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Messages - TMaekler

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1
C# Aurora / Re: danger ratings for systems
« on: Today at 03:31:28 PM »
Agree that governments have restricted civilian traffic. However, in this case that could be abused to exactly direct civilian traffic to a desired destination bu placing every other route out of bounds. If you can come up with a mechanic to implement your suggestion on an emergency basis without the potential for full-scale abuse, then I will add something on those lines.

Maybe limiting a race to 100 "Danger Points" (or whatever number fits) which the government can use to put on systems. If you want to add DPs to a system and have already spend all 100 you have to decrease them from those systems to use in the new one.

2
C# Aurora / Re: C# Aurora v0.x Suggestions
« on: Today at 03:21:08 PM »
Automatic Naming Patterns for Ships. Is it possible to add a function that enables to define the pattern of auto-naming fighters?

3
C# Aurora / Re: C# Aurora v0.x Suggestions
« on: Today at 12:24:32 AM »
Initiate Unrest:

For roleplaying reasons it might be nice if the SpaceMaster could initiate (and end) events of unrest on a certain colony.
Example: I conquered an alien race with three planets in one system and decided to relocate all of them to one colony (to repopulate the one I am emptying with my own pop). Doing that in real life would cause some kind of protests - so to simulate this in game it would be nice if the spacemaster can set flags so that the political and economical modifiers would increase.

4
C# Aurora / Re: C# Aurora v0.x Suggestions
« on: Yesterday at 06:28:45 AM »
Defining which events break up the time progression cycle

Copy of posting from here:
http://aurora2.pentarch.org/index.php?topic=9835

Would be nice if we could choose which actions stop a time progression cycle early and which don't. At least for some of them I cannot understand why they stop it early.

5
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 20, 2018, 06:32:05 AM »
Maybe it could be an extension of the jump gate technology rather then artificial lagrande points. Whatever background techno babble as reasoning is needed  ;D

6
C# Aurora / Transponders
« on: February 19, 2018, 10:30:02 AM »
Transponders are no longer... maybe reactivating them in C#? At least the mechanics of having a treaty and having to send out a transponder signal would be nice... faking an ID... maybe not or at quite a cost (or RP only).

7
Bureau of Ship Design / Re: Terran League - Naval Review 2120
« on: February 19, 2018, 09:42:24 AM »
Well...  ::)

8
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 19, 2018, 09:40:39 AM »
It's of limited utility, until you start talking about large binary systems with gas giants in orbit of each star, but oh boy are Lagrange jump points useful in that case.

Which opens the idea of a new technology which allows (at very high cost) to create artificial Lagrande points...  :o

9
C# Aurora / Defining which events break up the time progression cycle
« on: February 15, 2018, 07:41:54 AM »
Would be nice if we could choose which actions stop a time progression cycle early and which don't. At least for some of them I cannot understand why they stop it early.

10
C# Aurora / Re: Replacing Teams?
« on: February 15, 2018, 07:38:31 AM »
- All bodies under a certain size can be completely surveyed by a geosurvey ship. The size is up to Steve of course. Maybe, 400km or smaller?
- All larger bodies cannot be completely surveyed, because sensors are not magic and cannot completely penetrate the larger body.
Maybe using another tech line which increases sensor abilities. So you start with bodies <200km and get up to <2000km with proper research. Or whatever values Steve thinks would fit.

11
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 13, 2018, 09:57:32 AM »
I don't want to provide too much control over civilians as the main point is that they are independent and not additional player shipping.

There already is some kind of control because as long as one does not issue colonist or cargo orders those ships are more or less wasted (at least the colonist transporters). I mainly wanted to "officialize" this ;-).
What might be interesting would be if the civilian shipping "monitors" what is usually transported and builds their ships accordingly. So if you don't use the civilians for colonist transports and then suddenly do, it will be slow because they don't have the capacity but will build it. And then when you stop that, they we slowly scrap them and rebuild normal transporters - fitting to the actual demands... .

12
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 13, 2018, 09:42:21 AM »
I haven't tackled the inexperienced fleet penalties yet, so I will bear this in mind when I do. There are some complexities though. Not all orders involve direction and the ship should only stop anyway if you remove the existing order and give a new one. Some form of abandon current order and move to next might be an option (with a delay) but the issue is that the second order may not make sense unless the first is completed. Another option may be that the crew operates on its own initiative until it responds to an order (moving away or toward the enemy depending on morale). In general though Aurora ships all stop when completing their orders list as it would not make sense for them to continue in the same direction.

I see the problems that could arise. Continuing on is mainly important in battle. So maybe just a switch which sets a ship in battle mode (Red Alert) causes movement commands to continue when given a new movement command. Any other command and the ship stops (and possibly leaves Red Alert mode).

13
C# Aurora / Re: C# Aurora Changes Discussion
« on: February 12, 2018, 12:51:20 PM »
In C# Aurora civilian shipping can be disabled. I was wondering if there could be "levels" of disabling. I personally found the cargo function pretty useful but was annoyed by the civilians building fuel freighters and civilian transports. Options to choose what civilian shipping is allowed to do (maybe as a political instrument) would be an interesting addition.

14
Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 12, 2018, 12:43:27 PM »
Would it be possible for C# Aurora to change the movement mode when issuing new orders? ATM a ship stops where it is when giving a new order and then resumes moving when the order is executed. However this is very odd in a close combat or in real life where a ship would continue on its course and speed until the new order is executed. Would love to see that behaviour also in C# Aurora.

15
The Academy / Ranks of Staff Officers
« on: February 09, 2018, 12:48:43 AM »
How does the game define the Rank of the Staff Officers? Some of my command posts are R3, some are R4, but I can't figure out, why.
An additional question: the generated subpositions (Communications, Fighter Ops, etc.) are called M4 or M3 (not R4 or R3). What is the difference between R and M?

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