Author Topic: C# Aurora v0.x Suggestions  (Read 345107 times)

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Offline Hazard

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Re: C# Aurora v0.x Suggestions
« Reply #630 on: October 25, 2018, 04:19:42 AM »
With modern day computers the cost of designing a new ship is pretty much entirely just money and time. This is admittedly in no small part because there are massive databases with known materials and their behaviours that can be referred to when designing and simulating a new ship, obviating much of the need for prototypes and small scale tests that are later scrapped.

TN materials don't have this advantage, not early on, but as the knowledge of TN materials and their physics grows and develops this will become true of them as well. Because of this it might be more accurate to render the cost of retooling to nearly nothing except for some time and money but make research eat TN minerals. Of course, that would be a major shift in the game mechanics...
 

Offline El Pip

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Re: C# Aurora v0.x Suggestions
« Reply #631 on: October 25, 2018, 08:52:08 AM »
With modern day computers the cost of designing a new ship is pretty much entirely just money and time. This is admittedly in no small part because there are massive databases with known materials and their behaviours that can be referred to when designing and simulating a new ship, obviating much of the need for prototypes and small scale tests that are later scrapped.

TN materials don't have this advantage, not early on, but as the knowledge of TN materials and their physics grows and develops this will become true of them as well. Because of this it might be more accurate to render the cost of retooling to nearly nothing except for some time and money but make research eat TN minerals. Of course, that would be a major shift in the game mechanics...
You've already got the Shipyard Operations tech which makes re-tooling cheaper and faster, that does a decent job of covering the idea of learning about how to make ships out of TN material and building up such databases of parts and properties.

Having to either ship minerals out to R&D planets, or put automines next to them, sounds like additional micro without any real gameplay benefit. Not unless R&D sucked up huge amounts of minerals (comparable to shipbuilding say) and it was something else that might cause a resource crash.
 

Offline alex_brunius

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Re: C# Aurora v0.x Suggestions
« Reply #632 on: October 25, 2018, 10:36:13 AM »
With modern day computers the cost of designing a new ship is pretty much entirely just money and time. This is admittedly in no small part because there are massive databases with known materials and their behaviours that can be referred to when designing and simulating a new ship, obviating much of the need for prototypes and small scale tests that are later scrapped.

Retooling = Ordering and installation of tools needed to make high end ( military or aerospace grade ) products today is a huge part in the cost and time delays of anything you want to make that's larger than a cellphone...

Probably even bigger than it was in the old times when sub mm precision was not needed, and when your tools were not manufactured on the other side of the globe by some specialists...



If you want a more accurate or realistic cost of retooling and shipyard flexibility what you could do is the following:
- Each generic ship component gets a "re-usability" stat value which represents how much of previous ship designs can be reused.
- All player designed ship components have say 95% re-usability value ( As long as you re-use the same component retooling is super cheap )
- The cost of retooling from one ship design to the next then is calculated by using the ( 1 - [re-usability %] )

Example:
You swap from a ship using 250 ton of crew quarters that have a re-usability value of say 70%, to a new design that need 450 tons of crew quarters. Since you already have the tooling required to make 70% of what's needed you only need to pay for 30% of those 450 tons of crew quarters retooling impact. This is then applied for every component in the ship, until the final cost of retooling or a true average % is arrived at.
« Last Edit: October 25, 2018, 10:38:57 AM by alex_brunius »
 

Offline Conscript Gary

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Re: C# Aurora v0.x Suggestions
« Reply #633 on: October 25, 2018, 05:08:34 PM »
Suggestion: A new ground combat order for fighters called Combat Orbit Patrol (COP). When active, a fighter with that order is protected from naval combat and operates much like an STO unit- capable of firing its onboard weapons at ships in orbit, being detected as a separately-targetable category of unit, and being vulnerable to ground-based fire and bombardment.

This would both model typical sorties from ground-based craft that have the reach to touch ships in orbit, and bring back a way to have pseudo missile bases if you were to design a fighter with no engines and suitable weapons.
 

Offline MasonMac

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Re: C# Aurora v0.x Suggestions
« Reply #634 on: October 25, 2018, 05:20:06 PM »
This is more of just an RP thing, but i'd like a codex of all the individual ships that were build/destroyed with their history as well. Just to give a sort of "funeral" to ships that pioneered space travel.
 

Offline Ranged66

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Re: C# Aurora v0.x Suggestions
« Reply #635 on: October 26, 2018, 02:33:22 AM »
This is more of just an RP thing, but i'd like a codex of all the individual ships that were build/destroyed with their history as well. Just to give a sort of "funeral" to ships that pioneered space travel.

This would be pretty good. Maybe some kind of historical records too, listing how many kills it got, how many missiles it shot down. Systems explored, bodies surveyed, jump points found... Stats for ships would be pretty neat.
 

Offline Person012345

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Re: C# Aurora v0.x Suggestions
« Reply #636 on: October 26, 2018, 11:38:36 AM »
This is more of just an RP thing, but i'd like a codex of all the individual ships that were build/destroyed with their history as well. Just to give a sort of "funeral" to ships that pioneered space travel.

This would be pretty good. Maybe some kind of historical records too, listing how many kills it got, how many missiles it shot down. Systems explored, bodies surveyed, jump points found... Stats for ships would be pretty neat.

Just write it down as it happens.
 

Offline MasonMac

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Re: C# Aurora v0.x Suggestions
« Reply #637 on: October 26, 2018, 03:35:04 PM »
This is more of just an RP thing, but i'd like a codex of all the individual ships that were build/destroyed with their history as well. Just to give a sort of "funeral" to ships that pioneered space travel.

This would be pretty good. Maybe some kind of historical records too, listing how many kills it got, how many missiles it shot down. Systems explored, bodies surveyed, jump points found... Stats for ships would be pretty neat.

Just write it down as it happens.

It'd be more convenient to have all the information located in one window and auto logged for us.
 

Offline Rabid_Cog

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Re: C# Aurora v0.x Suggestions
« Reply #638 on: November 02, 2018, 03:40:45 AM »
Mineral accessability above 1.0, perhaps even with no limit. This can create worlds that are super valuable due to their extremely rich values in one or two minerals, despite not having any others. As opposed to at the moment, where the most valuable worlds are the ones with low accessability to a lot of minerals. Adds a bit to game dynamics I think. Encourages "outposts" that are non-self sustaining and makes the micromanagement worthwhile.

Some possible rules:
* Probability of accessability above 1.0 is lower the higher it is. Statistics is not my strongest suit, but I can try to find a nice distribution to use if you want.
* Accessability drops extra fast above 1.0. Perhaps with an extra modifier.
* Having more than 1 or max 2 minerals above 1.0 on a body should be near impossible.

Couple of potential options for implementing:
* Just change the current range from 0-1.0 to 0-2.0 but keep initial homewoorld generation to 0-1.0 (simplest)
* Change the distribution of accessability generation to something with a tail of lower probability.
* Randomly generate 0,1 or 2 "High access" minerals on a body and give them a random +0.5 to +1 accessability.

I actually like the first option.
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Offline MasonMac

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Re: C# Aurora v0.x Suggestions
« Reply #639 on: November 03, 2018, 05:57:05 PM »
Have riots occur at high unrest where you lose wealth and buildings are damaged.
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Suggestions
« Reply #640 on: November 03, 2018, 05:59:19 PM »
Have riots occur at high unrest where you lose wealth and buildings are damaged.

I'm actually considering having insurgents / rebels / partisans / freedom fighters (choose as need) appear at higher unrest levels. The fighting will cause collateral damage and they might even win and take over the population.
 
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Offline Barkhorn

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Re: C# Aurora v0.x Suggestions
« Reply #641 on: November 03, 2018, 06:03:01 PM »
If they win and take over a population, could you give them all the same abilities as any other NPR, like building ships, training ground troops, and building colonies?
 

Offline Profugo Barbatus

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Re: C# Aurora v0.x Suggestions
« Reply #642 on: November 03, 2018, 06:50:45 PM »
Have riots occur at high unrest where you lose wealth and buildings are damaged.

I'm actually considering having insurgents / rebels / partisans / freedom fighters (choose as need) appear at higher unrest levels. The fighting will cause collateral damage and they might even win and take over the population.

As long as we have some choice as to how this new empire behaves, I'd love this.

I could see it being Rebels becoming full NPR's, which would be fun for the one empire solo players. Or an option for them to become a sort of Shallow NPR, where they don't expand or colonize, but build ships and ground forces to attempt to hold their planets. A final option should be for them to become a player controlled empire, for when your going full multi-empire roleplay.
 

Offline QuakeIV

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Re: C# Aurora v0.x Suggestions
« Reply #643 on: November 03, 2018, 06:55:40 PM »
I personally think it would be best if the player had some way to take control of the rebels from a SM perspective, otherwise I think they should be a full NPR on the assumption that would be both the simplest and most logical solution.
 

Offline Steve Walmsley

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Re: C# Aurora v0.x Suggestions
« Reply #644 on: November 03, 2018, 06:56:28 PM »
If they win and take over a population, could you give them all the same abilities as any other NPR, like building ships, training ground troops, and building colonies?

This is not straightforward but might be possible - probably not in the first version though.