Recent Posts

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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by chrislocke2000 on Today at 11:01:05 AM »
I'd point out the lower laser size limit is totally arbitrary at the moment.  I do however agree that something like that in particular souldn't be swappable for a fighter sized thing.

Also, the equalizer was a perfectly effective weapon (it let the thing destroy tanks for heck sakes), and the harrier was quite useful for the fact that it was very flexible, despite its overall low speed.  It performed fine in the Falklands war for instance.

I could see lasers as they are now not being particularly swappable for fighter sized things, but that doesn't mean hardpoints shouldn't be possible period.  It would be terrible if it was a system that only applied to fighter sized vessels arbitrarily, so lasers could easily just only be swappable for much larger vehicles.  And then fighters have reduced multi mission capability purely off of the fact they are so small.

I'd like to point out that  any change in minimum beam weapon size will be immediately picked up as PD weapon. There it likely has a larger impact than for beam fighters.
The entire hard point system seems overly complicated, all these things need to be separately produced, stored in magazines... We already have refits to make small modifications. We could add a refit module that allows very limited refits away from a population, assuming all required components are available, the refit is cheap enough.
That way you avoid all the additional overhead of hard points, and dealing with items outside armor, and what exactly can be placed there.

The only thing I would suggest is a fuel tank variant of a missile. Build it as a normal missile and equip it then have total fuel capacity added to your fighter for a way to vary range but trade off firepower. Just a shame that Aurora does not track used ordnance to deal with the changes in speed.
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C# Aurora / Re: Update on Progress
« Last post by chrislocke2000 on Today at 10:56:27 AM »
I'm looking forward to some of the AARs on the test campaigns although with the speed improvements you have I wonder if you will have much time between increments to actually write anything down!
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by chrislocke2000 on Today at 10:54:01 AM »
The discussion on training and order delays has had me thinking again about general crew readiness for combat. It's always bugged me that you can have a ship sit on a warp point for three years doing nothing and then suddenly be all guns blazing within the space of a five second increment. That level of readiness just seems odd to me.

I know its something as a player you can just RP by not firing straight away but I'd be interested in seeing some mechanic in the game to address this although accept that for the small number of times it would have an impact it may be a bit much. As to how that could work I was thinking about 2-3 states for the crew to be at that impact delays to initial but not subsequent orders such as:

- Normal Watch: CIWS no delays, beams short delays, missile batteries longer delay, fighter launch etc longest delay - no impact
- High Alert: As above but with no delays on wider range of actions and reduced delays on fighter launch etc - 2 times rate on deployment time
- Red Alert: Basically then just use normal command delays where applicable based on crew training etc - 5 times rate on deployment

So basically if you want to travel you are on normal alert, if you are worried you go to Amber and then its a decision as to when you go to Red Alert. It clearly makes jump point defence more of a logistical challenge and might make the investment in stealth ships more interesting if it means you have a better chance of catching an enemy out. Probably one for the AI to ignore though.
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Bureau of Ship Design / Re: Early fleet
« Last post by Iranon on Today at 09:51:25 AM »
Bit late anyway but...

I don't have an issue with an early beam fleet, in fact I think it's the way to go. It just requires a high focus on defence; I'd suggest some 10cm railguns to deal with enemy missiles. I'd also go for cost-efficiency over capability; sufficient speed to dictate tactical parameters just isn't in the cards.
Range is essential to avoid being kited in a beam fight, I'd probably focus on 15cm lasers (which come close to maxing out the FC range for balanced tech). Perhaps a few short-range missiles, either with 1 fire control per tube or to be launched within 5s of travel distance, as an equaliser before the beam fight starts.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Whitecold on Today at 09:24:35 AM »
I'd point out the lower laser size limit is totally arbitrary at the moment.  I do however agree that something like that in particular souldn't be swappable for a fighter sized thing.

Also, the equalizer was a perfectly effective weapon (it let the thing destroy tanks for heck sakes), and the harrier was quite useful for the fact that it was very flexible, despite its overall low speed.  It performed fine in the Falklands war for instance.

I could see lasers as they are now not being particularly swappable for fighter sized things, but that doesn't mean hardpoints shouldn't be possible period.  It would be terrible if it was a system that only applied to fighter sized vessels arbitrarily, so lasers could easily just only be swappable for much larger vehicles.  And then fighters have reduced multi mission capability purely off of the fact they are so small.

I'd like to point out that  any change in minimum beam weapon size will be immediately picked up as PD weapon. There it likely has a larger impact than for beam fighters.
The entire hard point system seems overly complicated, all these things need to be separately produced, stored in magazines... We already have refits to make small modifications. We could add a refit module that allows very limited refits away from a population, assuming all required components are available, the refit is cheap enough.
That way you avoid all the additional overhead of hard points, and dealing with items outside armor, and what exactly can be placed there.
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The Corporate Federation / Republic: Oct-Nov 2135
« Last post by Kurt on Today at 07:23:55 AM »
October 3, 2135: Consul Foster authorizes Operation Retribution.  The operation begins with the FFG Sacramento, which leaves orbit late in the day and heads towards the jump point to the Washington system.   Nineteen hours later the Sacramento jumped through to the Washington system and sent a message to the Listening Post in the inner system.  Three hours later the Sacramento jumped back to the Solar system and reported that the Washington system was clear of Dregluk ships.  Shortly thereafter, the Fleet departed orbit to join the Sacramento.  Once the Sacramento rejoined the fleet at the jump point, they then set out in pursuit of the Dregluk ships loitering around Saturn.  At this point the fleet consists of the BC Mars, two Jump Cruisers, four FFG’s, two defender class ships, and five missile boats of various types.  The Dregluk fleet consists of a Mammoth class BB, three Banshee class cruisers, three Fiend class cruisers, and four Raven and one Imp class destroyers.  Intelligence believes that all of these ships have expended their missiles, but, of course, no one can know that for sure.   As the fleet heads out-system, the Dregluk fleet turns inwards, towards the oncoming Human ships.  After a day the Dregluk ships turn away from the Human ships, apparently continuing their random maneuvers.  With the Defenders and the Jump Cruisers along the Fleet cannot catch the Dregluk.  After sixteen hours of chasing the Dregluk, Captain Wallace detaches the slower ships and the fleet is able to speed up to the top speed of the Mars, which is faster than the Dregluk ships, if barely. 

Ten hours after detaching the slower ships the Dregluk fleet turns back towards the oncoming human fleet.  Unfortunately, shortly thereafter the fleet once again turned away.  Eleven hours later, with both fleets beyond Saturn’s orbit, Captain Wallace detached the four FFG’s, the fastest ships in her fleet, to pursue the Dregluk.  Twenty-four hours later the FFG’s had closed to 350 mkm’s from the fleeing Dregluk ships.  Unfortunately, it will take the frigates seventy more hours to catch the Dregluk ships, and by then they will be low on fuel.  Captain Wallace orders the fleet to turn back and assemble on the jump point.  Operation Retribution is over. 

Several days later the fleet is reassembled on the jump point, and the Dregluk fleet heads back towards Saturn, presumably to resume its random maneuvering.  On October 16th, though, the Dregluk fleet passes Saturn and continues towards the jump point and the Fleet.  The Dregluk fleet approaches to approximately 480 mkm’s and then turns around and heads back out-system.  That pattern will be repeated numerous times over the next nine days. 

October 24, 2135: Admiral Law orders the fleet to return to Earth orbit. 

October 29, 2135: Four Demon class cruisers jump into the Solar System.  Three of the ships are the same ones that attacked in August, while one hasn’t been in the Solar System for some time.   At 1100 hours on the 30th the EDC’s offensive PDC’s launched thirty-nine Bludgeon II LRASM’s at the incoming cruiser force.  Shortly after the PDC’s launched, the Dregluk cruiser force turned away.  Approximately an hour later incoming missiles appeared on the EDC’s scanners.  The defensive PDC’s begin launching Aegis IV-m’s at 1234 on the 30th.  The new IV-m’s ran out shortly into the battle and the bases were forced to switch over to the older Aegis IV’s.   

The missile attack on Earth is stopped short by the Aegis missiles, and the new point defense meson bases don’t get a chance to go into action.  Two hours later the Bludgeon II’s approach their targets.  None of the cruisers are destroyed, but all are left streaming atmosphere and limping away.  The four cruisers withdraw and meet up with the BB that had been trolling around in the outer system, then jump out.  There are still six Dregluk cruisers and five destroyers in the group maneuvering in the outer system. 

November 4, 2135: A single Demon class cruiser jumps into the Solar system.  The PDC’s open fire at 275 mkm’s, the maximum range of the Bludgeon II’s.  Three hours later the missiles swat the Dregluk ship from space.  There are celebrations across Earth in response.  Once again there is no suggestion that the Dregluk in the life pods should be picked up. 

November 12, 2135: The Dregluk fleet, which had been maneuvering in the outer system for months, jumps out of the Solar System. 

November 30, 2135: Four Mammoth class BB’s transit into the Solar system. 
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The Corporate Federation / Re: Corporate Federation - Comments
« Last post by Kurt on Today at 07:22:27 AM »
Glad to see you're able to start building meson PDCs to start taking some of the pressure off your ordinance factories - even though they're too slow like you said enough quantity can substitute for quality.  Then the freed-up production can go towards more Bludgeons, heh heh heh...

How's the mineral situation?  Are you experiencing any bottlenecks, considering how much you've had to turtle on Earth and just churn out missiles and ordinance factories?

The mineral situation is okay for now, but long-term the Republic is going to be behind the curve in moving its mining facilities off of Earth before the final depletion of the resources there.  As for the mesons, there really isn't any excuse for not building them right away, except that I didn't really think that Earth was going to pull through, and just didn't think of it.  In game terms, the chaos of the bombardment has caused much confusion in the upper command staff of the Republic, leading to a nearly constantly changing strategy that is only now settling down and firming up. 

Kurt
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Dragon, do you play World of Warships?  Just curious since many of the ships ring familiar from the Japanese tech tree.  Or maybe you're just a history buff, lol.

Anyway, yeah.  Frightening stuff.  It is my sincere hope that my Federation never encounters an opponent this advanced, because if I do, I'm dead.

Thanks Cav. And no, I don't play World of Warships myself I only watch the Mighty Jingles ans I'm somewhat a history but but tbh the Japanese ww2 ship names come from Kantai Collection the anime and fanbase around it. I just like the idea of having the ships personalised. I always imagined it would work like Cortana lol
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C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on Today at 02:24:47 AM »
I thought i may have posted this.  but i can't find my post.  if you answered it I apologize. 

Steve: How much work do you have left to do? Do you have a percent done? Its hard to follow from the updates to get a feel for how much is left.  I know you are doing this for free and have a day job.  I apologize if you think I am pestering you.

Percent done isn't really a good guide because it implies a time equivalent. For example, the last few months I haven't made that much progress due to a number of factors (and I am currently away on business for three weeks). Also, even if I was 100% done coding, I need to play test campaigns and find bugs.

All the major areas are done except AI, which is turning out far more extensive than I initially planned. Also, because of the complexity added to AI I will be creating a wide variety of NPR play styles - such as the various WH40k races. I also still need to work on several smaller areas such as ground-space combat and a lot of the more minor windows. The next major phase is the first test campaign, which I keep thinking I am about to start before getting distracted by adding a new feature or extra AI code.

So, while I think I am about 90%, that is 90% of what I planned, not 90% of what I may eventually add :)

Anyway, in summary I doubt there will be a release in 2018, although I would be very disappointed if I wasn't well into one or more test campaigns this year.
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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by ExChairman on Today at 01:25:14 AM »
Time to invade the Enemies home system. 12 BB, 9 BC, 15 CA, 22 CL, 78 HDD and 17 DE... Prepare for battle!
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