Author Topic: Semi-Official 6.x Suggestion Thread  (Read 109364 times)

0 Members and 3 Guests are viewing this topic.

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 6.x Suggestion Thread
« Reply #570 on: April 09, 2015, 11:14:35 AM »
The ability to tow wrecks. I was actually kind of surprised that you could not tow them. Also a side request, I think that wrecks should changed in that they require to be found via sensors to see them. They don't have to be found with a special "wreckage scanner" but I think either the active or gravity sensors (or both) would work perfectly. However I don't think this should effect wrecks made from your own ships as they are confirmed wreckage at a confirmed location.

Don't wrecks drift?

Offline xeryon

  • Captain
  • **********
  • Posts: 581
Re: Semi-Official 6.x Suggestion Thread
« Reply #571 on: April 09, 2015, 04:07:31 PM »
I think wrecks via sensor used to be in the game and was removed long ago because it was tedious searching for them.
 

Offline Theodidactus

  • Registered
  • Commodore
  • **********
  • Posts: 628
Re: Semi-Official 6.x Suggestion Thread
« Reply #572 on: April 26, 2015, 06:32:23 PM »
is there a way to clear all orders for all civilian ships? If not there should be.
My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any bound
 

Offline boggo2300

  • Registered
  • Rear Admiral
  • **********
  • Posts: 895
  • Thanked: 16 times
Re: Semi-Official 6.x Suggestion Thread
« Reply #573 on: April 27, 2015, 04:32:06 PM »
Don't wrecks drift?

Wasn't that the site of a famous battle?

makes me think of Michael Caine for some reason  ;)
The boggosity of the universe tends towards maximum.
 

Offline swarm_sadist

  • Lt. Commander
  • ********
  • s
  • Posts: 263
  • Thanked: 21 times
Re: Semi-Official 6.x Suggestion Thread
« Reply #574 on: April 27, 2015, 05:32:14 PM »
is there a way to clear all orders for all civilian ships? If not there should be.
Shipping Line Information Screen, 5th tab from the right, "Clear Orders" in the top right of the screen. I believe it deletes anything they were holding though so I only use it when there is a bug.
 

Offline Theodidactus

  • Registered
  • Commodore
  • **********
  • Posts: 628
Re: Semi-Official 6.x Suggestion Thread
« Reply #575 on: April 28, 2015, 08:52:07 PM »
well yeah but unless I'm mistaken that clears the orders for one ship. I have like, 50 shipping lines each of which has hundreds of ships.
My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any bound
 

Offline Barkhorn

  • Commodore
  • **********
  • B
  • Posts: 719
  • Thanked: 133 times
Re: Semi-Official 6.x Suggestion Thread
« Reply #576 on: April 28, 2015, 09:24:46 PM »
I just had an epiphany for a super easy way to fix the issue of civilian shipping getting out of control.

Add a setting somewhere for "maximum number of civilian ships allowed per empire".  Let the player decide how many.
 

Offline papent

  • Lieutenant
  • *******
  • Posts: 163
  • Thanked: 45 times
  • Off We Go Into The Wild Blue Yonder
Re: Semi-Official 6.x Suggestion Thread
« Reply #577 on: April 29, 2015, 11:44:12 AM »
I just had an epiphany for a super easy way to fix the issue of civilian shipping getting out of control.

Add a setting somewhere for "maximum number of civilian ships allowed per empire".  Let the player decide how many.
I'll second that
In my humble opinion anything that could be considered a balance issue is a moot point unless the AI utilize it against you because otherwise it's an exploit you willing choose to use to game the system. 
Rule 0 Is effect : "The SM is always right/ What SM Says Goes."
 

Offline Theodidactus

  • Registered
  • Commodore
  • **********
  • Posts: 628
Re: Semi-Official 6.x Suggestion Thread
« Reply #578 on: April 29, 2015, 07:55:38 PM »
thirded. That would fix soooo many problems.
My Theodidactus, now I see that you are excessively simple of mind and more gullible than most. The Crystal Sphere you seek cannot be found in nature, look about you...wander the whole cosmos, and you will find nothing but the clear sweet breezes of the great ethereal ocean enclosed not by any bound
 

Offline xeryon

  • Captain
  • **********
  • Posts: 581
Re: Semi-Official 6.x Suggestion Thread
« Reply #579 on: April 30, 2015, 07:57:45 AM »
Maybe even an SM option to close a shipping line.
 

Offline davidr

  • Gold Supporter
  • Lt. Commander
  • *****
  • d
  • Posts: 258
  • Thanked: 9 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
    Gold Supporter Gold Supporter : Support the forums with a Gold subscription
Re: Semi-Official 6.x Suggestion Thread
« Reply #580 on: May 01, 2015, 06:19:30 AM »
A plea to Steve for the next vesrion :-

Please can you add an option on starting a new game for a player to limit ( if required )  the number of Jump points which could be found in any one system. I have found instances of systems in close proximity each having up to 9 viable jump points which makes the task of sorting the Galactic Map nearly impossible. So lets have an option to adjust the maximum number which can exist in any one syatem.

DavidR
 

Offline ChubbyPitbull

  • Gold Supporter
  • Sub-Lieutenant
  • *****
  • C
  • Posts: 138
  • Thanked: 27 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Semi-Official 6.x Suggestion Thread
« Reply #581 on: May 07, 2015, 07:48:11 AM »
Posted this here originally, sloanjh let me know this thread is the correct place for suggestions!

Missile - Armor and HTK

One of the things that bothers me about Aurora (or maybe I'm just playing wrong), but it seems like the mechanics heavily favor small missiles, or for longer ranges a large missile with small sub-munitions. For example, a size 20 missile only takes 1 damage to kill, while 20 size 1 missiles will *each* take 1 damage to kill. Also, adding 1 armor point requires +1 to the missile size, and never really seems to be worth it. Size 1 missiles become less-effective size 2 missiles, and while this impact is lesser on larger missiles, the increased size means you're penalized in the form of amount of ordinance carried as well as firing rate.

Here were the suggestions I was thinking of:

1.) Missile Armor gained per 1 MSP scales with your Armor technology. Rather than always being 1 MSP for 1 Armor, Armor MSP usage scales, like how "Reactor Power per MSP" scales with your Reactor technology. Since (I believe) armor points need to stay as integers for use in the damage mechanics, when a user is designing a new missile they would specify the amount of armor they want, instead of the amount of MSP to use for armor. For example, with the most basic armor adding 1 armor point to the missile would take 1 MSP, but at higher tech level 1 armor point may only add 0.5 or .75 MSP.

2.) Missiles use a weaker version of the HTK system based on size. Similarly to how larger ships take more damage to kill if for no other reason than that they have more components to destroy, and gain armor columns based on size, missiles should also have a defensive benefit based on size beyond being more powerful. Rather than adding straight armor, I thought something like the HTK system for components would work well. As I understand HTK, when a component receives damage it has a (damage / HTK ) * 100% chance to be destroyed, and a (1 - (damage / HTK)) * 100% chance to take zero damage. I thought this would work well for missiles, with the only change being that if a missile is not destroyed after receiving damage, that missile loses the amount of damage dealt from it's HTK.

For Example:

Let's say at missile size 10+ a missile has 2 HTK. A size 10 missile with no other armor gets hit by a Gauss Turret for 1 damage. This 1 damage has a ( 1 / 2 ) * 100% = 50% chance to destroy the missile outright. In this case, the damage is superficial and the missile survives. However, the missile's HTK is lowered by 1, and now only has 1 HTK. The next 1 damage+ hit will destroy it.

In another example, let's say at size 30+  a missile has 4 HTK. A size 30 missile with 1 armor gets hit by a 10cm Laser turret for 3 damage. The armor takes 1 damage from the hit and his destroyed, with 2 damage continuing through to the missile itself. The 2 damage has a ( 2 / 4) * 100% = 50% chance to destroy the missile outright. Again, the damage hits non-critical parts of the missile and the missile survives. The missile's HTK is lowered by 2, and now only has 2 HTK and no armor. A 1 damage hit would now have a 50% chance to destroy the missile, or another 2+ damage would have a 100% chance.
 

Offline ChubbyPitbull

  • Gold Supporter
  • Sub-Lieutenant
  • *****
  • C
  • Posts: 138
  • Thanked: 27 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Semi-Official 6.x Suggestion Thread
« Reply #582 on: May 07, 2015, 07:50:28 AM »
Posted this here originally.

Lifepod Rescuing with Multi-Ship Fleets

I'm currently wrapping up a long-running battle with multiple destroyed ships on both sides of the conflict. I have a fleet of four combat ships flying around right now rescuing friendly survivors and capturing prisoners. I've noticed that when a fleet of multiple ships is ordered to pick up multiple lifepods, the game's behavior seems to be that each time the same ship in the fleet is the one that is burdened with additional crew members, causing larger and more frequent failures of life support/crew quarters. I had two suggestions for this (the 2nd may already be in place):

1. Fleets rescuing lifepods spread the rescuing over all ships in the fleet. Either A) ships remember who rescued survivors last and take turns rescuing a life-pod in a round robin fashion, or B) All ships are involved in the collection of life pods, and survivors are spread over the entire fleet per life pod rescued. For example, if a fleet of 5 ships rescue a collection of lifepods containing 250 crew would each take 50 crewmembers. This could become more advanced with a calculation being performed such that ships taking a proportion of survivors based on available crew members (for example a carrier would take on more survivors than a small escort in the same fleet).

2. Empty Cryo berths within the fleet are filled before survivors start competing for normal crew quarters. For example, say I have a fleet of 10 ships, 5 of which are equipped with "Cryogenic Transport - Emergency"s. In the above example of rescuing lifepods containing 250 crew, instead of each ship getting 25 survivors, 50 survivors would be put into each of the emergency Cryo bays.

sloanjh also had a good additional/alternate idea for addressing this I think:

1)  an alternate/additional suggestion:  add a "balance crew within TG" button that behaves similarly to the one for fuel.

John
 

Offline swarm_sadist

  • Lt. Commander
  • ********
  • s
  • Posts: 263
  • Thanked: 21 times
Re: Semi-Official 6.x Suggestion Thread
« Reply #583 on: May 08, 2015, 08:06:16 PM »
1. When running auto turns with the event window open, it should keep the tab on combat, or fire control, if it is selected, instead of going back to general tab.

2. Add time control into the event window, so that clicking next increment does not minimize the event window.

3. Add maximum increment, which will stop autoturns after a certain amount of time and/or increments.

4. When you select the tab in ship class windows (such as sort by bottons), it should save it when you close the window.

5. Fix Maximum Amount to Load; it doesn't work when using it for loads less than 1.
« Last Edit: May 09, 2015, 09:11:11 AM by swarm_sadist »
 

Offline TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
GMO Mods
« Reply #584 on: May 27, 2015, 07:49:38 PM »
Genetic Modification Rework Proposal
--------------------------------

Genetic Modifications are changed to work in a similar fashion to Jump Drives and Cloaking Devices.  The idea is that it is possible to create a far-adapted species without extensive basic research, but the actual research project will be very expensive and perhaps have some disadvantages.   You have an overall efficiency technology that acts like a multiplier for the whole field of Genetic Modification. Higher multipliers make it much easier to research difficult changes, as well as pushing the upper limits of what's possible.  

To really give efficiency some kick, I would suggest that more expensive species are modified more slowly in GMFs.

Efficiency tech starts at 10 while multiplier tech starts at 1.0 (Normal). The first level of multiplier tech is 1.1.  1/X

Other suggestions
*Adding a "Genetic Medicine" tech line that gives bonuses to population growth.