Author Topic: Semi-Official 6.x Suggestion Thread  (Read 108856 times)

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Offline swarm_sadist

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Re: Semi-Official 6.x Suggestion Thread
« Reply #420 on: September 21, 2014, 01:16:05 PM »
In my case it would be addition of "crazy science" which can be either researched or found. Some examples include:
1. Atmosphere remover, which creates a wormhole to "somewhere" and suck atmosphere out of the body allowing you to easily colonies and terraform Venusian planets (for balance reasons it would be one use item).
2. Gas giant ignitor, which can turn a gas giant or a brown dwarf into a miniature star, allowing you to colonize and terraform their moons that were far too cold previously (always a one use item).
3. Link destroyer/creator that would allow you to destroy an inconvenient jump connection (or to create a convenient one) without resorting to SMing.
4. Superscale habitats like McKendree cylinders, Bank's Orbitals or maybe small (3mln kilometers) ringworlds around those useless white dwarfs.
5. Matter transmuter that would would be deployed close to a star (in the same way fuel harvesters are deployed around gas giants) manufacturing TN elements for free.
You've played Space Empires IV & V before haven't you?

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2. More ways to generate revenue, preferably though some kind of ship component (like solar power satellites).
and Alpha Centauri too I see.

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Other things I'd also like to see, but are unlikely to be added are:
1. Ability to make a custom star system. Recently I play much less campaigns with all powers starting on Earth and more scenarios with several powers starting in different star systems and getting a reasonable one via random generation is a friggin' nightmare, especially when you want a somewhat specific system for RP purposes.
This would of made my Freelancer based campaign so much easier to make. Even if you could just SM a star's stats and let it generate the system by itself. Or SM planetary bodies' mass, radius and moons.

Some things I would like to see:
1. Have surveys store the data within the computer banks of the ship instead of simply auto-downloading to the capital. Be able to transfer the data to other ships at close range (laser transmission); through the use of long range communication arrays; through messenger ships, drones, fighters or missiles, which are collected by another of your ships or colonies; or by landing inside a hanger of a mothership. The ability to intercept, jam or steal this information would be nice as well.

2. Have intelligence be split into:
SIGINT - Monitors information sent over radio waves and so forth (like geological survey data or position updates)
MASINT - Measurement and signature intelligence, to identify ship classes and abilities from thermal, EM and mass measurements.
HUMINT - Human intelligence using people in the field, whether that is: Covert Ops teams, Interrogations, interviews, espionage agents, etc.
TECHINT - Reverse engineers plans, ships and technology from salvage and acquired equipment.
OSINT - Free, open-sourced information, gathered from the enemies own transmissions (such as the internet).
GEOINT - Visual images of planets are used to determine population sizes, infrastructure, number of buildings, troop movement, etc.
BIOINT - The medical and biological information of a race, to help with interrogation, making bio-weapons or treating prisoners.
FININT - Information on wealth, taxes, expenses, corporation assets and stock dividends, foreign aid and foreign trade routes.
COUNTERINT - Monitors ways into the nation, as well as observes foreign diplomats and any high risk individuals.

When I choose to conduct espionage, I don't want to always send a 5 man team into enemy territory without any sort of objective besides "find stuff". It would be nice to gather information on neutral factions without having to resort to water boarding prisoners, or having special forces teams steal blueprints for (I would assume) publicly known colony ship classes.
 

Offline GodEmperor

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Re: Semi-Official 6.x Suggestion Thread
« Reply #421 on: September 21, 2014, 01:58:06 PM »
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In my case it would be addition of "crazy science" which can be either researched or found. Some examples include:

Noooooooooo. I hate things like that. Aurora is suppose to be hard Sf not another Star Trek with "magic".

To the list of my suggestions i would add :

Prolong treatment so my chars can live longer.

Merging with Nexus Jupiter Incident engine .... brb have to change my pants.
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Offline Haji

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Re: Semi-Official 6.x Suggestion Thread
« Reply #422 on: September 21, 2014, 03:14:16 PM »
You've played Space Empires IV & V before haven't you?

Yes I did, but in this case this is more of recalling those things thanks to Orion's Arm 'pedia. As for solar power satellites go it's just frustrating for me to be unable to generate money for small, supposedly very technologically advanced nations. To be honest at this particular time the income is one of the very few things that scale with empire size and is so important that in this case bigger really does mean better. For comparison, mining can be vastly automated and instead of maintenance facilities you can have maintenance bases, both of which do not require population. Construction does, but I usually have more than enough workforce for construction even in the case of relatively small powers - but I easily run out of money. Ergo, some way of generating revenue, that is not random based (like civilian mining and shipping lines) would be great. And yes, there are financial centers, but building stuff in factories always takes more time than building them in shipyards and they require manpower.

Noooooooooo. I hate things like that. Aurora is suppose to be hard Sf not another Star Trek with "magic".

While I'm willing to agree to disagree on the implantation of weird science based on individual preferences, quite a bit of the ideas I gave are actually scientifically accurate.

Atmosphere remover is not, I'll admit.
Gas giant ignition can be done one of two ways. You can either drop a miniature black hole into it or you can manipulate gravity to begin fusion (large scale project of course, but from what I understand Aurora does feature artificial gravity so it should be possible).
Link creation/construction is up in the air, as those things don't really exist in RL. Still, we have ability to construct the gates in the game, so I think it's easy to imagine we can learn how to manipulate the jump points (at later technological stages).
McKendree ( http://en.wikipedia.org/wiki/McKendree_cylinder ) cylinder is simply O'Niell cylinder scaled up to the maximum possible size carbon nanotubes can handle. Larger constructs may be possible with the use of TN elements.
We already have the ability to transmute elements, which is how we got some very heavy atomic particles like Ununoctium. Obviously, making TN elements, which does not behave according to known physics would be somewhat more difficult, but if they exist, then it should be possible to create them.
 

Offline Paul M

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Re: Semi-Official 6.x Suggestion Thread
« Reply #423 on: September 24, 2014, 02:44:52 AM »
A minor request...some human pictures for races.  I noticed a while back that there are none in the race portraits.


I would also suggest increasing the cost of buying civillian fuel.  It is a valuable service the shipping company does when it builds a harvester and I think the money paid for the fuel is far too little.

I would also add a check to the formation of a new shipping company.  If any of the existing companies have a share price below 2 then the new company does not form.  I have 3 or so shipping firms with 1-3 ships in them and I don't see how they can compete.  The biggest firm has the lions share of the business for whatever reason, and after that the next two oscillate back and forth who gets the work, but it leaves scarps for the small companies.

« Last Edit: September 24, 2014, 03:01:02 AM by Paul M »
 

Offline Erik L (OP)

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Re: Semi-Official 6.x Suggestion Thread
« Reply #424 on: September 24, 2014, 06:05:07 PM »
http://aurora2.pentarch.org/index.php/topic,7502.0

Make CMC chances based on mineral quantity/availability.

Offline alex_brunius

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Re: Semi-Official 6.x Suggestion Thread
« Reply #425 on: September 24, 2014, 06:37:30 PM »
http://aurora2.pentarch.org/index.php/topic,7502.0

Make CMC chances based on mineral quantity/availability.

Yes CMC is an area with lots of possible expansions. For example:

* Shuttle traffic back forth that needs protection to model personnel rotation / maintenance and expansion. Could be present to all colonies and your auto-mine ops too actually if performance allows.
* CMC Corporations where we can track profits and expansion in a way more like Shipping with lines.
* Dismantling/Redeployment of CMCs once minerals are depleted.
* Ability to Add/Remove CMCs in the "SM-Mods" interface
* A civilian market for mined TN minerals and refined fuel where you could buy sell surplus that goes into the sector with prices reacting to supply/demand.

General ( both civilian lines and CMC corporations ):
* Ability to nationalize a shipping line or CMC corporation/location taking full control of all their assets ( 1 CMC is converted to 10 automines ), would also be useful to get rid of unwanted shipping or mines. Should temporary reduce private investment chances in all areas or perhaps wealth/wealth&trade modifier?
« Last Edit: September 24, 2014, 07:05:08 PM by alex_brunius »
 

Offline alex_brunius

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Re: Semi-Official 6.x Suggestion Thread
« Reply #426 on: September 24, 2014, 08:14:22 PM »
Add information on enemy missiles in the Ctrl+F5 Tactical Intel tab.

Like ships each observed missile type has it's own known fields like size, thermal, speed and warhead strength updated automatically as they are detected.

If you observe the launch ( close enough to track missile during launch ) the missile is also "added" to the launching ship intel, and this can also be done manually if you think you have "conclusive" evidence as to what platform launches missiles ( including possibility to add info on salvo size and estimated amount of reloads ).
 

Offline Jorgen_CAB

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Re: Semi-Official 6.x Suggestion Thread
« Reply #427 on: September 25, 2014, 12:00:43 AM »
Yes CMC is an area with lots of possible expansions. For example:

* Shuttle traffic back forth that needs protection to model personnel rotation / maintenance and expansion. Could be present to all colonies and your auto-mine ops too actually if performance allows.
* CMC Corporations where we can track profits and expansion in a way more like Shipping with lines.
* Dismantling/Redeployment of CMCs once minerals are depleted.
* Ability to Add/Remove CMCs in the "SM-Mods" interface
* A civilian market for mined TN minerals and refined fuel where you could buy sell surplus that goes into the sector with prices reacting to supply/demand.

General ( both civilian lines and CMC corporations ):
* Ability to nationalize a shipping line or CMC corporation/location taking full control of all their assets ( 1 CMC is converted to 10 automines ), would also be useful to get rid of unwanted shipping or mines. Should temporary reduce private investment chances in all areas or perhaps wealth/wealth&trade modifier?


I would also like it if the civilian industry used TN materials in the same way that government does, CMC would mitigate this draw on your own surplus. If you don't have enough TN materials for your civilians their industry and your taxes will suffer, perhaps even get the people upset.

Civilian and commercial ships should cost some modest number of wealth in maintenance. They will not require direct maintenance facilities as military ships, these are supplied by the civilian population and you would only pay a sum for each ship each year, say 1/20 of their build cost in wealth per year in maintenance.

I would like to see more integration or fleshed out internal politic of planet mechanics over all.
« Last Edit: September 25, 2014, 12:37:50 AM by Jorgen_CAB »
 

Offline Jorgen_CAB

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Re: Semi-Official 6.x Suggestion Thread
« Reply #428 on: September 25, 2014, 04:59:53 AM »
I would like shields of ships to act more as damage reduction and only soak some damage from weapons and also increase their overall total strength.

I think shields would become more of a tactical tool that way and different weapons would impact shields in different ways. Let's say that the shield strength is increase with 50% and that it only soaks damage using the square root of its strength rounded up. Shields would also charge twice as fast as long as it is not burned out, once the shield is burned out there is a chance that the generators is damaged and it will take a certain amount of time before the shield can start charging again.

Strength 1 shield soak 1 damage and is burned out
Strength 2-4 shield soak 2 damage and is burned out after taking a total of 2-4 damage.
Strength 5-9 shield soak 3 damage and is burned out after taking a total of 5-9 damage.
Strength 10-16 shield soak 4 damage and is burned out after taking a total of 10-16 damage.
Strength 17-25 shield soak 5 damage and is burned out after taking a total of 16-25 damage.
Strength 26-36 shield soak 6 damage and is burned out after taking a total of 26-36 damage.
Strength 37-49 shield soak 7 damage and is burned out after taking a total of 37-49 damage.
etc...

You can then include say something called a Hardened Shield that actually ignore a certain damage based on the square root of their soaking capability... so... The hardened shield would need to be at least a strength 8 shield since the hardened part should be rounded down.

Soo...

Strength 8 hardened shield soak 2 damage and ignore 1 damage and can take 8 total damage before it is burned out.
Strength 16 hardened shield soak 4 damage and ignore 2 damage and can take 16 damage before it is burned out.
Strength 81 hardened shield soak 9 damage and ignore 3 damage and can take 81 damage before it is burned out.
etc...

An interesting side effect is that ships with strong hardened shield will need powerful weapons to damage them and can not be touched with weaker weapons such as gauss cannons, AMM missiles and the like. At least as long as their shield is up.

I guess it would need to be a balanced change... even if I like to use shields in its current state I think it has too little tactical applications.

Perhaps the hardened trait could be applied to ships armour as well using the same method. It ignore damage from weapons based on the square root of its number of layers, rounded down. Although I would perhaps make it say square root of armour layers -2 or something so it is...

4 layers = 1 damage ignored
6 layers = 2 damage ignored
11 layers = 3 damage ignored
18 layers = 4 damage ignored
etc..

Such armour/shields should have the same mass as normal except cost you perhaps 50-100% of the original amount of mineral to apply, at least. I also think that shock damage should be calculated from the initial damage not the reduced damage from hardened armour or shields.

For game balance you could also include Armour Penetration and Shield Penetration weapon traits. Each level would remove one point of the hardened effect of either armour or shield. This would give us even more options for interesting ship builds.

Microwave beams should completely ignore hardened shields and always drain the shields for two damage. So they should be an effective weapon to burn out shields and then apply disruptive effect to ships electronics.
« Last Edit: September 25, 2014, 05:39:22 AM by Jorgen_CAB »
 

Offline Paul M

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Re: Semi-Official 6.x Suggestion Thread
« Reply #429 on: September 25, 2014, 06:20:17 AM »
http://aurora2.pentarch.org/index.php/topic,7502.0

Make CMC chances based on mineral quantity/availability.

Trying to think this through from a program perspective.  I'd suggest adding two variables per system "Primary CMC sites"  and "Secondary CMC sites" as the system is surveyed if a body falls into either catagory then add one to that catagory.  As CMCs are formed or if the player colonizes the body remove 1 from the appropriate values.  This may require flagging bodies as "Primary/Secondary CMC sites" in the database.  Then when a system gets a population of 10 million it should go into the queue for a CMC so long as one of the two values is >0.  Then when a system regardless of population no longer has any bodies suitable for CMCs it is removed from the queue.

You can still check in order of system population/body population but this way systems without bodies that a CMC can be placed on will not block the formation of CMCs in other systems.
 

Offline alex_brunius

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Re: Semi-Official 6.x Suggestion Thread
« Reply #430 on: September 25, 2014, 06:30:07 AM »
Civilian and commercial ships should cost some modest number of wealth in maintenance. They will not require direct maintenance facilities as military ships, these are supplied by the civilian population and you would only pay a sum for each ship each year, say 1/20 of their build cost in wealth per year in maintenance.

Would it really add much value to have each civilian ship cost say 10 credits maintenance per trip and add +10 credits to their income to compensate?

IMO it's more interesting to instead balance their income ( in an abstracted way that includes maintenance costs ), so that it's based on scarcity of goods carried and distance traveled instead of a flat amount.

It would be very cool with a civilian market of TN materials and civilian shippings main job being to even out supply and demand between systems to try earn income off the delta price. It would remove alot of worries from the players micromanagement needs of bigger empires and ensure there are always some minerals available in all systems with colonies.

For that to happen the TN materials need to take up substantially more cargo space though.

The really cool effect is has is that suddenly it's not only a small extra wealth income you are guarding when the NPR raids your civilian shipping, it's the critical transport supplylines with mercassium and cordunium from the fringe mining colony that you today can run in a single fast transport run with heavy military escort to cover 10 years worth of all needs.

I would like to see more integration or fleshed out internal politic of planet mechanics over all.
+1

Things like unemployment % effects, more dynamic population movement and growth to satisfy employment needs, and long term unhappiness that can't easily be fixed by a few garrisons. So say the military units eventually also get unhappy and revolt or even declare independence in non core systems with low protection or military naval presence.
« Last Edit: September 25, 2014, 06:32:16 AM by alex_brunius »
 

Offline sloanjh

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Re: Semi-Official 6.x Suggestion Thread
« Reply #431 on: September 25, 2014, 06:47:27 AM »
Would it really add much value to have each civilian ship cost say 10 credits maintenance per trip and add +10 credits to their income to compensate?

A request:

  It seems like this topic (CMC placement) has the potential for blowing up the suggestions thread (even more than it already is) with a lot of back and forth discussion.  Since we already have a side thread referenced, could people please consider putting discussion of it in that thread?  That way posts in this thread can call out the actual new suggestions that arise from the discussion.

Thanks,
John
« Last Edit: September 25, 2014, 06:49:42 AM by sloanjh »
 

Offline Jorgen_CAB

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Re: Semi-Official 6.x Suggestion Thread
« Reply #432 on: September 25, 2014, 08:09:25 AM »
Would it really add much value to have each civilian ship cost say 10 credits maintenance per trip and add +10 credits to their income to compensate?

This comment was probably clumsy made by me, I mainly meant Commercial ships constructed by the player, they should cost some wealth each month to maintain properly. This would represent repair, maintenance and crew wages. I simply don't like the fact that these ships are "Free" once you produced them, I feel like I'm cheating the system or something.  ;)
« Last Edit: September 25, 2014, 08:11:05 AM by Jorgen_CAB »
 

Offline Trueknight

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Re: Semi-Official 6.x Suggestion Thread
« Reply #433 on: September 27, 2014, 04:35:55 AM »
Borrowing the idea from War in the Pacific training pool, it would be nice to give officers training duties in the Accademy: that would translate in better Crew Grade and some chanche of skill bonus to new officers, based on the skill of the trainer. I think it would add some realism to the officer pool.
 

Offline Alfapiomega

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Re: Semi-Official 6.x Suggestion Thread
« Reply #434 on: September 29, 2014, 05:18:55 AM »
Gas giant ignition can be done one of two ways. You can either drop a miniature black hole into it or you can manipulate gravity to begin fusion (large scale project of course, but from what I understand Aurora does feature artificial gravity so it should be possible).

You call "dropping a black hole" realistic? You just discarded all your suggestions as far as my support go.
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