Author Topic: Re: Diary of the Romanov Imperium: Part 5  (Read 2848 times)

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Offline Kurt (OP)

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Re: Diary of the Romanov Imperium: Part 5
« on: October 18, 2007, 04:38:04 PM »
Quote from: "Steve Walmsley"
Code: [Select]
Slava class Destroyer    6000 tons     620 Crew     909 BP      TCS 120  TH 480  EM 240
4000 km/s     Armour 1     Shields 8-300     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 33
Replacement Parts 10    

Sorokin S8 Ion Drive (8)    Power 60    Efficiency 0.80    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 90.0 billion km   (260 days at full power)
Beta R300/15 Shields (5)   Total Fuel Cost  75 Litres per day

Twin 12cm Laser Turret (3x2)    Range 48,000km     TS: 12000 km/s     Power 8-8     RM 3    ROF 5    4 4 4 3
Bass Tilt Fire Control (1)    Max Range: 48,000 km   TS: 12800 km/s     79 58 38 17
Gas-Cooled Fast Reactor (3)     Total Power Output 27    Armour 0    Exp 5%

Strut Pair Missile Search Sensor (1)     GPS 18     Range 180k km    Resolution 0.3



Hmmm...this gives me an idea for a ship in my campaign.  I have been disappointed with one of my escort design's capabilities, but I really don't want to make it much larger.  In particular, the design has point defense capabilities, but no anti-ship punch.  By upgrading its lasers from 10 cm to 12 cm, which shouldn't take up too much space, I should be able to give it a much better dual-use AS/AM capability.  

BTW - I haven't had much time to do more than monitor the board lately, but I should have some time over the next week to work on my campaign.  I should be able to post at least one update this weekend.

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

Offline sloanjh

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« Reply #1 on: October 19, 2007, 12:03:06 AM »
Hi Steve,

  I forget - do you have accelerated research for tech upon which you've got sensor readings in Aurora?  The bit about researching Jump Theory after seeing Sokol vanish got me wondering.

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

Offline Steve Walmsley

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« Reply #2 on: October 19, 2007, 04:23:11 AM »
Quote from: "sloanjh"
Hi Steve,

  I forget - do you have accelerated research for tech upon which you've got sensor readings in Aurora?  The bit about researching Jump Theory after seeing Sokol vanish got me wondering.

No, that was just a bit of roleplaying. Perhaps something for the future though. At the moment if you have set up alien classes in tactical intelligence, then sensor readings automatically update details of that class with shield strength, speed, weapon details, active sensor details, etc as you learn more. It probably wouldn't be too hard to add code that converted that knowledge into research information. For example, if you detected a 15cm laser firing and you didn't have 15cm lasers then you would gain a bonus to research of that technology.

The easiest way to do it is to give research points to that technology. 15cm lasers in 4000 RP so the program could set up that tech with 2000 existing RP as if you have already researched half of it. In that way, you wouldn't have to try and remember what technical detail was gained as your sensors would do it automatically.

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

Offline Pete_Keller

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« Reply #3 on: October 19, 2007, 07:37:44 AM »
Quote from: "Steve Walmsley"
For example, if you detected a 15cm laser firing and you didn't have 15cm lasers then you would gain a bonus to research of that technology.

The easiest way to do it is to give research points to that technology. 15cm lasers in 4000 RP so the program could set up that tech with 2000 existing RP as if you have already researched half of it. In that way, you wouldn't have to try and remember what technical detail was gained as your sensors would do it automatically.

Steve


That sounds like a 2.5 job.     :lol:

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

Offline sloanjh

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« Reply #4 on: October 19, 2007, 09:55:01 AM »
Quote from: "Steve Walmsley"
The easiest way to do it is to give research points to that technology. 15cm lasers in 4000 RP so the program could set up that tech with 2000 existing RP as if you have already researched half of it. In that way, you wouldn't have to try and remember what technical detail was gained as your sensors would do it automatically.

That's along the lines of what I was thinking, although I was thinking in terms of a multiplier (e.g. % bonus).  I think I like your way (absolute points) better.  Wasn't there also a discussion about dissecting captured/bought equipment to get tech out of them?  I don't remember where it ended, but I would think sensor readings would be a less effective version of the same mechanism.

This reminds me of the battle from the Diaries where the Rigellians kept squashing bug corvettes that were trying to escape with tech data (capital missiles, IIRC).

Another thought for when you go there - might the intelligence officer for the fleet add a bonus to the amount of tech obtained?  I'm not sure how realistic this is, since I would think the data would be analyzed back at home.  Maybe one of the team types could add a bonus (cyber?).  Ooooh - maybe even have a "research" team that analyzes non-native tech/data - how's that for a tough decision - put a high-research officer in a team or save them to run a research planet?  If you made "research" a team type, however, I think I'd advocate making team assignments temporary (like an admiral's staff) - that way research officers could "train up" in the teams.

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

Offline Randy

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« Reply #5 on: October 19, 2007, 01:06:04 PM »
Quote
That sounds like a 2.5 job.  

Pete


And that sounds like someone is anxious...  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Randy »
 

Offline Erik L

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« Reply #6 on: October 19, 2007, 01:29:07 PM »
Quote from: "Randy"
Quote
That sounds like a 2.5 job.  

Pete

And that sounds like someone is anxious...  ;)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline RoguePhoenix

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« Reply #7 on: October 19, 2007, 08:50:40 PM »
Quote from: "Erik Luken"
Quote from: "Randy"
Quote
That sounds like a 2.5 job.  

Pete

And that sounds like someone is anxious...  ;)


Psst...

Hey Buddy...

Want some Aurora?  :P
« Last Edit: December 31, 1969, 06:00:00 PM by RoguePhoenix »
Abject Destruction: Because a bored engineer is the second most dangerous person in the world ... right behind a bored politician.

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Offline Pete_Keller

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« Reply #8 on: October 20, 2007, 08:53:12 AM »
Quote from: "RoguePhoenix"
Quote from: "Erik Luken"
Quote from: "Randy"
Quote
That sounds like a 2.5 job.  

Pete

And that sounds like someone is anxious...  ;)

Psst...

Hey Buddy...

Want some Aurora?  :P


Yah...... Got some 2 4?
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Steve Walmsley

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« Reply #9 on: October 20, 2007, 10:31:36 AM »
Quote from: "Pete_Keller"
That sounds like a 2.5 job.     :)

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

Offline Steve Walmsley

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« Reply #10 on: October 20, 2007, 10:58:17 AM »
Quote from: "sloanjh"
Quote from: "Steve Walmsley"
The easiest way to do it is to give research points to that technology. 15cm lasers in 4000 RP so the program could set up that tech with 2000 existing RP as if you have already researched half of it. In that way, you wouldn't have to try and remember what technical detail was gained as your sensors would do it automatically.
That's along the lines of what I was thinking, although I was thinking in terms of a multiplier (e.g. % bonus).  I think I like your way (absolute points) better.  Wasn't there also a discussion about dissecting captured/bought equipment to get tech out of them?  I don't remember where it ended, but I would think sensor readings would be a less effective version of the same mechanism.
At the moment there are two ways to get tech data. Firstly, if you salvage a wreck there is a chance you will learn how to build one of the components from the alien ship, such as an engine or a weapon. Here is the relevant section from my original post on the subject a few months ago.

When salvage is complete, you will get the minerals in your cargo hold and a 25% chance of new technology. That isn't as high as it seems because there are a few steps involved. It obviously has to be an alien wreck. Salvaging your own wrecks doesn't give you anything except minerals. If recoverable tech is found, it is selected from any one of the tech systems found on the alien vessel. This might be tech you already possess, such as engineering or fuel storage, in which case no tech will be found. Once you recover tech, for example a 15cm C4 Ultraviolet Laser, then the program keeps a record of that find and you won't be able to get the same tech from the same race twice. If a later salvage check turns up the same tech, then no tech will be found.

When you find technology, you will receive an event message and the tech will appear as available for research on the Ship Components view on the Research tab. If you dont want the tech because it is worse than your own, just select it and delete it. The tech will always be a ship system and never a background tech. Thus you might find a Fusion Torpedo Launcher with a range of 200,000 km, research the tech system and start adding that system to your ships. However, you will not be able to design your own fusion torpedo launchers if you don't have the background technology. You will only be able to copy the specific alien system.

This should give technologically outclassed races a chance to gain some of their opponents tech if they manage to recover some alien wreckage. Its also possible a third party might sneak in and salvage wrecks after a battle if neither of the combatants has salvaging units available. This might also open up the possibility of ambushing and destroying ostensibly neutral ships to try and learn something from their wreckage, if this can be done without alerting the owner of the ambushed ship.


The second method is to scrap an intact alien ship (perhaps one that you bought), there is a much better chance to learn the same thing. In this case it works as above but instead of a 25% chance you get three 33% chances. It would be relatively simple to add a third variant of the above method, using active sensor data, but with a much lower chance, perhaps 5%, and you could only scan a particular alien ship once.

However, none of those give background data, mainly because Aurora doesn't keep track of which background techs are used for each ship component (or missiles/fighters). To add the chance to learn background tech I would have to start tracking all the background techs that go into a component, which involves a lot of work but would probably be worthwhile for the potential gameplay benefits. If I set this up, then you could have a chance to learn a background tech based on component data you get from wrecks, scrapping or scans. It would certainly make active scans at the very least extremely unpolite and potentially a hostile act. I could also extend the chance of gaining data to active scans of missiles and fighters. I think this would have to be something for v2.5 though :)

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

Offline sloanjh

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« Reply #11 on: October 20, 2007, 11:15:58 AM »
Quote from: "Steve Walmsley"
However, none of those give background data, mainly because Aurora doesn't keep track of which background techs are used for each ship component (or missiles/fighters). To add the chance to learn background tech I would have to start tracking all the background techs that go into a component, which involves a lot of work but would probably be worthwhile for the potential gameplay benefits. If I set this up, then you could have a chance to learn a background tech based on component data you get from wrecks, scrapping or scans. It would certainly make active scans at the very least extremely unpolite and potentially a hostile act. I could also extend the chance of gaining data to active scans of missiles and fighters. I think this would have to be something for v2.5 though :-) ).
 
I was actually thinking in terms of passive scans giving the background tech data (e.g. "the laser had this emission spectrum in the electromagnetic bands and this thermal output") - maybe each sensor type and/or (power/range) level (and maybe even each time it's used) that sees it should add to the acquisition bonus, although the latter two are beginning to sound like too much coding work to be worth it.  I also think that salvage/scrapping (but not sensors) should still give you a bonus on the actual system, e.g. AK-47 was actually a German design IIRC.

Which reminds me, there should probably also be a mode where you can obtain tech when conquered/subjugated/whatever populations are incorporated into your empire.

Quote
High research officers could command the Russian Trawlers of the Aurora universe :-)

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

Offline Steve Walmsley

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« Reply #12 on: October 20, 2007, 12:03:18 PM »
Quote from: "sloanjh"
Which reminds me, there should probably also be a mode where you can obtain tech when conquered/subjugated/whatever populations are incorporated into your empire.

I had forgotten but that is already in the game. When you conquer a population there is a chance to learn some background techs. For each tech possessed by the conquered race (but not by the conqueror) there is a chance of learning that tech equal to (Pop in Millions / 5)

So a pop of 100m gives you a 20% chance to learn each tech. You will automatically learn all techs from a pop of 500m.

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

Offline sloanjh

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« Reply #13 on: October 20, 2007, 01:14:03 PM »
Quote from: "Steve Walmsley"
Quote from: "sloanjh"
Which reminds me, there should probably also be a mode where you can obtain tech when conquered/subjugated/whatever populations are incorporated into your empire.
I had forgotten but that is already in the game. When you conquer a population there is a chance to learn some background techs. For each tech possessed by the conquered race (but not by the conqueror) there is a chance of learning that tech equal to (Pop in Millions / 5)

So a pop of 100m gives you a 20% chance to learn each tech. You will automatically learn all techs from a pop of 500m.

Steve


Is this called the Sylar effect?  :-)

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

Offline Steve Walmsley

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« Reply #14 on: October 21, 2007, 05:18:21 AM »
Quote from: "sloanjh"
Is this called the Sylar effect?  :)

If you mean the bad guy from Heroes then that sounds about right, although the method used by the conquering armies will no doubt be a little more prosaic :).

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