you are blasting away at them with huge nukes or lasers of equivalent power level.  It also would be pretty entertaining if you had damage control crews frantically trying to keep the shields up as the generators blow out.

As they are spinal mounted I would instead suggest that a ship can have no more than 10% of their total weight in Spinal mounted weapons. So really small ships have to use regular beams as spinal mounted ones require a certain volume to even be mounted... but huge ships could potentially mount several of them.
 

Offline QuakeIV

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Re: C# Aurora v0.x Questions
« Reply #563 on: February 04, 2020, 01:21:29 AM »
I'll be honest I don't totally understand the rationale of that.  Why limit it in that way?
 

Offline Father Tim

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Re: C# Aurora v0.x Questions
« Reply #564 on: February 04, 2020, 01:23:32 AM »
Regarding spinal mounts in general, I feel like it would be nice if you could actually have multiples of them, and the main tradeoff is purely the fact that you cannot turret them

Except all the weapons we're talking about can't currently be turret-mounted in the first place.
 
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Offline QuakeIV

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Re: C# Aurora v0.x Questions
« Reply #565 on: February 04, 2020, 01:24:57 AM »
Well, in terms of spinal mounts in general, you most definitely can turret lasers.  As to the others I'll freely admit I didn't know that, that seems like it makes them kindof useless by comparison (I never really used railguns or carronades or whatnot in any big way).
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #566 on: February 04, 2020, 04:47:09 AM »
If you could turret railguns, then missiles would be obsolete :)
 

Offline Garfunkel

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Re: C# Aurora v0.x Questions
« Reply #567 on: February 04, 2020, 05:49:39 AM »
I'll be honest I don't totally understand the rationale of that.  Why limit it in that way?
The default for all beam weapons is that they are hull-mounted. Turreted lasers/mesons/gauss are meant for PD. A spinal laser is a brute force approach for making a bigger than a normal weapon and the name implies (spinal as in spine-like) it's achieved by having the weapon run through the (entire/most) length of the ship. So that's why you can only have 1 Spinal weapon in VB6 and, AFAIK, C# is not changing that. If we can have as many spinal weapons as we want, it just means that they become the new normal.
 
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Online Jorgen_CAB

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Re: C# Aurora v0.x Questions
« Reply #568 on: February 04, 2020, 07:55:28 AM »
I'll be honest I don't totally understand the rationale of that.  Why limit it in that way?

As other said... regular weapons are already hull mounted like a spinal weapon... the difference is that the spinal weapon runs through the ship. The only scenario where I see that you could add multiple spinal weapons to any ship is by having a size limitations on them.
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Questions
« Reply #569 on: February 04, 2020, 08:18:40 AM »
I'll be honest I don't totally understand the rationale of that.  Why limit it in that way?

As other said... regular weapons are already hull mounted like a spinal weapon... the difference is that the spinal weapon runs through the ship. The only scenario where I see that you could add multiple spinal weapons to any ship is by having a size limitations on them.

I have considered adding a 'Twin Spinal' tech in the Spinal & Advanced Spinal tech line.
 
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