Author Topic: Semi-Official 7.x Suggestion Thread  (Read 172489 times)

0 Members and 1 Guest are viewing this topic.

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #120 on: February 02, 2016, 04:30:41 PM »
2.   Random slow generation ship arrives into system.   Might be good tech, might be out of date, but they will try to settle with say, 1 million population on a planet.
Wouldn't really fit with the feel of the game.
3.   Random chance for a "Fleet of ships" race that travels from system to system with a large fleet mining it out and moving on.   (Most likely this is a bad idea as it would bog the system down, but it still a cool idea)
So the Swarm which is already in the game.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
Re: Semi-Official 7.0 Suggestion Thread
« Reply #121 on: February 03, 2016, 09:56:37 AM »
Research/Engineering split.

I've been hesitant to suggest something like this because it sounds complicated, but maybe it is not so bad in practice.

Basically: Remove techs that progress basic technology (like new power plant tech, or EM sensor level) from the current research list and add them to a new list for theoretical research.

Theoretical research would use a fixed pool of RPs that is not determined by research labs, only by other factors like scientist skill or anomaly multipliers.   Alternatively, only a fixed number of labs can be used for theoretical research at any one time - 5? 10?.   The RP cost of theoretical research would not escalate to the same degree as the RP cost of regular research ("Engineering"), because there is no expectation of an increasing # of research labs.  A simple way to implement this would be to generate theoretical RPs automatically, and the player simply insta-buys theoretical projects when they can afford the cost. Mechanically, this is very similar, although perhaps it is not as strong for narrative purposes.

The idea is that even smaller empires can keep up in basic technology.  Right now, larger is always better; more wealth, more RPs, more technology.  With a science/engineering split, both the small empire and the large empire might have the same level of basic technology. However, the larger empire would still have a large advantage in engineering; it would be far easier for them to build large sensors, large engines, powerful jump drives, etc.

There are numerous basic techs that would still make sense as remaining in engineering, like colony cost multiplier or engine multiplier.

Missile Agility Bonus
Random thought:  Missiles get a small % bonus to agility based on the number of missiles the engine has.    This would cap out somewhere (8x?), but it would mean missiles arn't literally always better off with a single engine like they are now.  There is a RP premium for researching single engines for missiles, but it is so small as to be a nonfactor IMO.
 
The following users thanked this post: Havan_IronOak

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Semi-Official 7.0 Suggestion Thread
« Reply #122 on: February 03, 2016, 09:59:37 AM »
Research/Engineering split.

I've been hesitant to suggest something like this because it sounds complicated, but maybe it is not so bad in practice.

Basically: Remove techs that progress basic technology (like new power plant tech, or EM sensor level) from the current research list and add them to a new list for theoretical research.

Theoretical research would use a fixed pool of RPs that is not determined by research labs, only by other factors like scientist skill or anomaly multipliers.   Alternatively, only a fixed number of labs can be used for theoretical research at any one time - 5? 10?.   The RP cost of theoretical research would not escalate to the same degree as the RP cost of regular research ("Engineering"), because there is no expectation of an increasing # of research labs.  A simple way to implement this would be to generate theoretical RPs automatically, and the player simply insta-buys theoretical projects when they can afford the cost. Mechanically, this is very similar, although perhaps it is not as strong for narrative purposes.

The idea is that even smaller empires can keep up in basic technology.  Right now, larger is always better; more wealth, more RPs, more technology.  With a science/engineering split, both the small empire and the large empire might have the same level of basic technology. However, the larger empire would still have a large advantage in engineering; it would be far easier for them to build large sensors, large engines, powerful jump drives, etc.

There are numerous basic techs that would still make sense as remaining in engineering, like colony cost multiplier or engine multiplier.

Missile Agility Bonus
Random thought:  Missiles get a small % bonus to agility based on the number of missiles the engine has.    This would cap out somewhere (8x?), but it would mean missiles arn't literally always better off with a single engine like they are now.  There is a RP premium for researching single engines for missiles, but it is so small as to be a nonfactor IMO.

How would this affect those of us who don't research components, just the requisite tech? I almost always play with SM mode and instant research my ship comps.

Offline iceball3

  • Captain
  • **********
  • Posts: 454
  • Thanked: 47 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #123 on: February 03, 2016, 11:43:16 AM »
Suggestion for new Railgun tech: Ablation Sabot
Each level of this does all of the following to the railgun mount:
Increases damage.
Slightly widens the damage profile (each level is an increase, with max level being about as wide or wider than missile profile)
Decreases shots per-volley (1 less for each level, down to 1 shot per volley at max level)
Ignores a certain amount of atmosphere for damage calculations. Each level means more atmosphere is ignored for damage reduction calculations. Not sure if it should be a flat amount or percentage amount.
 

Offline Havan_IronOak

  • Sub-Lieutenant
  • ******
  • Posts: 112
  • Thanked: 2 times
Re: Semi-Official 7.0 Suggestion Thread - Suggestion for Interrupt tuning
« Reply #124 on: February 03, 2016, 05:56:35 PM »
Being a rookie I could be WAY off, but these seem like simple changes to implement...

Remove the interrupt when a ground-based geo-survey team levels up a member.  - It's nice to know but doesn't always require immediate action.
Add an interrupt when a ground-based geo-survey team completes a survey. - They start spamming messages. Might as well pause the game and allow the player to deal with it.

If I'm missing something on either of these, please forgive. :-[  ...but I'd love to know what I'm missing  ???
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Semi-Official 7.0 Suggestion Thread - Suggestion for Interrupt tuning
« Reply #125 on: February 03, 2016, 06:32:29 PM »
Remove the interrupt when a ground-based geo-survey team levels up a member.  - It's nice to know but doesn't always require immediate action.
Add an interrupt when a ground-based geo-survey team completes a survey. - They start spamming messages. Might as well pause the game and allow the player to deal with it.
The first doesn't interrupt. Its the fact that the rating of a team changed that causes the interrupt. To the second; That's already a thing.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Havan_IronOak

  • Sub-Lieutenant
  • ******
  • Posts: 112
  • Thanked: 2 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #126 on: February 03, 2016, 11:48:51 PM »
I would like to by able to flag some officers to be saved (as a hall of heros or such) after their retirement or death.   

I kinda like this too. Or perhaps they could be added to the naming list. The US navy has a Spruance Class and ship called the Reagan.
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe
 

Offline Stardust

  • Warrant Officer, Class 1
  • *****
  • S
  • Posts: 84
  • Thanked: 2 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #127 on: February 04, 2016, 09:36:24 AM »
Introduce a method for influencing the specialty of scientists graduating from the academies.

Some ideas:

- Have the number of research labs assigned to a specific branch of technology influence the specialists graduating from the academies.

- Add an adjustable starting salary for each branch of technology that encourages budding scientists and affects research expenditures.

- Allow construction of different types of academies or even the ability to design academies as a research project.
 
The following users thanked this post: Havan_IronOak

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #128 on: February 04, 2016, 10:35:29 AM »
This is something I posted in the thread on battleship guns, but I thought it deserved to be posted here, too.
All of this gives me an idea for a way to potentially make this system more realistic without making Steve tear his hair out.  At the moment, it's assumed that any ship with only civilian systems has no maintenance problems with 1 engineering space, even if it's 200,000 tons, and any ship with any military systems has maintenance problems, even if it's only a size-2 sensor, and this affects everything on the ship.
What if we changed the rules a bit?  Instead of the current test, give a two-pronged test of military status.  First, all ships get a computed AFR, and a ship cannot be civilian if the AFR is over a certain value.  I don't know exactly what this value should be, as I don't have Aurora open, but as a rule of thumb, it's a value that can be done with a typical 5-cargo bay cargo ship and 1 engineering space.  Larger ships will need more engineering spaces to count as civilian.
Second, the ship can't be more than, say, 5% military systems by size.  This should make it pretty much impossible to build an efficient warship and have it count as 'civilian', while still allowing you to mount a bit of self-defense armament on your fleet tenders.
Another thing that might be helpful would be to drop the 25-HS limit on civilian engines while maintaining the power multiplier regulations.
This is Excel-in-Space, not Wing Commander - Rastaman
 
The following users thanked this post: Erik L, Havan_IronOak

Offline Erik L (OP)

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5656
  • Thanked: 366 times
  • Forum Admin
  • Discord Username: icehawke
  • 2020 Supporter 2020 Supporter : Donate for 2020
    2022 Supporter 2022 Supporter : Donate for 2022
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
Re: Semi-Official 7.0 Suggestion Thread
« Reply #129 on: February 04, 2016, 10:49:31 AM »
A way to create interrupts. Mainly for things like awarding a medal when criteria are met. Or the ability to auto-award medals.

Offline Havan_IronOak

  • Sub-Lieutenant
  • ******
  • Posts: 112
  • Thanked: 2 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #130 on: February 05, 2016, 12:03:22 AM »
I suggest that creating a requirement that geo-survey teams be created out of the people on a given colony would be a great improvement to this mechanic.

Of course this would include needing standing orders for ships to pick up Geo-survey teams that need pickup wherever they happen to be, move to the nearest colony still needing a ground survey and drop them off.

The current workaround method (forming a team wherever a ground survey is needed and then disbanding it when done - all from the colony screen  is incredibly "fiddley")
 Just as a test today (while working on something that didn't require my full attention) I decided to see what I could learn about how this mechanic worked.

I selected every stellar body in the SOL bigger than 500 diameter and did the manually form and disband strategy.
I also included every body where a complete orbital geo-survey had found minerals)
I also selected a bunch of smaller bodies as well to bring the total up to 150 bodies in all
Using 5 day auto advance and stopping every time a team finished, I ground surveyed 72 bodies before I got my first success.  I'm well over 100 and so far only 2 successes. I will finish this experiment tomorrow when I'm stuck again. I'm now juggling 5 Geo-survey teams. :)

I was stuck with nothing to do in my between task down-times and my computer was available so I ran this experiment. Even as a secondary background task between Real Life interruptions it  felt really really monotonous. I just don't see many people using this feature in its current form when gaming.
« Last Edit: February 05, 2016, 12:16:00 AM by Havan_IronOak »
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe
 

Offline Havan_IronOak

  • Sub-Lieutenant
  • ******
  • Posts: 112
  • Thanked: 2 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #131 on: February 05, 2016, 03:37:00 PM »
Another suggestion I have is that history be displayed more consistently.  That requires some explanation...

The log displays events with the most recent on the bottom. I'm guessing that there's reason that that method was chosen and while it's traditional in Western cultures to assume things are presented in top-down order, its quite easy to make the adjustment.

However, thing get a bit confusing when one looks at the Officer History section of the Commanders Window. There older entries seem to be at the top except that when two entries have the same date, the newer entry appears first.

If I look at the entries for my current governor of 9 Metis I see
a) 7th October 2026: Promoted to Civilian Administrator
b) 17th November 2026: Assigned to Governor of Andromache
c) 22nd April 2035: Assigned to Governor of 9 Metis
d) 22nd April 2035: Relieved from Governorship of Andromache. Remaining on the planet and awaiting new orders.

This is a bit misleading until one realizes that the entries should be read
a) 7th October 2026: Promoted to Civilian Administrator
b) 17th November 2026: Assigned to Governor of Andromache
d) 22nd April 2035: Relieved from Governorship of Andromache. Remaining on the planet and awaiting new orders.
c) 22nd April 2035: Assigned to Governor of 9 Metis

Two things are infinite: the universe and human stupidity; and I'm not sure about the universe
 

Offline Havan_IronOak

  • Sub-Lieutenant
  • ******
  • Posts: 112
  • Thanked: 2 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #132 on: February 05, 2016, 03:51:08 PM »
Not that Terra-forming isn't great already but...

How about bringing radiation into play? Perhaps a Trans-Newtonian gas that blocks radiation while making an atmosphere "sticky". Terra-forming Mars in Real life would not work as depicted here because Mars no longer has a molten core and doesn't produce enough of a magnetic field to stop the stellar winds from blowing away what little atmosphere Mars has.

Sorry, it's just the "astronomy geek" coming out in me.
Two things are infinite: the universe and human stupidity; and I'm not sure about the universe
 

Offline bean

  • Rear Admiral
  • **********
  • b
  • Posts: 921
  • Thanked: 58 times
Re: Semi-Official 7.0 Suggestion Thread
« Reply #133 on: February 05, 2016, 07:15:18 PM »
Not that Terra-forming isn't great already but...

How about bringing radiation into play? Perhaps a Trans-Newtonian gas that blocks radiation while making an atmosphere "sticky". Terra-forming Mars in Real life would not work as depicted here because Mars no longer has a molten core and doesn't produce enough of a magnetic field to stop the stellar winds from blowing away what little atmosphere Mars has.

Sorry, it's just the "astronomy geek" coming out in me.
That's an effect which works on geological timescales, not the sort of timescales you see in Aurora.
This is Excel-in-Space, not Wing Commander - Rastaman
 

Offline jiduthie

  • Chief Petty Officer
  • ***
  • j
  • Posts: 33
Re: Semi-Official 7.0 Suggestion Thread
« Reply #134 on: February 06, 2016, 03:36:20 AM »
...the ability to auto-award medals.

This would be very useful to me in my current campaign. I'm in the habit of awarding low promotion score medals("battle badges") to every officer involved in a major battle. That way I can go back and look at an officer's history and tell the engagements in which she's been involved. An option to award a medal to every officer in a system/task force/task group (whichever is easiest) would be much appreciated. Medals based on tonnage destroyed and/or an "Aces of the Deep" style leader board would be icing on the cake. Even being able to sort officers by tonnage destroyed would be great.

I would also love to see medal names and possibly dates displayed at the bottom of the "Ratings and Bonuses" box of the Commanders screen. I think it would make sense given that medals add bonuses. I also like to award 'merit-based' medals in a certain order and it can be a pain to hunt the history box to see if a given medal has already been awarded.

I'd also really like a .06HS fuel tank. The current 'Crew Quarters - Fighter' uses .04HS but on ships small enough to make use of it, it just ends up resulting in a 497 ton fighter. There's nothing else that that'll fit in there, so I always end up replacing it with 'Crew Quarters - Tiny' to make it an even 500 tons despite the fact that it doubles my crew and the spare berths/deployment time adds nothing appreciable to my vessel's capabilities.
« Last Edit: February 06, 2016, 05:00:30 AM by jiduthie »