Author Topic: 2.5 Suggestions  (Read 8855 times)

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Offline Steve Walmsley

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« Reply #30 on: February 16, 2008, 08:50:35 AM »
Quote from: "Erik Luken"
Inclusion of staff assignments. After the auto-assigning, I need to go refill a few staff assignments.

Staff assignments are now auto-assigned in v2.6. Task Force commanders are not auto-assigned because I think that requires a player decision in the same way as planetary governors

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Brian Neumann

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« Reply #31 on: February 17, 2008, 05:57:48 AM »
How about having an officer be able to do more than one job on a staff.  How many times has a short handed staff ended up with people wearing more than one hat at a time.  The drawback would be that all of the jobs they are doing would be done at a less effective level.  Ie for 2 hats their rating might be reduced by 10%, for 3 hats 25%, for 4 hats 50%.  This should keep people from wanting to do it frequently.  I am not even sure that you can get 4 different skills that would apply to a staff position the way the game is set up currently.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Brian Neumann

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« Reply #32 on: February 29, 2008, 05:08:02 PM »
How about improved magazines.  Each level gives an extra 50 spaces of missles and requires the matching improvement in cargo handling technology.  Make the reasearch cost be double the cost of the cargo handling and it is not something that will be reasearched execpt by races using missles a lot.  Only give 10 spaces for small magazines as there is not as much room to work with to get the better efficiencies.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Erik L (OP)

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« Reply #33 on: March 10, 2008, 08:25:10 PM »
Put the version number on the game select screen.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Steve Walmsley

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« Reply #34 on: March 11, 2008, 11:00:17 AM »
Quote from: "Erik Luken"
Put the version number on the game select screen.

Done.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #35 on: March 12, 2008, 08:58:29 AM »
I have added the option to show hostile active sensor ranges on the system map. If an active sensor is detected, EM sensors can already determine its strength and resolution. From that they can calculate the range of the sensor and display it on the map.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Randy

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« Reply #36 on: March 12, 2008, 10:05:09 AM »
Quote
I have added the option to show hostile active sensor ranges on the system map. If an active sensor is detected, EM sensors can already determine its strength and resolution. From that they can calculate the range of the sensor and display it on the map.


Which inevetibly leads to the thought of why not have a tech that alters the receiver efficiency of an active sensor? eg for power X, efficiency 1 = normal situation.

Go to efficiency level 2, detection range increased 10% for same power.

Thus both sensors would look the same  to EM sensors but the effective range would differ because the receiver for the second one can detect weaker signals...

   :-)
« Last Edit: December 31, 1969, 06:00:00 PM by Randy »
 

Offline Steve Walmsley

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« Reply #37 on: March 13, 2008, 07:30:15 AM »
Quote from: "Randy"
Quote
I have added the option to show hostile active sensor ranges on the system map. If an active sensor is detected, EM sensors can already determine its strength and resolution. From that they can calculate the range of the sensor and display it on the map.

Which inevetibly leads to the thought of why not have a tech that alters the receiver efficiency of an active sensor? eg for power X, efficiency 1 = normal situation.

Go to efficiency level 2, detection range increased 10% for same power.

Thus both sensors would look the same  to EM sensors but the effective range would differ because the receiver for the second one can detect weaker signals...

That's a very interesting idea. It would make active sensors and missile fire control systems more varied. The only drawback is that the Strength x Resolution range calculation is used in a lot of places now and I would have to find and modify every case. Leave that with me for a day or two to see how difficult it will be to make the change.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #38 on: March 13, 2008, 07:32:41 AM »
Currently you can hold shift and mouse-drag a line on the system map and the length of the line in kilometers will be displayed. In v2.6, the bearing in degrees from the start point of the line to the end point will also be displayed.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #39 on: March 13, 2008, 11:27:33 AM »
More of a play tip than a suggestion but I have noticed when using the new fighters that the map and the event log can become cluttered in combat. When thirty-six fighters lock on to a target and each one fires a missile salvo, you get thirty-six salvos on the map and thirty-six "fire control is locking on to SOL target" events every increment.

The first one I have fixed by letting the system map remove duplicate missile salvos and replace them with a (x3), (x4), etc. on a single message. You can still see the individual salvos if required by selecting the Show Salvo Launch Platform option.

The event log is actually easier to handle. Once the missiles are fired, you can tell the fighter fleet to stop firing and the fire control messages will not longer be shown. The missiles are still guided to their target. Alternatively you can switch off the fire control event on the Events window.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Erik L (OP)

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« Reply #40 on: March 14, 2008, 01:47:00 AM »
I suggest Steve release 2.6 ;)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Haegan2005

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« Reply #41 on: March 14, 2008, 07:06:59 AM »
Yep!

Quote from: "Erik Luken"
I suggest Steve release 2.6 ;)
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Steve Walmsley

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« Reply #42 on: March 16, 2008, 09:00:16 AM »
Quote from: "Erik Luken"
I suggest Steve release 2.6 :). On that basis, I'll probably leave the "wonders" for the next version.

Steve
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Offline James Patten

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Overhauls and refits
« Reply #43 on: March 18, 2008, 06:31:44 AM »
Wouldn't it make sense when refitting a ship to reset the overhaul clock?  After all, while shipyard crews in there replacing engines and upgrading systems and whatnot, they should also be replacing worn widgets.
« Last Edit: December 31, 1969, 06:00:00 PM by James Patten »
 

Offline Kurt

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« Reply #44 on: March 18, 2008, 11:25:16 AM »
Steve -

Two things, both related to ground bases.  First, is there a way to upgrade them?  If not, there really needs to be a way to do that.  I know this has been brought up before, but I think the only reason it hasn't been a bigger issue is because Aurora keeps changing so much that no one has had a particularly long campaign yet.  I know I can't resist upgrading to the latest version.  

Second, in the Twin Moons campaign a ground base on one of the home planets was destroyed in the Five Minute War, and it left wreckage that is now hanging in space, stationary in the orbit of the main planet.  I think that ground bases probably shouldn't leave wreckage, or that they should remain on the planet where the base was located.  

Kurt
« Last Edit: December 31, 1969, 06:00:00 PM by Kurt »