VB6 Aurora > VB6 Mechanics

Change for v7.00

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Steve Walmsley:
All the various posts covering updates for v7.00 are in this thread. It was originally going to be called v6.50 so any references to that version are for v7.00.

Low Level Fleet Training
All combat vessels will slowly gain fleet training points even if they are not involved in training exercises. A combat vessel is defined as one with PPV > 0. During fleet training exercises the annual rate of points gained is the Crew Training Skill of the Task Force Commander plus the operations bonus of the Operations Staff Officer. So if the task force commander has crew training of 200 and the operations officer has an ops bonus of 30%, annual crew training points would be 260. This is further increased by the grade bonus of the ship being trained. A ship has to gain 500 training points to have 100% fleet training skill.

For low level training, which is assumed to be gained through general experience and perhaps simulators, the annual training rate is 30. This is also modified by crew grade. The low level training is to counter the issue of long-serving ships responding just as slowly as newly constructed ships if neither has had any fleet training. In reality, the long-serving crew should have some advantage in that situation even without formal training. Of course, fleet training still be far more effective in terms of creating crews that quickly respond to orders in combat situations.

Steve Walmsley:
Chance of NPR Generating a New NPR

Currently you can set the chance of an NPR appearing on a potentially habitable planet during system generation.

In v6.50 when creating a new game, or editing an existing one, there is an additional parameter for the NPR generation chance when a system is generated by an NPR rather than a player race.

A second new on/off parameter sets whether spoiler races can be generated in new systems discovered by an NPR.

The two above parameters allow players to create a game where the chances of NPRs becoming involved in combat against non-player forces are significantly reduced, which in turn reduces the overall number of slowdowns where the player is uninvolved.

Steve Walmsley:
Army Officer Promotions

Army officers will be promoted at the ratio of 4-1 instead of the current 5-1

Steve Walmsley:
Fleet Display on System Map

Very minor change. Fleets are now listed in alphabetical order when in the same location on the system map.

Steve Walmsley:
Optional Detection Rules for Systems without Player Presence

Currently, detection takes place in any system where there are units or populations from two different races. Quite often this will be two alien races and the player race is uninvolved.

In v6.50 there will be three options for detection.

1) Existing detection rules

2) Detection will only take place in systems where the player race is present as well as at least one other race. No detection will take place when a system contains only alien races.

3) Normal detection will only take place in systems where the player race is present as well as at least one other race. In systems with two or more alien races but no player races, detection will be automatically successful.

The advantage of 2) is that it will be the quickest of the three options and there will be no combat unless the player is present - no more short turns caused by NPR vs. NPR. The downside is that this is less realistic and you will not discover wreckage from alien wars.

The advantage of 3) is that the sensor phase is quicker than 1) and is more realistic than 2), although still not as realistic as 1). The downside is that you will get more NPR vs NPR battles than you do now (although fewer interrupts as NPRs move in and out of each other's sensor range).

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