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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by ardem on Today at 10:37:49 PM »
I believe orbiting space craft should get a 50% or more reduction to their profile, as the background noise of the planet hides their signature, or simulates they are on the other side, this would result in some nice ambushes, in have space terrain involved. The biggest problem with Aurora Sensor ability is it see everything even when terrain features could be used.

(Did not see this new post so posting it here to make sure it added into the suggestions page.)
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C# Aurora / Re: C# Aurora Changes Discussion
« Last post by ardem on Today at 10:36:26 PM »
I could kiss you.   On the mouth.   Repeatedly.
I am Second in line to kiss steve! Especially with the new path finding code.
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C# Aurora / Re: Aurora C# Screenshots
« Last post by ardem on Today at 10:35:15 PM »
LOL not sure what your looking at Steve posted today, and post regularly. I think you need to recheck.
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C# Aurora / Sensor range for orbiting spaceships
« Last post by ardem on Today at 10:33:59 PM »
I believe orbiting space craft should get a 50% or more reduction to their profile, as the background noise of the planet hides their signature, or simulates they are on the other side, this would result in some nice ambushes, in have space terrain involved. The biggest problem with Aurora Sensor ability is it see everything even when terrain features could be used.

Thoughts?
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C# Aurora / Re: Replacing Teams?
« Last post by ardem on Today at 10:28:01 PM »
I still not see the need for geology team it should be abstracted based on the number of mining stations you employed. I am normally a fan of micromanagement, but moving geology teams from one planet to another and finding deposits within a year is neither realistic or beneficial.

Realistically it should take 40+ years to ground survey a planet, for minerals.
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C# Aurora / Re: Defining which events break up the time progression cycle
« Last post by ardem on Today at 10:24:25 PM »
Agree you should be able to choose your interrupts. I think the Colour option for message log should have a checkbox, which determine interrupts, on interrupts. It should be easier for a quick check to determine whether to interrupt or not. Nothing worse then forcing an auto to bypass and interrupt you trying to get past, but missing an interrupt you really want to stop at.

Example in battle thermal contacts from missiles that are miles away when you already started the battle and got your auto launching enabled, if you could turn new thermal contacts off and then run your autos then I never get that problem where I force turns only to miss other stuff.

This should be a definitely be option.
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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« Last post by sloanjh on Today at 09:21:26 PM »
FYI, there is now an official suggestion thread in the C# section (v0.x).  Since Steve is committed to getting the C# version out, it is extremely unlikely that there will ever be another VB version of Aurora, so any new suggestions should go into the C# thread.

Thanks,
John

PS - please read the posting guidelines at the beginning of that thread if you are unfamiliar with the way Steve uses the suggestion thread as a tracking database.
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Bureau of Ship Design / Re: Terran League - Naval Review 2120
« Last post by Erik Luken on Today at 09:10:01 PM »
It's back, but you get to reformat it :)
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Frank Jager on Today at 07:50:24 PM »
Re-Posting from the Semi Official 7. x suggestions thread.  (Cleaned up and made relevant to significant changes in Aurora C#)

TL/DR Make Kinetic weapons useful and add a logistical ammunition component into the game. 

I propose a change to the weapons mix that I hope is easy to implement.  This should complement the recent changes to Missile design.

Kinetic Weapons
Railguns
Specifications;
Non Turretable.
Spinal design choice.  2x HS Requirement, but with a 33% increase in BP, increase calibre size by one step.
Long range.
          Able to fire at maximum range with a 4x BFC.
Only produce one projectile per times fired.
Maintain the Missile damage profile.
Calibre and Missile Warhead size damage.
          120mm      5 WH (25 Damage,    5 Layers of Armour Penetration)     10 HS
          150mm      6 WH (36 Damage,    6 Layers of Armour Penetration)     12 HS
          175mm      7 WH (49 Damage,    7 Layers of Armour Penetration)     15 HS
          200mm      8 WH (64 Damage,    8 Layers of Armour Penetration)     17 HS
          250mm      9 WH (81 Damage,    9 Layers of Armour Penetration)     20 HS
          300mm    10 WH (100 Damage, 10 Layers of Armour Penetration)    30 HS
          300mm    11 WH (121 Damage, 11 Layers of Armour Penetration) [Spinal Only]
Firing Rate and Tech Progression.
          Base     120 Seconds
          Double    60 Seconds
          Triple       30 Seconds
          Quadruple 15 Seconds
Require 1 MSP (Missile Size Point) per shot of ammunition.

Gauss Cannon
Specifications;
These weapons should have;
The ability to be turreted.
Barrel Tech Line.
             Single        1 Projectile
             Dual          2 Projectiles
             Tri             3 Projectiles
            Quad          4 Projectiles
Medium range, max range at 2x BFC, accuracy increases with bigger BFCs.
Calibre, Missile Warhead Damage Profile and HS.
                30mm            3 Damage, 1 Layers of Armour Penetration)    3 HS
                40mm            8 Damage, 2 Layers of Armour Penetration)    5 HS
                50mm          15 Damage, 3 Layers of Armour Penetration)    7 HS
                60mm          24 Damage, 4 Layers of Armour Penetration)  10 HS
                70mm          35 Damage, 5 Layers of Armour Penetration)  12 HS
                80mm          48 Damage, 6 Layers of Armour Penetration)  15 HS
Firing Rate and Tech Progression.
          Base       60 Seconds
          Double    30 Seconds
          Triple      15 Seconds
Require 0. 5 MSP (Missile Size Point) per shot of ammunition.

Auto Cannon
Specifications;
Turret-able
Provides CIWS component to allow civilians access to the weapons tech for defensive purposes.
Max Size 1HS.
          Reduction techs.
              100% Size   100% Accuracy
              75% Size      80% Accuracy
              50% Size      60% Accuracy
              25% Size      40% Accuracy
Baseline 10 projectiles per 5 second increment (120 Rounds Per Minute), double and triple fire rate techs
1 Damage per projectile.
Max Range 10km
0. 1 MSP (Missile Size Point) per increment of ammunition. 

Other Considerations
A spinal design tag added to prevent more than a SINGLE spinal weapon regardless of type, similar to the tag given to engines.
A Minimum targetable (Combat) range of 2km, to take advantages of the increase in processor time.  (Ignorant of C# code base, if this is not true please let me know. )

Ammunition
Production.  1 point of Ammunition requires . 25 Duranium and can be produced in ordnance factories.
Types.  There should only be one type of ammunition and it is used universally between the different weapon systems.
(Half Ton slugs of Duranium cut to size on-board the ship)
Transport.  These should only be able to be transported within a magazine, civilian or military.

It doesn't make sense to me that civilian ships can have CIWS missile defenses but not have to pay any cost for the systems. 


Regards

Frank
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Bureau of Ship Design / Re: Terran League - Naval Review 2120
« Last post by Drgong on Today at 06:54:36 PM »
Well...  ::)

What happened to my post?

I PM the mods to find out if there was something wrong with it, as I did not delete that post....
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