Author Topic: 2.3 Suggestions  (Read 4640 times)

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Offline Randy

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« Reply #15 on: October 12, 2007, 03:34:24 PM »
Why not HTML encoding of the ship list? That would be real sweet  :wink:
« Last Edit: December 31, 1969, 06:00:00 PM by Randy »
 

Offline ShadoCat

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« Reply #16 on: October 12, 2007, 03:35:22 PM »
How about some way for the SM to add PDCs to the player's startup.

I ended up having to build a 100% mobile fleet in startup just to meet defense needs at startup.  I would have preferred to have the race start out with a mix.

In a previous version, the PDCs were part of a fleet but in 2.3 I can't add them in Fast OB.
« Last Edit: December 31, 1969, 06:00:00 PM by ShadoCat »
 

Offline Erik L (OP)

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« Reply #17 on: October 12, 2007, 03:36:04 PM »
Quote from: "ShadoCat"
How about some way for the SM to add PDCs to the player's startup.

I ended up having to build a 100% mobile fleet in startup just to meet defense needs at startup.  I would have preferred to have the race start out with a mix.

In a previous version, the PDCs were part of a fleet but in 2.3 I can't add them in Fast OB.


Yes you can. I create a Ground Forces TF and Fast OB them into that fleet
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Randy

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« Reply #18 on: October 12, 2007, 11:09:55 PM »
Ask for confrmation when changing the assigned task force for a task group.

It is _extremely_ frustrating to click the wrong check box and loose all that hard earned training...  :evil:
« Last Edit: December 31, 1969, 06:00:00 PM by Randy »
 

Offline Steve Walmsley

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« Reply #19 on: October 13, 2007, 07:50:41 AM »
Quote from: "ShadoCat"
How about some way for the SM to add PDCs to the player's startup.

I ended up having to build a 100% mobile fleet in startup just to meet defense needs at startup.  I would have preferred to have the race start out with a mix.

In a previous version, the PDCs were part of a fleet but in 2.3 I can't add them in Fast OB.

Not sure why you have a problem here. PDCs are just ships with some slightly different rules. I just use Fast OOB to add them to a fleet. Are you getting some type of error when you try to add them?

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

Offline Brian Neumann

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« Reply #20 on: October 13, 2007, 10:45:22 AM »
You might want to make Hydrogen gas have a colony multiplier of two like most of the other explosive gasses.  I just realized that when I terraformed the planet and added oxygen that the atmosphere was 61% hydrogen and 5% oxygen.  I think that is enough oxygen to make the hydrogen be a huge bomb just waiting for a small spark.

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

Offline ShadoCat

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« Reply #21 on: October 13, 2007, 08:13:19 PM »
Quote from: "Steve Walmsley"
Quote from: "ShadoCat"
How about some way for the SM to add PDCs to the player's startup.

I ended up having to build a 100% mobile fleet in startup just to meet defense needs at startup.  I would have preferred to have the race start out with a mix.

In a previous version, the PDCs were part of a fleet but in 2.3 I can't add them in Fast OB.
Not sure why you have a problem here. PDCs are just ships with some slightly different rules. I just use Fast OOB to add them to a fleet. Are you getting some type of error when you try to add them?

Steve


Yeah, you and Eric have it right.  

I suppose it helps to name the missile base something that you will recognize as you scroll through the classes.  I was hiding it with the name "missile base".
« Last Edit: December 31, 1969, 06:00:00 PM by ShadoCat »
 

Offline Brian Neumann

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« Reply #22 on: October 16, 2007, 08:44:30 PM »
Please make the engines at the higher tech levels be smaller.  They are to big to make a decent small ship.  A photonic drive is 40hs.  That is to big for a small ship, and at that size it is to big for a gunboat as well.  Even the preceding engines are to big for a gunboat as they are 20hs each.  Could you please make the engine size stay stable and not grow as the tech level increases.  You can still have the same power to weight ratio's and have a usefull increase in speed over time, but currently it is hard to build a high tech warship under 150hs.  One engine is almost a quarter of the total volume.  Take a look at the design below.  You will notice that it is not heavily armed at all.
Quote
Talron class Cruiser    7500 tons     779 Crew     9993 BP      TCS 150  TH 4000  EM 1350
26666 km/s     Armour 10     Shields 45-300     Sensors 75/0/0/0/0     Damage Control 0-0     PPV 44
Replacement Parts 10    

Photonic Drive EE0.1 AR-0 (1)    Power 4000    Efficiency 0.10    Signature 4000    Armour 0    Exp 5%
Fuel Capacity 80,000 Litres    Range 460.8 billion km   (200 days at full power)
Omega R300/15 Shields (3)   Total Fuel Cost  45 Litres per day

Twin R36/C6 Meson Cannon Turret (2x2)    Range 360,000km     TS: 80000 km/s     Power 12-12     RM 36    ROF 5        1 1 1 1 1 1 1 1 1 1
Neutron Torpedo R120 C16 (2)    Range 1,200,000km     TS: 26666 km/s     Power 30-16    ROF 10        12 12 12 12 12 12 12 12 12 12
Fire Control S08 700-40000 lr (1)    Max Range: 1,400,000 km   TS: 40000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S04 175-80000 pd (1)    Max Range: 350,000 km   TS: 80000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-0.75 AR-0 (1)     Total Power Output 60    Armour 0    Exp 1%

Thermal Sensor TH1-75 (1)     Sensitivity 75     Detect Signature 100: 7.5m km
Active Sensor MR1080-R0.3 (1)     GPS 108     Range 1.1m km    Resolution 0.3
Active Sensor MR18000-R10 (1)     GPS 1800     Range 18.0m km    Resolution 10

ECCM-10C (1)         ECM 100
As a note, the 10 points of armor is only using about 25hs of the total and makes this ship well protected against most secondary weapons that would be used as point defense untill you are at point blank range.

And here is a very bare boned freighter, please look at the speed and fuel economy.

Quote
Freighter class Freighter    5250 tons     320 Crew     2345 BP      TCS 105  TH 4000  EM 0
38095 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 0
Cargo 25000    Cargo Handling Multiplier 20    Replacement Parts 10    

Photonic Drive EE0.1 AR-0 (1)    Power 4000    Efficiency 0.10    Signature 4000    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 411.4 billion km   (125 days at full power)

This design is classed as a freighter for maintenance purposes


If I wanted to build a small, stealthy ship for the purpose of scouting, I can't do it under 100hs.  This is a little big for good stealth, especially the way you have revamped the active sensors.  A good stealth ship should be smaller so it won't show up on the lower resolution, longer range search radar that ships will mount.

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

Offline Steve Walmsley

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« Reply #23 on: October 17, 2007, 07:46:05 AM »
Quote from: "Brian"
Please make the engines at the higher tech levels be smaller.  They are to big to make a decent small ship.  A photonic drive is 40hs.  That is to big for a small ship, and at that size it is to big for a gunboat as well.  Even the preceding engines are to big for a gunboat as they are 20hs each.  Could you please make the engine size stay stable and not grow as the tech level increases.  You can still have the same power to weight ratio's and have a usefull increase in speed over time, but currently it is hard to build a high tech warship under 150hs.  One engine is almost a quarter of the total volume.  

Very good points. I have changed all engines to 5HS for v2.4

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

Offline Steve Walmsley

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« Reply #24 on: October 17, 2007, 07:48:54 AM »
Quote from: "Randy"
Ask for confrmation when changing the assigned task force for a task group.

It is _extremely_ frustrating to click the wrong check box and loose all that hard earned training...  :evil:

Added for v2.4

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

Offline Steve Walmsley

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« Reply #25 on: October 17, 2007, 07:49:30 AM »
Quote from: "Brian"
You might want to make Hydrogen gas have a colony multiplier of two like most of the other explosive gasses.  I just realized that when I terraformed the planet and added oxygen that the atmosphere was 61% hydrogen and 5% oxygen.  I think that is enough oxygen to make the hydrogen be a huge bomb just waiting for a small spark.

Added for v2.4

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

Offline Brian Neumann

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« Reply #26 on: October 17, 2007, 01:52:33 PM »
Thanks for the changes.

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

Offline Brian Neumann

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« Reply #27 on: October 27, 2007, 02:57:07 PM »
Some way to limit the duration of an order for ships.  Here is the scenario that I have in mind.  I have a squadron of ships assigned to a forward base near a politically sensitive system.  I want them to be able to train as a squadron and have the admiral and staff aboard the ships.  I also have the mainenance capability on the planet to keep them from running up time on their overhall clock, and to replace spares.  What I would like to be able to do is set up two orders, one for fleet exercises that last 3 months, and one for staying at the planet for 9 months.  Then hit the button that would cycle the two orders.  This way I can have a fleet keep training without constantly having to micromanage the time spent training and at rest while the spares are replaced and the overhaul clock is rolled back.  Currently I would set them to train, have to remember to order them to stop training after a few months, then order them to resume training, ect.  This can be a bit tedious to say the least.

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

Offline Erik L (OP)

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« Reply #28 on: October 29, 2007, 11:22:26 AM »
Some sort of confirmation if your industrial production order is for more than... 1000 or so...

(I added 20,000 PDCs. That button works great  ;)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Pete_Keller

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« Reply #29 on: October 30, 2007, 08:36:32 AM »
2 suggestions:

1) On the galactic map, color the "WP Survey not complete" circle and the "jump gates in place" line in "WP Orange" from the system map.  Which will help to reinforce the WP stuff is orange.  (You might want to define the color as a constant then just use the constant, that way if you change your mind, you only have to change 1 color instead of searching for all the places you use it).  This is a low-priority suggestion.

2) When a cybernetic team completes it's mission (there are no abandoned items left on the planet), fire an event off.  Also a low-priority suggestion.

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