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Posted by: ExChairman
« on: December 02, 2015, 05:11:35 AM »

Would bee nice if "Asign Parent Headquarter" only were for the units on the planets.
As now when building the HQ usaly is on the bottom of the list and that list can bee long when you have alot of HQs.
Posted by: Thundercraft
« on: November 30, 2015, 03:23:19 AM »

Suggestion: Waaaaaay up the tech tree, a black hole-related installation that works as a sort of extremely crude terraformer. It's like an ordinary terraforming installation except:

1. It only removes atmo. It can't add any.
2. It operates at about 100x the speed of an ordinary terraformer.
3. It targets all available gases, in proportion to their part of the whole. (If the atmosphere started out as 100 atmospheres of CO2 and 0.1 atmospheres of Methane, this thing would reduce it to 10 atmospheres of CO2 and 0.01 atmospheres of Methane along the way toward 0 of both.)

Call it the "Venus 3000" maybe.

+1 Vote! Nice suggestion!

Actually, I had long considered that a wormhole used to siphon off excess gasses would be a wonderfully efficient way to terraform worlds.

Your idea is to eliminate excess gasses. But I was thinking that a tiny wormhole may allow the transfer of gasses from a hot world with a thick atmosphere, like Venus, to a cold world with little of if any atmosphere, like Mars. The atmospheric pressure should push it through to escape to the low-pressure world.

You'd be terraforming two worlds at once, limited by your tech level, the aperture of the worm hole(s), and the energy required. Though, perhaps there would be risks or downsides? Maybe the radiation may do something to your population? Lower population growth and happiness? Or maybe there's a chance it would explode or something?

Regardless, I think the game really needs better method(s) to terraform with a higher tech level. Currently, it seems too slow.

Why can't we crash icy comets into a planet for liquids and/or gasses? The obstacle would be tugging or pushing the comets into an orbit that impacts a world. Of course, there could be downsides, particularly if the planet is inhabited. And for the short term, it may generate dust which cools the planet for a few years.

I've found articles such as "Icy comets serve as storks for life on Earth." They typically contain water, ammonia, methanol and carbon dioxide, among other ingredients. And the impact may have yielded the energy to drive prebiotic chemistry.

There are other possibilities, too. I found an article about encasing a small planet or a moon in a shell, such as steel and Kevlar fiber.  (See "Shell-Worlds: How Humanity Could Terraform Small Planets" on Space.com.) It would allow us to pressurize an atmosphere and make it Earth-like. Access to space would be through air-locks. And one could build spaceports and industries on the outside that takes advantage of the vacuum of space. That said, it'd be terribly vulnerable to an enemy attack...

I'm also reminded of options in Master of Orion II. Aside from the usual terraforming, players could build a Planetary Radiation Shield, which changes a "Radiated" planet to "Barren". (Also reduces bombardment damage by 5.) High up the tech tree, players could use Artificial Planet tech to compress/convert an asteroid field into a planet.

Hmm... Maybe, eventually, shield tech could allow one to build a shield around a planet just strong enough to hold or reinforcing a weak atmosphere? Or maybe they could help protect the fragile artificial shell and atmosphere of a Shell-World?
Posted by: linkxsc
« on: November 27, 2015, 09:11:11 PM »

New stupid idea post.


Ability to mount "fuel tanks" in box launchers to extend small ship range if needed.
Wut?

Yes, so lets do a bit of figuring. Say you're making a fighter, and the fighter has say 5 size 2 launchers on it as its main weapon. It also has 1 small fuel tank aboard as its fuel store giving it 10,000l of fuel, and a given range based on that.
Now most fighters have no qualms about that size fuel load, but sometimes I'd like a little bit more... but the fighters are already built, and I can't travel back to base to pick up new 1s. what to do, what to do?

Well if you figure a size 2 missile as all fuel... thats 5,000 fuel that could be loaded into a missile "hardpoint" to inject back into the plane for extended range. For those times when you might need to chase the enemy for a bit.
Or perhaps to give a little credence to fighters loading shields, and being able to maintain a fuel load.
And heck, if I swap out 1 missile on a built fighter that goes on deployment, for an extra 50% range.... that certainly doesn't seem too terrible at times.

Probably not something most players would get any use out of, but it might offer some of us that little bit of extra to work with at times.
This mainly comes up due to fighters I wish sometimes I could launch from farther away to go after some targets, than their standard fuel load would support.
Or in the case of trying to ferry them to new bases, without having to haul them in carriers.

Posted by: Cassaralla
« on: November 25, 2015, 10:16:10 AM »

Suggestion:  A 'Designate Hull for Disposal in support of Fleet Training Exercise' option.

Basically designate old, obsolete or too damaged hulls for target practice.  Remove the crews, ordnance and perhaps a percentage of minerals used to simulate the scrapping of worthwhile items on board, and then an order to remote control them on a random path so other units can take pot shots at them for training purposes.
Posted by: Jumpp
« on: November 23, 2015, 01:18:26 PM »

Suggestion: Waaaaaay up the tech tree, a black hole-related installation that works as a sort of extremely crude terraformer. It's like an ordinary terraforming installation except:

1. It only removes atmo. It can't add any.
2. It operates at about 100x the speed of an ordinary terraformer.
3. It targets all available gases, in proportion to their part of the whole. (If the atmosphere started out as 100 atmospheres of CO2 and 0.1 atmospheres of Methane, this thing would reduce it to 10 atmospheres of CO2 and 0.01 atmospheres of Methane along the way toward 0 of both.)

Call it the "Venus 3000" maybe.
Posted by: Jumpp
« on: November 19, 2015, 10:30:05 AM »

Well of course it's already partially at thing. The suggestion is about making it entirely a thing.

Suppose, for instance, you've got "Harpoon" missiles of size 5, and "Nike" missiles of size 1.  You have five colliers, each with a magazine of 700. They're set to load 100 Harpoons and 200 Nikes.

You've got a colony in the rear where you're manufacturing ammo. You want to move all that ammo to a depot nearer the front. That colony has got 3500 Nikes.

Your colliers can do that job in a single go, but you'll have to manually load them. "Load Ordnance" will get them to load 200 Nikes each. You'll have to click on the first ship, tab over to the ordnance management tab, select "Population" in the drop-down, click on the "1000" radio button, and then double-click on the pile of Nikes. The process is a little simpler for the remaining ships, but it's still tedious.

The point of "Load Any Ordnance" is that these colliers would just automatically fill their holds.
Posted by: 83athom
« on: November 19, 2015, 10:11:37 AM »

Ordinance; this is already partially a thing. If you have a standard loadout with a missile of every SERIES you have they will just reload anything (so putting a number of what you want then 1 of every series you'll get what you want then anything extra).

Reload; I believe ships can do that automatically if there are any colliers in the fleet. "When a fleet reloads magazines during a turn, they will reload from the magazines in any collier in the fleet."
But I do agree there could be a bit more automation in this like a conditional. Condition; "Ammunition less than xx%" Order; "Reload from nearest collier/colony within 4 jumps" (4 jumps wont be an issue as Steve is expanding the pathfinding to possibly endless but this is an example like current conditional orders) (anyone else think I like using parenthesis (cause I use them a lot)).
Posted by: Jumpp
« on: November 19, 2015, 09:01:47 AM »

Fleet Action: Load Any Ordnance

First, everyone in the fleet does an ordinary Load Ordnance. Then, after that, everyone fills whatever remaining magazine space they may have with any missiles that happen to be lying around, entirely without regard to the ideal loadout for the ship.

Great for when you want to move all the ammo from point A to point B. Much less fiddly than manually filling every collier.

Fleet Panel Quick Button (like, along the bottom): Reload

Reloads all ships in the fleet from colliers in the fleet. Much less fiddly than double-clicking on each fighting ship in the fleet, clicking on the ordnance management tab, and hitting reload from colliers.
Posted by: 83athom
« on: November 16, 2015, 07:48:42 AM »

I believe people will evacuate to the Emergency Cryo module (if one is available) in the event of *boom* and will last a lot longer, but don't quote me on that.
Posted by: chrislocke2000
« on: November 16, 2015, 07:07:35 AM »

Given the change in jump point creation and the extended distances being travelled I think it's high time that the scientists of Earth pulled them thumbs out and designed some life pods with more than a two week endurance...
Posted by: Jumpp
« on: November 12, 2015, 07:09:46 PM »

It'd be nice if, in the Environment/GMC tab of the Population and Production display, Planetary Albedo were reported to three decimal places rather than the current two. The "ice has melted" message reports three decimal places, but the dialog only gives two, and so when there hasn't been an ice melt message, I kind of have to guess.
Posted by: linkxsc
« on: November 09, 2015, 01:53:11 PM »

Nah forget that old stupid request, heres a new 1.

Ability to change the background color.
For those of us with bad eyes, and eye strain problems. We already have the ability to on the "intelligence window" tune the colors of the various contacts onscreen.

Perhaps something in the options menu to change the background color of the system map. The deep blue/purple is murder on my eyes personally, and I can only look at it for ~30 mins at a time (even having bits of it around ship design windows and such can cause me migraines.) As such, I spend most of my "playtime" with the system map minimized, and only open it if I need to fight or something.

Posted by: Yonder
« on: November 06, 2015, 09:29:25 AM »

Oh boy! I only checked Display and Display 2. Thanks a bunch!
Posted by: 83athom
« on: November 06, 2015, 06:42:11 AM »

Didn't  someone else just ask this and get an answer?
Posted by: Yonder
« on: November 06, 2015, 06:14:07 AM »

On a related note, I would love to be able to turn off visibility just for my civilian fleets, or better yet turn off the fleet names just for my civilian fleets. I have Mercury, Luna, Earth, and Mars inhabited, so it's pretty much impossible to read the fleet names for any of my own fleets in the inner Sol system.
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