Aurora 4x

New Players => The Academy => Topic started by: jocan2003 on May 05, 2010, 07:25:37 PM

Title: Thread for my question
Post by: jocan2003 on May 05, 2010, 07:25:37 PM
Greetings, i currently have a question and even after trying a lot i cant figure this one out.

Currently im building jumpgate station with lot of close range weapon Fighter and so on.

After building some fighter, and small ship to support the station im trying to find a war to automate a process wich i tought would be easy but i cant figure it out.

I have a mini-Collier ship and a mini tanker to support the station.

Currently the station have a 10k hanguar facility. after assigning the fighter i have 2k empty to store the mini support ship.

So right now i have the station with empty space to have both the mini-tanker and mini-collier ship to dock. I want the mini-support ship to go and refill the station if need arise. How would i do that?
Title: Re: Thread for my question
Post by: jocan2003 on May 05, 2010, 07:29:15 PM
Basicly i was hoping for a PDC only trigger like, If fuel > 30, Send tanker to refuel or call tanker something like that.
Title: Re: Thread for my question
Post by: sloanjh on May 06, 2010, 01:53:43 AM
Quote from: "jocan2003"
Basicly i was hoping for a PDC only trigger like, If fuel > 30, Send tanker to refuel or call tanker something like that.

Ummm PDC can only be built on planets.  Is your station a ship or a PDC?

John
Title: Re: Thread for my question
Post by: jocan2003 on May 06, 2010, 01:33:12 PM
Its a PDC or else my Ship would be way too huge to be built in my shipyard. I tought i could tow them after being built thats why. But since my tows are bugged ( see bug section ) I completly forgot about PDC and im currently trying to find another automate defense system for jumpgate wich doesnt require too much micro management.
Title: Re: Thread for my question
Post by: UnLimiTeD on May 06, 2010, 01:36:18 PM
PDCs are purely planetary, you can't tow them at all.
Title: Re: Thread for my question
Post by: jocan2003 on May 06, 2010, 02:56:24 PM
Yeah thats what i realised, i think ill build a new Naval shipyard with only one slipway and increase his slip tonnage like mad to make some behemot ship and defense platform, ill keep the current PDC for main colony defense.

Also here is a Divisional Structure i made for planetary defense.

Division HQ
X2-Brigade HQ
   --Heavy Assault
   --Assault
   --Mobile
   --Mobile
X2-Brigade HQ
   --Garrison
   --Engineer
   --Engineer
   --Replacement

I placed a bunch of engineer for PDC assembling and ruin investigating if there is any in the system. They will also be dispatched to other planet in case of such ruin discovered thats why i made 2 brigade of them, a replacement in case something weird happen while investigating and garrison for minimal defense.
Im still early in my new game so i havent made a GU setup for invasion, any tips would be great to have. ( Each PDC will have 4 Marine Batallion for defense in case they try to invade my PDC )
Title: Re: Thread for my question
Post by: UnLimiTeD on May 06, 2010, 04:37:24 PM
If you can make a new shipyard for superheavy bases, why not just continuously increase the capacity of the ones you have and build new ones for smaller tasks?
Title: Re: Thread for my question
Post by: jocan2003 on May 06, 2010, 05:43:23 PM
Because all my shipyard naval are at least 2 slipway and those with 3 slipway are for smaller more expandable ships. so ill make a new one with only 1 slipway for bigguest ship/base etc
Title: Re: Thread for my question
Post by: jocan2003 on May 06, 2010, 06:21:43 PM
I got my main exploration ship to have a troop transport bay wich can hold a full Battalion, If i load a marine Battalion in it, will i be able to load multiple assault shuttle who can only load marine company? or can i load multiple marine  company in a Battalion troop transport?
Title: Re: Thread for my question
Post by: UnLimiTeD on May 06, 2010, 06:52:20 PM
I think the latter is possible, should be, but I'm unsure about splitting Battalions, I think that's not in yet.
Title: Re: Thread for my question
Post by: jocan2003 on May 06, 2010, 07:15:45 PM
Great thats what i figured out, thanks. Also i got another one wich is basicly depends on playstyle, but i had an idea but i dont want to screw up anything as i dont have any experience at all.

Code: [Select]
Explorer - Copy class Survey Command Ship    13450 tons     697 Crew     1844.2 BP      TCS 269  TH 320  EM 0
1189 km/s    JR 3-50     Armour 3-50     Shields 0-0     Sensors 16/16/1/0     Damage Control Rating 16     PPV 14.25
Annual Failure Rate: 241%    IFR: 3.3%    Maint Capacity 1514 MSP    Max Repair 506 MSP    Est Time: 1.12 Years
Hangar Deck Capacity 2000 tons     Troop Capacity: 1 Battalion    Magazine 280    Cargo Handling Multiplier 10    

J13500(3-50) Military Jump Drive     Max Ship Size 13500 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 ARM-1 (4)    Power 80    Fuel Use 70%    Signature 80    Armour 1    Exp 5%
Fuel Capacity 250,000 Litres    Range 47.8 billion km   (465 days at full power)

Twin Gauss Cannon R2-17 Turret (2x4)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S04 24-12000 H50 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

Size 25 Missile Launcher (33% Reduction) (1)    Missile Size 25    Rate of Fire 15000
Size 25 Thermal Detection Buoy Mk1 (5)  Speed: 0 km/s   End: 2025d    Range: 0m km   WH: 0    Size: 25    TH: 0 / 0 / 0
Size 5 Firehawk Missile (31)  Speed: 16,800 km/s   End: 5.1m    Range: 5.1m km   WH: 10    Size: 5    TH: 112 / 67 / 33

Active Search Sensor MR20-R80 (50%) (1)     GPS 2560     Range 20.5m km    Resolution 80
Missile Seeker Sensor MR0-R1 (50%) (1)     GPS 32     Range 256k km    Resolution 1
Thermal Sensor TH2-16 (50%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor EM2-16 (50%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

Thats my main explorator. Thats what i had in mind while designing it.

The main point was independance, and straight grav survey with a way to do some geological survey for potential colony. I still havent made the GEO buoy. This ship will mainly explore for new system for potential ennemy contact by moving close to planet and once the system has been declared safe the real system exploration will start.

Alright here is my tactic i was planning to use but i want to know if its a decent idea. I got a Phantom ship ( pretty much like in BSG ) Small fighter with one thermal, EM and im thinking Res 80 active sensor. When i find a new grav i send my phantom trough it and see if there is anything close, if no the mothership jump behind it. This way i loose the phantom and not the main ship. Once i see its clear the mothership arrive and then drop a thermal Buoy just in case something try to sneak behind me. Is it good to turn on the active sensor and see if there is any ship? If yes and its a NPR isnt it like an aggression factor having the military ship turning on an active sensor in their space?

Basicly i want to minimise risk AND potential NPR first contact degradation.
Title: Re: Thread for my question
Post by: jocan2003 on May 06, 2010, 09:19:53 PM
Another question wich im not quite sure if i ran into a bug or i messed something up. In the current explorer design i DID include a missile seeker resolution 1 Active sensor. But in the ship section once build, combat setting i dont have the missile seeker in the active sensor list so basicle... the ship now dont have any way to activly seek missile so my point defense can kick in.....
Title: Re: Thread for my question
Post by: jocan2003 on May 06, 2010, 09:28:03 PM
Come on i want a edit button... i just realise i mixed the fire control with the sensor...
Title: Re: Thread for my question
Post by: AndonSage on May 06, 2010, 09:31:03 PM
Quote from: "jocan2003"
Come on i want a edit button... i just realise i mixed the fire control with the sensor...
Hmmm... I have an Edit button for my posts, near the Quote button. Don't know why you wouldn't have one.
Title: Re: Thread for my question
Post by: jocan2003 on May 06, 2010, 11:27:38 PM
i dont even have quote button either only one i got is reply create thread eh... maybe my *forum level* isnt high enough?
Title: Re: Thread for my question
Post by: jocan2003 on May 07, 2010, 12:41:38 AM
I ran into a problem right now and i cant seem to find a way to fix it....

My new explorer and geosurvey drone blabla is as follow

Code: [Select]
Enterprise class Survey Command Ship 13500 tons     662 Crew     1823.2 BP      TCS 270  TH 320  EM 0
1185 km/s    JR 3-50     Armour 3-50     Shields 0-0     Sensors 16/16/1/0     Damage Control 12     PPV 14.25
Annual Failure Rate: 1090%    IFR: 15.1%    Maintenance Capacity 1169 MSP
Parasite Capacity 2000 tons     Troop Capacity: 1 Battalions    Magazine 365   Cargo Handling Multiplier 10  

J13500(3-50) Military Jump Drive     Max Ship Size 13500 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 ARM-1 (4)    Power 80    Fuel Use 70%    Armour 1    Exp 5%
Fuel Capacity 250,000 Litres    Range 47.6 billion km   (465 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Twin Gauss Cannon R2-17 Turret (2x4)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S04 24-12000 H50 (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0

Size 25 Missile Launcher (33% Reduction) (1)    Missile Size 25    Rate of Fire 15000
Missile Fire Control FC115-R500 (1)     Range 115.2m km    Resolution 500
Size 25 Thermal Detection Buoy Mk1 (4)  Speed: 0 km/s   End: 2025d    Range: 0m km   WH: 0    Size: 25    TH: 0 / 0 / 0
Size 5 Firehawk Missile (23)  Speed: 16,800 km/s   End: 5.1m    Range: 5.1m km   WH: 10    Size: 5    TH: 112 / 67 / 33
Size 25 Geosurvey Drone 102 (4)  Speed: 9,600 km/s   End: 178.6m    Range: 102.9m km   WH: 0    Size: 25    TH: 16 / 9 / 4

Thermal Sensor TH2-16 (50%) (1)     Sensitivity 16     Detect Signature 1000: 16m km
Active Search Sensor MR0-R1 (1)     GPS 32     Range 256.0k km     Resolution 1
Active Search Sensor MR20-R80 (50%) (1)     GPS 2560     Range 20.5m km     Resolution 80
EM Detection Sensor EM2-16 (50%) (1)     Sensitivity 16     Detect Strength 1000: 16m km
Gravitational Survey Sensors (1)   1 Survey Points

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

--------------------------

Missile Size: 25 MSP  (1.25 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 5
Speed: 9600 km/s    Endurance: 179 minutes   Range: 102.9m km
Cost Per Missile: 8.55
Second Stage: Size 19 Buoy 6-777 x1
Second Stage Separation Range: 150,000 km
Overall Endurance: 180 days   Overall Range: 102.9m km
Chance to Hit: 1k km/s 48%   3k km/s 15%   5k km/s 9.6%   10k km/s 4.8%
Materials Required:    1.2x Boronide   3.6x Uridium   3.5x Gallicite   Fuel x2500

-I go in 100m km orbit from a planet, i place a waypoint on the planet
-I assign the missile fire control to the missile launcher wich have a range a bit bigguer than the drone im launching.
-I assign the waypoint i made to the planet ( using the last button in the waypoint mini-window so the waypoint IS the planet and not a waypoint over the planet )
-I double check in the combat summary that the launcher is ready to fire and have the target wich is waypoint 1
-I fire the missile.....

Missile could not find his target.... i tried by turning the active sensor on and same thing..... why my drone keep loosing track of the waypoint? The ship still have the waypoint as target, im in range of my fire control.... im totaly lost here.....
Title: Re: Thread for my question
Post by: sloanjh on May 07, 2010, 02:19:47 AM
Quote from: "jocan2003"
i dont even have quote button either only one i got is reply create thread eh... maybe my *forum level* isnt high enough?

Look in the upper right corner of the actual message - not at the bottom.

John
Title: Re: Thread for my question
Post by: jocan2003 on May 08, 2010, 02:23:11 AM
How can i fire a drone to a waypoint if the drone keep loosing track of the waypoint, the firecontrol keep it tracked tho......
Title: Re: Thread for my question
Post by: UnLimiTeD on May 08, 2010, 04:14:09 AM
Man, I'd love to know that. But I think there was a thread about it, and I just don't find it anymore.
It should be quite possible without active sensors.
Title: Re: Thread for my question
Post by: jocan2003 on May 08, 2010, 04:31:50 AM
active sensor or not i cannot.....
Title: Re: Thread for my question
Post by: IanD on May 11, 2010, 07:53:57 AM
Quote from: "jocan2003"
Missile could not find his target.... i tried by turning the active sensor on and same thing..... why my drone keep loosing track of the waypoint? The ship still have the waypoint as target, I’m in range of my fire control

I am using 5.14 and I too have a problem with drones losing target lock whether it’s a waypoint or ship with or without active search sensors and fire control. If there are no on board sensors the drone self-destructs. The only work around I found was to put a sensor in the drone when it would at least go to last known position. I assumed I was doing something wrong, still might be  :D

Regards
Title: Re: Thread for my question
Post by: jocan2003 on May 11, 2010, 05:45:55 PM
I did realised that if you close the game with missile in flight and restart it THEY WILL loose target no matter what, but drone and waypoint... come on... there is something weird...
Title: Re: Thread for my question
Post by: sloanjh on May 12, 2010, 12:48:45 AM
Quote from: "jocan2003"
I did realised that if you close the game with missile in flight and restart it THEY WILL loose target no matter what,

This should not be the case.  If it's happening, please log it as a bug in the Bugs thread.

John
Title: Re: Thread for my question
Post by: Steve Walmsley on May 12, 2010, 10:12:18 AM
Quote from: "jocan2003"
How can i fire a drone to a waypoint if the drone keep loosing track of the waypoint, the firecontrol keep it tracked tho......
Fire controls can be used to fire drones at waypoints that are a long way outside the range of the fire control. As long as the drone is still controlled by the fire control, it will arrive at the waypoint.

Steve
Title: Re: Thread for my question
Post by: jocan2003 on May 13, 2010, 01:00:55 AM
About the missile loosing track if they are in flight while you close the game its because on my side when i load the game the contact doesnt appear untill i spend 5sec, pretty messy if you close while your at point blank with carronade as the 5 sec is what can make a decisive strike but right now i dont really mind.

Thanks steve by having you answer my newbiness it show how devote you are to your community and i will try again but im sure i tried lot of ways none worked, ill make a Missile testing PDC and try again. [spoiler:1fyytyn2]After i clear these *Spoiler* you know what it is if you played long enough or been unlucky eh..... these guys have HUGE shield, torpedoes... and the torp are 80k fast come on... already have 9 destroyer down, 2 20k cruiser down and no more fighter... and they are only 9...... But only 2 remain![/spoiler:1fyytyn2]

Steve you made a great game like i like them, not much eye candy but goddamn lot of feature.
Title: Re: Thread for my question
Post by: sloanjh on May 13, 2010, 02:57:27 AM
Quote from: "jocan2003"
About the missile loosing track if they are in flight while you close the game its because on my side when i load the game the contact doesnt appear untill i spend 5sec, pretty messy if you close while your at point blank with carronade as the 5 sec is what can make a decisive strike but right now i dont really mind.

Thanks for the info.  Like I said, though, it shouldn't be happening and so should be logged in bugs.  The point is that whenever the game is waiting for user intput, the DB should have the entire state of the game (including contacts) in it - closing the game should have no effect.  The only way that what you described should happen is if the game crashed in the middle of an update, or if you close the game in the middle of an update (i.e. without waiting for it to finish).

John
Title: Re: Thread for my question
Post by: jocan2003 on May 13, 2010, 05:13:11 AM
I realised there is a file that create itself each time the game start and disapear when it close its basicly the same name exept it end with .ldb google say its for locking some value? or something like that?

Also i did retry with a fresh new game and cheated to get a test PDC running with size 30 launcher and a drone carrying geobuoy, as soon its pop out it blow up no matter what, it just dont lock on waypoint, the firecontrol are set everything work the buoy goes out but 10 second after it pop.....

If you want my database tell me, i got it locked somewhere.
Title: Re: Thread for my question
Post by: jocan2003 on May 13, 2010, 05:18:21 AM
(http://i124.photobucket.com/albums/p29/jocan2003/Misc/Aurora/info2.jpg)
(http://i124.photobucket.com/albums/p29/jocan2003/Misc/Aurora/Info.jpg)
Title: Re: Thread for my question
Post by: Beersatron on May 13, 2010, 07:36:27 AM
What happens if instead of hitting 'Fire' on the combat screen you use 'Launch Missile at..' on the fleet order screen?

Probably best to test it using a TG that has just one ship, assign the launcher to use the drone as in your screenshot but dont give it a target.
Title: Re: Thread for my question
Post by: jocan2003 on May 13, 2010, 03:32:14 PM
Launch at will make the ship move to the position and once there lunch missile pretty.... well usefull for orbital bomb nothing more.
Title: Re: Thread for my question
Post by: jocan2003 on May 13, 2010, 04:24:58 PM
Another question not sure if it has been suggested but in shipyard when come time to repair ship, would it be possible that the repair section in the dropdown list dont show the class of ship but all ship in the planet orbit who need repair instead?
Title: Re: Thread for my question
Post by: Erik L on May 13, 2010, 06:39:17 PM
The LDB file is to prevent multiple users from making changes to the same tables/rows in Access.
Title: Re: Thread for my question
Post by: jocan2003 on May 15, 2010, 01:35:42 PM
a question reguarding anti-missile Missile defense,

There is something i dont quite understand, if i make a ship with 12 Size 1 missile launcher, and 3 missile control for them, they will be grouped as 4/1 ration.

Then i have 3 salvo of 8 missile coming toward me, what would be the best AM/M ratio? does the 4v1 pd ration mean 4 missile will be launch at a single missile or a single salvo?

Should i set it to 1v1 pd ratio so i can target more missile in same time?

3x8 missile is a total of 24 missile in flight coming toward me, i have 12 launcher wouldnt it be better to set it to 1v1? so 2 salvo of AM will target the whole 24 missile? or will my ship launch a single missile for the whole salvo?
Title: Re: Thread for my question
Post by: Hawkeye on May 15, 2010, 02:32:47 PM
Whatever you set it, it is 1, 2, 3 or 4 vs. each enemy missile, not salvo.
Standard settings seem to be 2 or 3 vs. 1 until you know more about the enemy. If, for example, you have a tech advantage, your AMMs should have an easy time intercepting the enemies ASMs, so a 1 vs. 1 setting might be in order to not waste a lot of AMMs.
If it´s the other way around, you will probably have to go to 4 vs. 1 and still not be able to take out all of the enemy missiles.

Note: Look at the speed of the enemy missiles. Compare this to the intercept chances of your missiles and it will give you an idea as to what the correct setting might be.

I do belive, it´s a streight progression, i.e. if your missiles have a 200% chance to intercept a speed 10k missile, they will have a 100% chance to intercept a 20k missile and a 50% chance to intercept a 40k missile (I am not absolutely sure on this, so use this info at your own risk :)  )
Title: Re: Thread for my question
Post by: jocan2003 on May 15, 2010, 03:19:02 PM
Great so if my total AM-M salvo is under they total missile i better go 1v1 depending on their armor ratin so i dont have any chance at all at having 2 missile hitting the same ennemy missile and then waste on AM on their salvo, thanks it help me a lot
Title: Re: Thread for my question
Post by: jocan2003 on May 15, 2010, 03:33:10 PM
Another on, I know anti-missile intercet but will they CHase it if they miss?

I.E.: Ennemy missile speed 40k, Anti-Missile speed 50k, First interception half missile destroyed other missed, will the remaining AM turn back and chase them?
Title: Re: Thread for my question
Post by: Kurt on May 15, 2010, 07:52:44 PM
Quote from: "jocan2003"
Another on, I know anti-missile intercet but will they CHase it if they miss?

I.E.: Ennemy missile speed 40k, Anti-Missile speed 50k, First interception half missile destroyed other missed, will the remaining AM turn back and chase them?

No.  The missiles that "missed" are gone.  In "real" terms that means that the missiles caused damage by proximity explosions, and explode whether they are close enough to hit or not.  When they aren't close enough to cause damage, that is a miss.  

Kurt
Title: Re: Thread for my question
Post by: jocan2003 on May 15, 2010, 08:19:03 PM
Hmm ok thanks for the answer, also another question, what are the (A)(T) in the fleet screen next to my ship name? Im trying to understand but no luck
Title: Re: Thread for my question
Post by: Hawkeye on May 15, 2010, 10:54:24 PM
Quote from: "jocan2003"
Great so if my total AM-M salvo is under they total missile i better go 1v1 depending on their armor ratin so i dont have any chance at all at having 2 missile hitting the same ennemy missile and then waste on AM on their salvo, thanks it help me a lot

Well, it depends on how much time you have to impact, because your AMM-launcher will keep firing until you have 2, 3 or 4 AMMs in flight for every enemy missile, depending on what your setting is.
It is quite normal for at least some of your AMM-launcher to fire more or less constantly. This makes a good range res-1 active sensor (around 1 m km minimum for lower tech) and a similar range for your AMM-firecontrol so important
Title: Re: Thread for my question
Post by: Hawkeye on May 15, 2010, 10:58:07 PM
Quote from: "jocan2003"
Hmm ok thanks for the answer, also another question, what are the (A)(T) in the fleet screen next to my ship name? Im trying to understand but no luck

(A) means the ship has its active sensors, well, active
(T) I havent seen yet. Guessing, I´d say perhaps an active tractor beam link (as I haven´t used them so far)?
Title: Re: Thread for my question
Post by: jocan2003 on May 16, 2010, 12:49:31 AM
Active sound good but as for T for tractor i dont think because in the fleet they mostly all have it, thanks for information
Title: Re: Thread for my question
Post by: sloanjh on May 16, 2010, 04:14:29 AM
Quote from: "Hawkeye"
Quote from: "jocan2003"
Hmm ok thanks for the answer, also another question, what are the (A)(T) in the fleet screen next to my ship name? Im trying to understand but no luck

(A) means the ship has its active sensors, well, active
(T) I havent seen yet. Guessing, I´d say perhaps an active tractor beam link (as I haven´t used them so far)?

(T) means the transponder is on.  This is generally not a good idea when you're engaging the enemy, as it's the equivalent of holding a big bright torch over your head in a night battle :-)

John
Title: Re: Thread for my question
Post by: jocan2003 on May 16, 2010, 10:29:45 AM
Ahh great for the information, soon i believe i will register on the wiki and update some details like that :D ( Love LP point haha )
Title: Re: Thread for my question
Post by: jocan2003 on May 18, 2010, 11:14:22 PM
How can i follow the ennemy integrity status? I mean the ennemy in fighting now but i dont want to overkill him and i dont know how to tell if my salvo remoevd 50% of his strengh or if i breached the armor or whatever else, im i stuck with Inteligence reports in the event and then use my guestimator-3000/S50/R500 ?
Title: Re: Thread for my question
Post by: Hawkeye on May 19, 2010, 10:33:58 AM
Quote from: "jocan2003"
How can i follow the ennemy integrity status? I mean the ennemy in fighting now but i dont want to overkill him and i dont know how to tell if my salvo remoevd 50% of his strengh or if i breached the armor or whatever else, im i stuck with Inteligence reports in the event and then use my guestimator-3000/S50/R500 ?

When you breach the enemies armor, the event log should show something like "Ship XXX receives XX point of damage" "Ship XXX is streaming atmosphere"
When the enemy slows down after being hit by your weapons, you can be pretty sure, you have taken out some engines, and when on the damage summary (last couple of lines in the event log) says something like "secondary explosion" you have taken out a power plant or magazine or somthing.

But other than that, yep, you´re stuck ;)
Title: Re: Thread for my question
Post by: jocan2003 on May 19, 2010, 02:31:03 PM
Thats what i tought but it doesnt always have secondary explorion for reactor or stuff like that, also what would be awesome is the ability to focus on some subsystem like engine ( but only for fighter to give them something usefull right now they are mobile inacurate PD defense or mobile missile launcher platform )

Anyway thanks! for the information.
Title: Re: Thread for my question
Post by: jocan2003 on May 19, 2010, 07:58:34 PM
I got an idea not sure if Steve would be interested or if it has been suggested, but here it is. It is mainly to help smaller ship in some ways. Fighter, we all know unless you place box launcher they serve no purpose and putting small gauss weapon reduce the accuracy soooo much they are pretty useless. Here is my idea.

Accuravy bonus/malus in relation of ship size.

A 200ton fighter with gauss would have maybe a 15% hit chance per cannon i tought about that, against other ship of bigguer size they get a bonus proportinal to the size difference or maybe some other maths.

Because serious.... even i am a really smegty thrower, hitting something my size arent that easy for me, but to hit a building i dont need to aim very much pretty much the same for fighter well in my view.

Also fighter are manned shouldnt we take human reaction toward ennemy fire so fighter *engage defensive maneuver(RP wise)* i believe they are aware when they are being targeted so they could get a 10-20% speed loss for a 30-40 defense bonus ( the other ship fire at them get a 30-40% malus to hit fighters since there is a lot of them moving in all direction hard to get a lock on, on missile it isnt hard they fly straight for them but fighter come on... fighter pilot WOULD do some evasion to preserve there life and not move straight forward non-stop even pilot out of the blue dont go straight-in )

This way fighter-gunboat get a decent accuracy and some defense while bigguer ship will have harder time focusing on these small boat. Small boat are already weak defense wise... how about giving them at least some love....
Title: Re: Thread for my question
Post by: Andrew on May 20, 2010, 05:19:05 AM
I do not see any reason why a fighter should be treated any differently than a larger ship. They are the same thing , it is not like a Navy Destroyer and an F-18 today it is like a missile boat and a destroyer both are the same sort of thing and yes the missile boat is inferior to the destroyer in every way except being faster and a smaller object to detect on sensors.
I am entirely happy that gun armed fighters are pretty much useless , that fits my common sense observation. For gunboats you can build beam armed gun boats , I have fitted 25cm lasers to them, I expect such ships to be of little value but they can be built and can do real damag with beam weapons.

If you want steve to consider this I suggest adding it to the suggestions thread , I don't think he will for the reasons above but it is something he may consider.
Title: Re: Thread for my question
Post by: Steve Walmsley on May 20, 2010, 03:35:31 PM
One of the key points for me in the design of Aurora is that everything follows the same rules and limitations. Fighters in space games are just small ships. Unlike fighters on Earth which operate within a different medium than ships (air vs water), everything in space is operating within the same medium so they have to follow the same physical laws to maintain internal consistency within the game system. I know some games feature fighters with exceptionally powerful weapons for their size but that begs the question of why ships don't just mount a hundred fighter weapons :)

Steve
Title: Re: Thread for my question
Post by: jocan2003 on May 20, 2010, 08:34:34 PM
Hmm oh well, glad at least i know your point of view :)
Title: Re: Thread for my question
Post by: ZimRathbone on May 21, 2010, 07:06:42 AM
Quote from: "jocan2003"
Another on, I know anti-missile intercet but will they CHase it if they miss?

I.E.: Ennemy missile speed 40k, Anti-Missile speed 50k, First interception half missile destroyed other missed, will the remaining AM turn back and chase them?

What CAN happen if the AMMs are slower than the Enemy missiles is that the AMMs can get very close to the Enemy missiles at the end of 1 turn, and on the next turn the enemy missiles (which will move first as they are faster) move far enough past the AMMs that the AMMs cant catch up in their movement phase, and will then chase them back to the Enemy Missiles target (but will of course never catch them). All you can do in this case is drop the targeting for the AMMs
Title: Re: Thread for my question
Post by: jocan2003 on May 21, 2010, 02:26:43 PM
Does giving ship to other race increase diplomatic relation?
Title: Re: Thread for my question
Post by: Beersatron on May 21, 2010, 02:54:41 PM
Quote from: "jocan2003"
Does giving ship to other race increase diplomatic relation?

From what I understand from Steve's thread on Diplomacy (http://aurora.pentarch.org/viewtopic.php?f=1&t=1613), no.
Title: Re: Thread for my question
Post by: jocan2003 on May 21, 2010, 04:58:50 PM
Hmm its me or i never encounter a single ruins? Does the ruins get discovered by geosurvey ship? or do i have to send a xenologist team to each planet with a decent colony cost?

Because right now im clueless.....
Title: Re: Thread for my question
Post by: Brian Neumann on May 21, 2010, 05:03:25 PM
Quote from: "jocan2003"
Hmm its me or i never encounter a single ruins? Does the ruins get discovered by geosurvey ship? or do i have to send a xenologist team to each planet with a decent colony cost?

Because right now im clueless.....
A geo survey will find them for you.  Normally they will only be on planets, and the chance is not that high for each planet.

Brian
Title: Re: Thread for my question
Post by: jocan2003 on May 21, 2010, 05:20:56 PM
Well since my start of playing i never found one... the only one i found were added via SM.... been 3 week im playing nearly 40+Hour and well... either im very very very unlucky or i dont know.. my goe s are dumb to not see anything else than mineral.

Also i did run into precursor a few time....
Title: Re: Thread for my question
Post by: jocan2003 on May 21, 2010, 06:32:21 PM
Another question i dont know if it has been suggested before, but what about adding some geometry tools for the system map to draw on it? this way we could calculate with efficacity interception course and flanking maneuver with accuracy pretty much like the silent hunter series, these tool were very usefull to me.
Title: Re: Thread for my question
Post by: jocan2003 on May 21, 2010, 06:33:40 PM
Or even a gruid overlay you can set the distance between each line
Title: Re: Thread for my question
Post by: jocan2003 on May 23, 2010, 01:02:27 AM
YAHIBSB Yet another has it been suggested before relate post.

Basibly adding the date at wich the racial technology has been complete ( research wise ) in the technology window. Would make it even easier to manage all these sensor missile launcher etc.
Title: Re: Thread for my question
Post by: sloanjh on May 23, 2010, 03:30:28 AM
Quote from: "jocan2003"
YAHIBSB Yet another has it been suggested before relate post.

Basibly adding the date at wich the racial technology has been complete ( research wise ) in the technology window. Would make it even easier to manage all these sensor missile launcher etc.

Not to my knowledge.  Go ahead and suggest. :-)

John