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C# Aurora / Re: Mass Driver Packets
« Last post by chrislocke2000 on Today at 04:08:19 AM »
I like the idea of the packets being visible but if going to do that would also like other player races or NPR’s to be able to interact with them by being able to target and destroy. Having experienced the “fun” of loosing control of a receiving mass driver when you have incoming mineral packets it would be great to be able to use mass drivers as a bombardment weapon as well.
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C# Aurora / Re: Mass Driver Packets
« Last post by Indefatigable on Today at 02:08:48 AM »
A vote for performance option.

I never really use mass drivers simply because they feel "too easy" solution compared to setting up a shipbourne logistics chain.
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C# Aurora / Re: Mass Driver Packets
« Last post by King-Salomon on Today at 01:37:25 AM »
to be honest, I would go with the solution which is more performance friendly...

both solutions have pros and contras from a technobable point of view but other than that...

for me the main point would be: what is the performance cost/gain, and will the "gain" of the more performance using solution be worth the cost...
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C# Aurora / Re: Update on Progress
« Last post by Kurt on Yesterday at 10:12:55 PM »
I can't wait for the new Campaign. It's been a long time coming. What theme are you going for this time?

Possibly 1900-era with 6-7 player races or maybe some form of WH40k Great Crusade (so more WH30k) with a single player race. Or I may change my mind and go for something completely different.

I managed to find a copy of Conway's All the Worlds Fighting Ships 1906 - 1921, so that would be the basis of the first one. For the second, I would add some extra code to generate 'lost human' NPRs as well as the normal 'Xenos Scum'

Hmmm...one of the ideas I'm developing for my next campaign is a 1900's campaign.  I'm not sure if I'll use that one, though.  While it has an interesting start, its hard to see how it will progress.  There are others I'm more interested in right now. 

Kurt

I already did some setup work for this a while ago. It would a fairly standard multi-race start but I get to use a few more interesting factions. Imperial Russia, Imperial Germany, a rising Japan, British Empire, United States, Italy and France. Decided against Ottomans and then split up the rest of the world between the factions (assuming they got TN and took over everyone else), which allows me to provide some more population to some factions. Even so, they would still be relatively small populations adding up to 1700m in total.

I am more likely to go for a single race start with NPRs I think for the first one. More about testing than creating a huge game.

Aside from the time frame, that is substantially different from the campaign I was putting together.  Mine would be set around 1900 and was based on the War of the Worlds, where the Martians used TN tech to get to Earth and for their war machines.  Not all of them died off from the disease, and several nations were able to convince the survivors to explain at least some of their tech for us.  It would be very limited at first, as none of the human nations really had ever thought about space travel before, so although TN tech could get them out of the atmosphere, it was really beyond their comprehension.  I'm sure I'll use this campaign at some point, whether its the next one or not is the question. 

Kurt
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Bureau of Ship Design / Re: Beam Cruisers
« Last post by Felius on Yesterday at 09:42:09 PM »
you need *something* to hit targets on planets, but mesons have such anti-teamwork with your primary suite that you want to keep them to a minimum

conceivably you could make hull-mounted 10cm railguns a fairly heavy component of your weaponry.  your ships are fast and armored enough to be willing and able to knife fight, where the rails make a very good supplement for the big laser gashes you're going to do.   2.5 (ish) railguns at tracking speed 12000 are darn close to an equal substitute for one four-shot gauss turret tracking at 32000 in pure point defense mode. 

i probably owe iranon royalties for this post :)

i am very *very* much in favor of mixing roles as much as practical.  there is no economic case for specialization, and you're just gratuitously adding a point of failure to your entire fleet if you concentrate your missile defenses onto one ship.
Generally so far, with the first iteration, my doctrine has been to sit around at the meson max range and fire from there, instead of really closing in for a knife fight. Wouldn't the damage falloff of the railguns make them much less useful, at least at such mid range?
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C# Aurora / Re: Mass Driver Packets
« Last post by QuakeIV on Yesterday at 08:04:06 PM »
I know there has been talk of how cumbersome ship orders simulates administrative clumsiness for governments but it's not really true.  Governments can potentially control gigantic logistic mechanisms with highly easy and declarative orders at the highest level, it just goofs up occasionally.

This just puts an upper limit on the number of ships based on what one person will put up with and isn't nearly as prone to the same types of errors.  Either the rout is correct and keeps going until needs change or the ship dies, or they aren't and get fixed.  Government goofups are much more along the lines of loading the wrong crates or whatever on an already established rout.  There isn't generally a large scale lack of enough accountants to get themerchant fleets moving.

e: mind you, i fully agree with the idea that fancy shipping nonsense should probably wait to avoid feature creep issues
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C# Aurora / Re: Mass Driver Packets
« Last post by SpikeTheHobbitMage on Yesterday at 05:20:59 PM »
Speaking as someone who uses mass drivers extensively, and who is also an advocate for more robust hauling, there should always be trade-offs.  Visibility vs fuel consumption seems to be a viable choice.

I vote in favour of packet visibility.
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C# Aurora / Re: Mass Driver Packets
« Last post by Zincat on Yesterday at 04:42:37 PM »
... well. I will be honest, it never made sense to me that wrecks were so easily visible. It's... not so easy to do so fast. Same is true for small moons and asteroids.

But aside from that, for the very same reason mineral packets HAVE to be visible. They are not ships so it stands to reason that they should be as easy to detect as asteroids. I very much dislike exceptions to rules, and so by the "rules" of the technobabble, they HAVE to be visible. That it helps performance is just a plus. And if that reveals colonies, so be it.

That said, I also dislike mass drivers in general, but I understand the "gameplay" need for them, to a degree. I try to never use them when I can, honestly.
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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on Yesterday at 04:28:34 PM »
I can't wait for the new Campaign. It's been a long time coming. What theme are you going for this time?

Possibly 1900-era with 6-7 player races or maybe some form of WH40k Great Crusade (so more WH30k) with a single player race. Or I may change my mind and go for something completely different.

I managed to find a copy of Conway's All the Worlds Fighting Ships 1906 - 1921, so that would be the basis of the first one. For the second, I would add some extra code to generate 'lost human' NPRs as well as the normal 'Xenos Scum'

Hmmm...one of the ideas I'm developing for my next campaign is a 1900's campaign.  I'm not sure if I'll use that one, though.  While it has an interesting start, its hard to see how it will progress.  There are others I'm more interested in right now. 

Kurt

I already did some setup work for this a while ago. It would be a fairly standard multi-race start but I get to use a few more interesting factions. Imperial Russia, Imperial Germany, a rising Japan, British Empire, United States, Italy and France. Decided against Ottomans and then split up the rest of the world between the factions (assuming they got TN and took over everyone else), which allows me to provide some more population to some factions. Even so, they would still be relatively small populations adding up to 1700m in total.

I am more likely to go for a single race start with NPRs I think for the first one. More about testing than creating a huge game.
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The Corporate Federation / Re: Corporate Federation - Updates
« Last post by Kurt on Yesterday at 04:17:08 PM »
Classified Top Secret
Compartmentalized X-Ray/Delta

Results of Investigation into and interrogation of Dregluk crew survivors

Executive Summary:
The Dregluk crew survivors uniformly appear to be technically well trained and knowledgeable, and well capable of performing their assigned tasks.   On the other hand, they uniformly display a staggering level of social ignorance and retardation that is hard to believe or understand.  Their answer for almost any question about how their society works, or why things happen within their society, is always related in some manner to “Those-who-decide”.  When asked about their form of government they again displayed a staggering lack of comprehension, referring always to “Those-who-decide”.  When asked where “Those-who-decide” are currently, they evince a lack of concern that indicates a lack of involvement in the decision-making process, and a total lack of concern as to its outcome.  Indeed, the survivors were very forthcoming with information, showing no signs of resistance to our interrogations or any sign of knowledge that answering our questions would be detrimental for the Dregluk war effort.  Indeed, the Dregluk crewers seemed unaware of the fact that they were at war with Humanity, or the consequences of their actions.  To be clear, they understood their duties, but not the consequences.  The Dregluk crews display a marked lack of initiative at all levels beyond personal survival.  For example, the Dregluk missile techs understood what a missile was, and understood that the missile launchers they served were launching missiles but had absolutely no understanding of what their targets were, or even of the consequences of their deployment of their ordnance.  All questions by our interrogators about such matters were referred by the Dregluk crewers to “Those-who-decide”. 

The Dregluk crew members uniformly stated that they performed their jobs under the direction of Those-who-decide, who were present on their ships and made all decisions of substance.  The crews displayed a general lack of comprehension when asked about the penalties for disobeying Those-who-decide, although we were able to determine that Those-who-decide use “Enforcers” at times.  These enforcers are viewed with fear by the crews, who displayed extreme reluctance to discuss them. 

There were a relative few officer-analog survivors, and those who did survive all appear to have suffered some sort of brain damage.  They are non-communicative and generally hostile, requiring interrogators to display caution at all times when in their presence, a marked difference from the crew survivors who were largely docile to the point of apathy.  The autopsy of officer-level individuals recovered from the wrecks shows that the officers are uniformly enhanced with implants in their brains and throughout their bodies.  While the implants within their brains are currently a mystery, we have been able to determine that the implants found in their bodies would have boosted their strength and speed considerably, making them formidable opponents.  None of these implants were functional at the time of examination, and many appeared to have self-destructed at some point prior to the examination of the body. 

Conclusion (Tentative): The Combined Interrogation Groups have developed a working theory.  The Dregluk appear to be completely subservient to Those-who-decide, but we have not been able to locate any of that class as of yet.  Given the cybernetic enhancement of the officer-analogs, we believe it is possible that Dregluk society is an extreme form of dictatorship, with only a relative few at the top having any freedom to decide for themselves.  Under such a form of government, the officer-analogs would be local deciders\enforcers, who then suicided rather than be captured and interrogated.  It is possible that the suicides of the officers were involuntary, decided by those higher up the chain who didn’t want them exposed to outsiders, or to reveal important information.  This top-down society would explain the baffling behavior of certain Dregluk ships in the solar system, who, once they performed their primary mission of launching their missiles at the Earth, seemed to lose direction and begin aimlessly wondering throughout the solar system.  Such a society would discourage individual initiative, and if taken far enough, would ensure that no one would make any kind of decision without direction from above.  Indeed, the Dregluk crewers examined so far seem incapable of making any sort of decision beyond those involved in their own personal care.  If this is true, then it will be extremely difficult to end this war, as no one but the ultimate command authority will be able or willing to make that decision.   
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