Aurora 4x

C# Aurora => C# Suggestions => Topic started by: Steve Walmsley on August 06, 2022, 05:01:36 AM

Title: Suggestions Thread for v2.0
Post by: Steve Walmsley on August 06, 2022, 05:01:36 AM
Please add suggestions in this thread for releases starting with v2.0
Title: Re: Suggestions Thread for v2.0
Post by: Kiero on August 06, 2022, 05:51:06 AM
I know that Aurora is heavily leaning toward a strategic/tactical game. But I would love to see some more diplomatic options.

Like with signed treaties:
Exp.
A request for a military presence with PPV as a measurement...
Ability to get mining rights on a specific body or establish a colony.
Demilitarised systems...
Ability to trade minerals with aliens (trading outposts as a source and destination of a trade route? located in an alien border system)

Hull Numbers - it would be useful if we could specify a starting hull number for a ship design. So all newly build ships would start from it.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 06, 2022, 07:27:08 AM
I would like to second the motion. A treaty system would be huge, not only for the obvious uses (treaties) but also because it would give some way for player/NPR relations to be more clear and have expectations - for example, being able to clarify where each race thinks their border should be instead of just hoping that the "suggest leave" messages don't escalate into a surprise attack.
Title: Re: Suggestions Thread for v2.0
Post by: King-Salomon on August 06, 2022, 10:03:56 AM
Research tab:

Option "Matching Scientists only" preselected
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on August 06, 2022, 06:53:43 PM
Bring back the "equalize fuel" order for fleets of tankers.  If all ships in a fleet have a fuel transfer system or fuel hub they should be able to move fuel around to equalize their tanks.  This order would take some time, calculated as how long it would take to transfer fuel from the ship with the highest surplus above equal to the one with the greatest deficit below equal.  It would normally be used when you join new (nearly empty) harvester/tankers to an existing fleet of harvester/tankers on station at a gas giant.  It could also be used when one harvester is generating fuel much faster than the others due to the presence of an officer with high mining skill.   
Title: Re: Suggestions Thread for v2.0
Post by: Marski on August 07, 2022, 07:40:38 AM
Please consider adding a game option to prevent combat in Sol for multi-NPR earth starts, which doesn't apply to non-sol NPR, to simulate treaties and to greatly extend the average lifespan of earth NPR factions.
Title: Re: Suggestions Thread for v2.0
Post by: somebody1212 on August 07, 2022, 09:12:04 AM
Couple of small requests:

Currently, if you set an explosion chance / explosion quantity on any component that does not normally have an explosion chance (e.g. a weapon or sensor) in FCT_ShipDesignComponents, it will not explode when hit (since this type of component would not normally explode in Aurora). It would be quite nice if this was implemented, though obviously not critical since this is not something that will ever occur in vanilla Aurora.

Secondly, currently there is a button for SM-repairing every damaged component on a ship, but no way of SM-repairing a specific component. There's been a couple of bugs I've encountered in the past (most notably damaged fire controls continuing to fire) where being able to SM-repair and SM-damage specific components would have been extremely useful for fixing the issue without needing to modify the database (in this case, SM-repair the fire control, manually order it to cease fire and unassign the weapons, then SM-damage the fire control again).
Title: Re: Suggestions Thread for v2.0
Post by: Zhukov on August 07, 2022, 06:57:34 PM
Research tab:

Allow 'sort by date completed' option to be default once selected.
Title: Re: Suggestions Thread for v2.0
Post by: Scnaeg on August 08, 2022, 03:07:52 AM
Standing orders for salvage fleets would be great. Like: If "Cargo bay full" then "Unload all minerals and ship components at colony"
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on August 08, 2022, 05:19:42 AM
I would love a second pass on the ground combat mechanics, especially an overview of air combat is certainly needed.

The one other thing I would like is some sort of combat width system so you can't engage with ALL of your forces against a much smaller force. This should also be based on colony type and the size of the civilian population. I also think that civilian infrastructure should be part of the ground combat more, defending in the cities and colonies of a planet needs to be harder to attack than if you defend the whole planet.

A small colonial moon with a few million population could still be very difficult to take if the defence is concentrated in the civilian population centres rather than the planet itself. So there should be a choice by the defender if they want to defend the colonies (populations centres) or strategically defend the planet. If the colonies are only defended then the attacker should be able to deploy their forces to the planet without much combat and it would become more of a siege than pure conflict.

Something along those lines... and the air warfare needs to be looked at... currently I just ignore that as it is wat too micro intensive and not worth the resources using.
Title: Re: Suggestions Thread for v2.0
Post by: Jeltz on August 08, 2022, 05:37:35 AM
Zoom+Pan in Galactic Map

-J-
Title: Re: Suggestions Thread for v2.0
Post by: Black on August 08, 2022, 09:13:46 AM
I am not sure if I should post this here or in the bug forum.

For Administrators, Ground Construction skill is above Colony Administration skill in Commanders window. Would it be possible to move it bellow it?

SJW: Added for v2.1
Title: Re: Suggestions Thread for v2.0
Post by: Iceranger on August 08, 2022, 09:31:54 AM
It is more of a QoL suggestion. Is it possible to make the tactical map center in the window properly when the window is resized? Right now it is always centered in a position as if the window is full screen even after resizing. This is extremely painful on ultrawide monitors...
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 08, 2022, 09:34:54 AM
Some sort of graphs and charts so that we can better track our gains and losses over time of various things, such as minerals and wealth.
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on August 08, 2022, 11:11:59 AM
Create (or allow stabilization of) LaGrange points for secondary stars in a system.  They are created for super-jovians automatically so should logically be created for dwarf stars as well. 
Title: Re: Suggestions Thread for v2.0
Post by: drakonbane on August 08, 2022, 02:14:03 PM
A naming theme for just the name without the number.  The Hull Numbers feature is a good enough substitute.

SJW: Added for v2.1
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on August 08, 2022, 03:32:22 PM
STO Targeting is pretty tedious when you have multiple types of STO on multiple planets etc.

I have a few suggestions. I doubt all will work together but the easiest set to implement is probably best. 

1: Order them by Planet, Type, Name     
      Right now it's very annoying to find exactly which ones in this list are your lasers and which gauss for example and determining which ones are on which planet makes this doubly so

1.1: Instead of ordering by planet have a drop down at the top where you can choose each body with STOs available and only STOs on that Body show in the list

2: Be able to select multiple STOs and change their fire mode at once with Ctrl and Shift

3: Be able to group STOs all of the same type at a body into groups where you can change the fire mode of them all at once

4: Make Point Defense STOs default to "final fire" Mode instead of target random ship
          A Lot of the Tedium is changing PD STOs to fire at missiles instead
 
5: A button to set All STOs to a fire mode
          A lot of the hassle of STOs is switching from firing at ships to firing at Missiles

6: Have 2 New Modes (or just 1) :   Final Fire Point Defense Then Target random ship (Prioritizes final fire PD then shoots at the Targeted Ship, Like Beam Fire controls already)
                                                    Target Random Ship Then Final Fire Point Defense (Similar but opposite to the other where ships are priority and missiles 2nd)
Title: Re: Suggestions Thread for v2.0
Post by: Destragon on August 08, 2022, 05:50:13 PM
Just had a small idea when playing around with the tactical map:
- When you have the "Selected Orbit" display option turned on, the orbit of the selected body could be a different colour from orbits of non-selected bodies, to make the selected body stand out more.
- When you click on a body that doesn't have a displayed name, for example you have turned off the names for asteroids, but you clicked on an asteroid on the map, the game could display the name of that body anyway. So you don't have to turn on the names for all bodies when you wanna know the name of a specific one. Also, this name could be coloured differently, like the orbit, to make it stand out more which body you have currently selected.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on August 08, 2022, 06:57:40 PM
 --- The ability to group STOs and ship bourne Fire Controls alike into "Fire Groups". You can currently already copy and paste FCS settings for from Fleet to Fleet and from a ship class to other classes in same Fleet, but this would allow a group of FCS systems to be assigned target priorities, firing conditions (like "Fire when shields are at X%", "Hold fire if target shields are down.", "Prioritize Ships with Beam Weaponry.", "Target FACs only.") & even set preferred engagement ranges... or a combination of three and/or more!

 --- A simple numerical priority for Ship weapons with regards to power as well as an ability to just... turn off weapons to save power.

 --- Armored Reactors, and hell... just the ability to Armor modules more in general. The Armoured Reactors would make the above suggestion more useful since you could divide up reactors a bit more and worry a little less about them exploding.

 --- Remove the restriction on Direct Support for Ground Formations. I'd like my big ass frakk you Artillery Divisions to attack the enemy when my big ass frakk you Armored Divisions attack, and I'd also like to not need to worry about the size of them in general. IRL, if someone of sufficient authority goes, "Hey, have that unit support that unit." they're not gonna say "No, sorry my unit is too big, and thusly the request is impossible to comply with." (Mostly I just find it annoying without really adding anything. YMMV :P )

 --- The ability to assign Ground Formations to Directly Support other Formations as Attack or Defense elements: Setting one to Direct Support (Attack) means it attacks when the formation it is assigned to does, and targets only the formation that was targeted by the formation it is supporting. Setting one to Direct Support (Defense) just means when said supported formation is attacked, this unit is also attacked and contributes to the defense.

 --- In that vein a Breakthrough Support stance would allow us to make formations that only came into play when an enemy achieves a breakthrough, but would otherwise be counted as Support Line for any other purpose.

 --- Likewise, allow Support and Rear units to actually attack back if a breakthrough occurs. It'd add some usefulness to "guard" units.

 --- Perhaps have "Avoid Combat" not affect Bombardment units in the Bombardment Phase if they are set to Support or Rear? Would make the above more useful since "Guard" units could be set w/o "Avoid Combat" and would count more. AA units in the AA Phase when in the Support or Rear stance should be included in that as well.

That's my 2 cents. Well done on 2.0 Steve! It's fuggin' awesome! ;D
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 08, 2022, 08:53:55 PM
This might be a bit beyond 2.x's capabilities, so maybe for 3.0? Unless it turns out significantly easier than I think LOL

The idea is in two parts...

First, I would like to see where you can designate the rank of the CO of a ship, and other potential positions on a ship (SCI, TAC, etc). If we could do this, we could extend the rank structure (if desired) to include lower ranks. Right now, they'd have nothing to do of course...

That's where idea #2 comes in. Misc Components currently are pure flavor. What if we could assign an officer with a minimum and maximum rank to them? With this in mind, we could create a component that's called Yeoman or Bosun, or any other common ship position in today's navy. These would be positions within the ship that allow officers to have an organic climb through the ranks. You can see their history of assignments and be all like "Oh! Yeoman Rand's the captain of a destroyer now! Nice!"
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 08, 2022, 09:48:31 PM
I would love a second pass on the ground combat mechanics, especially an overview of air combat is certainly needed.

Seconded.

Quote
The one other thing I would like is some sort of combat width system so you can't engage with ALL of your forces against a much smaller force.

I think a "combat width" system would have some problems, frankly a much smaller force should be surrounded and annihilated not allowed to hole up and take out the enemy peacemeal. It would create a metagame where heavy armor (either vehicle or IFN power armor) is dominant against anything lighter - if a formation of 12-armor tanks is limited to only fight up to 3x its size you can see the problem readily.

What I would like to see, though, is that formations which fire at each other have a good chance to (1) continue firing at each other in successive rounds and (2) fire back at each other defensively. This would not have a significant mechanical effect (at least on average, there would probably be a lot more variance though), but would be great for writing combat narratives if, say, the 153rd Regiment attacks an enemy tank formation at dawn and continues ambushing them throughout the day instead of randomly shooting at an enemy infantry platoon in the next increment.


Create (or allow stabilization of) LaGrange points for secondary stars in a system.  They are created for super-jovians automatically so should logically be created for dwarf stars as well.

I'm not sure this would have a lot of use, as the LPs in Aurora do not save any distance traveled to a distant body due to the 60-degree offset. LPs are most useful for traveling between the planetary systems of different components and sometime shortening the distance between JPs when the LPs line up fortuitously.
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on August 08, 2022, 11:32:14 PM
I have explored about 55 systems in my current 1.13 game and this would have been very useful on two out of five 4-star systems. 

System Managua

Primary G6-V

Star B K5-V  - orbits A at distance 282B km
Star C L5-VII - orbits B at distance 39B km
Star D L3-Vii - orbits A at distance 2.4B km

Star A has only one terrestrial world, not large enough to have a Lagrange point to stabilize.  But if Stars C and D had a Lagrange points I could use it to jump between A and B, saving 80% of the distance. 


System Canberra

Primary G8-V
Star B G9-V orbits A at distance 159B km
Star C L1-VII orbits A at distance 645M km
Star D T2-VII orbits B at distance 360M km

Jumping from A/D to B/C would turn 159B km into about 1B km, allowing access to the habitable worlds around B


And three more 4 star systems following the same pattern but without any planets orbiting stars B/C/D so no reason to jump there. 

System Haukon

Star B orbits the primary at 81B km
Star C orbits B at 2.6B km
Star D orbits A at 6.9B km

Again jumping from A/D to BC would drastically cut distances.  Although in this case there isn't anything to jump to (no planets, just comets) so no need to jump. 

System Kakrai is another 4 star system, same pattern but nothing orbiting B/C/D.

Star B orbits at 14.4B
Star C orbits B at 465M
Star D orbits A at 3.3B

System Ugroth is a 4 star system, same pattern but no planets orbiting B/C/D. 

Star B orbits at 12.9B
Star C orbits A at 525M
Star D orbits B at 413M
Title: Re: Suggestions Thread for v2.0
Post by: Scnaeg on August 09, 2022, 01:54:48 AM
Would it be possible to pause from automated turns in case of a "Geo Survey Complete" event? My geo troops usually play football instead of survey rocks just because I keep missing this event  ;D
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 09, 2022, 11:27:27 AM
Would it be possible to pause auto turns when deployment time exceeded triggers? Not every ship has standing orders based on deployment time. Some need to be manually sent back.
Title: Re: Suggestions Thread for v2.0
Post by: cdrtwohy on August 09, 2022, 02:23:59 PM
Can we get an Admin Command that uses the INT skill for ELINT type Craft? (I want to make an ONI)
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 09, 2022, 08:06:48 PM
Both flag bridge and sector governors are still not part of the automatic assignment system. Can we please get these added into it? :)
Title: Re: Suggestions Thread for v2.0
Post by: cdrtwohy on August 10, 2022, 05:27:24 AM
Both flag bridge and sector governors are still not part of the automatic assignment system. Can we please get these added into it? :)

I thought Flag bridges were included since all they do is increase the command level of the ship

but going off this Can Academies be included in the automatic assignment system? maybe add a flag for what type of academy it is?
Title: Re: Suggestions Thread for v2.0
Post by: GrandNord on August 10, 2022, 06:31:46 AM
 It would be nice if there was something to distinguish officers that retired from officers killed in combat in the retired/dead officer category.  Trying to find a specific Lt commander killed in action among 200 names to give him a posthumous medal and retain him is a bit much.

Also, maybe an additionnal medal condition for officers killed in combat would be nice. 
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 10, 2022, 08:58:33 AM
Both flag bridge and sector governors are still not part of the automatic assignment system. Can we please get these added into it? :)

I thought Flag bridges were included since all they do is increase the command level of the ship
Unfortunately, this isn't the case. Flag bridge adds a new position called flag officer. It remains unassigned even when there are plenty of unassigned people in the rank. Senior CO is what you are thinking of, which makes everything +1 rank.
Title: Re: Suggestions Thread for v2.0
Post by: cdrtwohy on August 10, 2022, 09:05:59 AM
Both flag bridge and sector governors are still not part of the automatic assignment system. Can we please get these added into it? :)

I thought Flag bridges were included since all they do is increase the command level of the ship
Unfortunately, this isn't the case. Flag bridge adds a new position called flag officer. It remains unassigned even when there are plenty of unassigned people in the rank. Senior CO is what you are thinking of, which makes everything +1 rank.

it does both I forgot about the Fleet Comander role that it also creates
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 10, 2022, 10:13:04 AM
Can we get Commander Health notifications separated into two different notifications?

1) Medical problems
2) Deaths

Medical problems that don't inspire retirement or cause death are not as critical as ones that do. I need to know when my officers have left my service, not so much when they're feeling poorly.
Title: Re: Suggestions Thread for v2.0
Post by: Marski on August 10, 2022, 10:23:31 AM
Shift+Click in ground force "Order of Battle" screen to select multiple units and move them.
Title: Re: Suggestions Thread for v2.0
Post by: Borealis4x on August 10, 2022, 10:47:05 AM
Damn, just like that its actually out.

I haven't dived deeply into it yet, but I see that the Biology tech is still the same. Does the genome stuff work now?

Anyways, I'm going to shill an old idea I had to make the Biology tree more relevant.

Simple Additions (I think...)

1. Triage Technology: Each level increases the amount of casualties returned to their units after battle and increases the chances of officers and crew escaping from ships alive. Also reduces the chances of officers being killed in accidents.

2. Healthcare Technology: Increases the lifespan of your leaders and reduces the chances they develop health issues.

3. Medical Technology: Increases the population growth rate.

More Complex Additions

4. Viral Agents: An alternative to using missiles or beam weapons to clear out an enemy planet. Viral Agents are launched from specialized bomb-bays requiring the ship to be in orbit of the target, causing no damage on their own but introducing a viral agent that will slowly (relative to bombardment) clear out the planet population and garrison without damaging the planet or infrastructure. Viral Agents are designed in the component designer and each agent needs to be custom made for each species you encounter, with the option to do so presenting after you conduct an autopsy. Using viral agents have a serious effect on you relations with any empires in contact with you or the target. Viral Agents would have two components; Viral Agent Potency, and Viral Agent Target (both researched in Biology).

5. More options to upgrade infantry genetic enchantments. It could be split into three different upgrades; Health, Stamina, and Reflexes. Health increases health, much like the existing enchantments do now. Stamina increases the shots they can take per turn (they don't have to rest as often). Reflexes increases the damage done per shot to reflect better accuracy.

I think adding at least the first three of these will greatly flesh out the biology tree and make it a more useful field worthy of investing in.
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 10, 2022, 10:56:11 AM
An option to suppress retirement and death notifications for unassigned personnel.
Title: Re: Suggestions Thread for v2.0
Post by: ArcWolf on August 10, 2022, 12:14:24 PM

1. Triage Technology: Each level increases the amount of casualties returned to their units after battle and increases the chances of officers and crew escaping from ships alive. Also reduces the chances of officers being killed in accidents.

I don't know if it is possible, since i think units are just "deleted" when they are killed, though it might be possible to add an extra "saving throw" if they are killed and if they pass that they are kept around.

Quote
2. Healthcare Technology: Increases the lifespan of your leaders and reduces the chances they develop health issues.

3. Medical Technology: Increases the population growth rate.


Sounds good, i'd like to see these.

Quote
More Complex Additions

4. Viral Agents: An alternative to using missiles or beam weapons to clear out an enemy planet. Viral Agents are launched from specialized bomb-bays requiring the ship to be in orbit of the target, causing no damage on their own but introducing a viral agent that will slowly (relative to bombardment) clear out the planet population and garrison without damaging the planet or infrastructure. Viral Agents are designed in the component designer and each agent needs to be custom made for each species you encounter, with the option to do so presenting after you conduct an autopsy. Using viral agents have a serious effect on you relations with any empires in contact with you or the target. Viral Agents would have two components; Viral Agent Potency, and Viral Agent Target (both researched in Biology).


While interesting, i think it's too much of an easy "I win" button. Why get involved in a long, protracted war when you can drop a couple hundred bombs and come back in 5 years with a colony fleet and get a fully developed planet practically for free.

Quote

5. More options to upgrade infantry genetic enchantments. It could be split into three different upgrades; Health, Stamina, and Reflexes. Health increases health, much like the existing enchantments do now. Stamina increases the shots they can take per turn (they don't have to rest as often). Reflexes increases the damage done per shot to reflect better accuracy.


I also like this idea, could be cool to have more upgrade paths.
Title: Re: Suggestions Thread for v2.0
Post by: Kashada on August 10, 2022, 12:39:27 PM
I would love a note pad function linked the system currently open in the system view, so I can leave notes about what I am doing in that system. I have no idea how much of an ask this would be though.

Title: Re: Suggestions Thread for v2.0
Post by: unkfester on August 10, 2022, 01:24:00 PM
I would love a note pad function linked the system currently open in the system view, so I can leave notes about what I am doing in that system. I have no idea how much of an ask this would be though.


that would be a good idea
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on August 10, 2022, 03:53:01 PM
I would love a second pass on the ground combat mechanics, especially an overview of air combat is certainly needed.

Seconded.

Quote
The one other thing I would like is some sort of combat width system so you can't engage with ALL of your forces against a much smaller force.

I think a "combat width" system would have some problems, frankly a much smaller force should be surrounded and annihilated not allowed to hole up and take out the enemy peacemeal. It would create a metagame where heavy armor (either vehicle or IFN power armor) is dominant against anything lighter - if a formation of 12-armor tanks is limited to only fight up to 3x its size you can see the problem readily.

What I would like to see, though, is that formations which fire at each other have a good chance to (1) continue firing at each other in successive rounds and (2) fire back at each other defensively. This would not have a significant mechanical effect (at least on average, there would probably be a lot more variance though), but would be great for writing combat narratives if, say, the 153rd Regiment attacks an enemy tank formation at dawn and continues ambushing them throughout the day instead of randomly shooting at an enemy infantry platoon in the next increment.


Create (or allow stabilization of) LaGrange points for secondary stars in a system.  They are created for super-jovians automatically so should logically be created for dwarf stars as well.

I'm not sure this would have a lot of use, as the LPs in Aurora do not save any distance traveled to a distant body due to the 60-degree offset. LPs are most useful for traveling between the planetary systems of different components and sometime shortening the distance between JPs when the LPs line up fortuitously.

I don't agree that it needs to be a problem, first of all it would be more realistic... it certainly is not realistic that 100.000 soldiers can engage 1000 at the same time. It just would mean that defending can delay a bit more... but it would also  be combined with the concept of defending the colony or the entire planet.

There would be a slight advantage to high quality troops and technology, but I would not call that an issue... just a change from how it is now. You also could tailor your shock forces, artillery would probably be more important as it would be granted special powers, such count for less size on their attacks etc... air combat (especially if fixed) would also have a bigger impact.

It means combat would become more realistic in its simulation, the current way it works is quite gamey and very unrealistic in it's simulation. It is WAY too easy to attack with overwhelming force than it should be, combat also could be more drawn out as a result thus increase the cost in supply and increase the chances for reinforcement arriving to a larger conflict. It also would produce more combat losses if the attacker has overwhelming force, which in turn is also realistic for the most part, especially if you don't bring plenty of artillery and air combat power to the fight.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on August 10, 2022, 04:09:10 PM
I would like a tech to improve the overhaul ratio.

Justification being that as technology improves so will fault monitoring/diagnosing, design and automation of maintenance systems.

So the OV ratio might improve like jump engine ratio or cloak ratio, 1:3,4,5,6,7,8,9,10.

Probably a logistics tech related to maintenance. Maybe it could be linked to maintenance levels like ELINT is related to EM sensors or propulsion is related to power tech.
Title: Re: Suggestions Thread for v2.0
Post by: Destragon on August 10, 2022, 05:16:29 PM
Since 2.0 made it so that outdated ship components are highlighted in orange:
In the Ground Forces screen in the Formation Templates tab, maybe unit designs that have been designed with an outdated racial armor/weapon value could also be highlighted orange? For example, you have a Rifleman unit that was designed when your armor/weapon values were 6/6, but your current tech is higher than that, so this unit would be displayed orange in that tab. Not sure about STOs though.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on August 10, 2022, 09:00:54 PM
 --- An 'Ecumenopolis' structure. Basically, it allows you to overcome the population limit imposed by a planet. Would slow growth in accordance with Population Density. Would require research for increased gains, namely a percentage over the maximum population that could be built, to stop people from just turbostacking asteroids. Wouldn't increase gravity.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 10, 2022, 09:19:16 PM
I think a "combat width" system would have some problems, frankly a much smaller force should be surrounded and annihilated not allowed to hole up and take out the enemy peacemeal. It would create a metagame where heavy armor (either vehicle or IFN power armor) is dominant against anything lighter - if a formation of 12-armor tanks is limited to only fight up to 3x its size you can see the problem readily.

I don't agree that it needs to be a problem, first of all it would be more realistic... it certainly is not realistic that 100.000 soldiers can engage 1000 at the same time. It just would mean that defending can delay a bit more... but it would also  be combined with the concept of defending the colony or the entire planet.

While maybe not realistic, I don't think making the 100,000 vs 1,000 matchup more fair is terribly important for good gameplay. It reminds me, for example, of playing multiplayer in old RTSs like Age of Empires where your opponent would hide his last villager in a map corner and force you to spend 30 minutes hunting him down to win the game. At some point, mechanically it makes sense to allow a bit of unrealism for the sake of wrapping up the battle.

Quote
There would be a slight advantage to high quality troops and technology, but I would not call that an issue... just a change from how it is now. You also could tailor your shock forces, artillery would probably be more important as it would be granted special powers, such count for less size on their attacks etc... air combat (especially if fixed) would also have a bigger impact.

The advantage would be more than slight. With unit costs being balanced as they are now, a 12-armor UHV formation which costs 12x as much as 1-armor infantry is expected to be roughly equivalent to 12 of those infantry formations of the same size, assuming some reasonable distribution of weapon types of course. So if the combat width is, for sake of example, 3x the targeted formation size, only three of those 1-armor infantry formations can engage the 12-armor UHV formation at once. While one might think at first glance that, okay fine, so we send 12 infantry regiments and they just take longer to fight to mutual destruction, but in fact due to the way combat works the UHV will be able to sit and tank the fire of far more than 12 infantry regiments with this mechanic (if you expect the first 3 INF regiments to do 25% damage to the UHV, in fact they will do more like 6% before being wiped out due to square law scaling of combat power with numbers). Therefore, you create a system by game mechanics alone which incentivizes heavy armor and/or HP upgrades as the exclusive optimal point by a huge degree.

While the current ground combat is imperfect and has a fairly obvious metagame (CAP spam), this is not enforced by the mechanics, rather by a combination of NPR army design being infantry-heavy and the values in the DB which are readily tweaked even if finding a good rebalance is not straightforward. I think this is strongly preferable to a state where the game mechanics force an optimal strategy.

It's always tricky to discuss "balance" in Aurora, but I think most can agree that we do not demand perfect metagame balance but simply that many options are viable and even if some are stronger than others on average there are interesting gameplay decisions to be made. Often the tactically-optimal solution is not the best in grand strategic terms for example. The implications of a size-based stacking width system would violate this concept of balance, IMO - and it is not so easy to find a better basis for stacking width, for example a cost basis heavily penalizes special forces types of units, which are IMO already a bit less than optimal on average and so are not in need of such a harsh nerf. Similarly, what factor should the combat width be? If we say, okay, let's avoid the armor problem by making it 12x size, then 120,000 soldiers can assault 10,000 with no hindrance, so have we really made any change to the game on a practical level?
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on August 11, 2022, 05:19:11 AM
I think a "combat width" system would have some problems, frankly a much smaller force should be surrounded and annihilated not allowed to hole up and take out the enemy peacemeal. It would create a metagame where heavy armor (either vehicle or IFN power armor) is dominant against anything lighter - if a formation of 12-armor tanks is limited to only fight up to 3x its size you can see the problem readily.

I don't agree that it needs to be a problem, first of all it would be more realistic... it certainly is not realistic that 100.000 soldiers can engage 1000 at the same time. It just would mean that defending can delay a bit more... but it would also  be combined with the concept of defending the colony or the entire planet.

While maybe not realistic, I don't think making the 100,000 vs 1,000 matchup more fair is terribly important for good gameplay. It reminds me, for example, of playing multiplayer in old RTSs like Age of Empires where your opponent would hide his last villager in a map corner and force you to spend 30 minutes hunting him down to win the game. At some point, mechanically it makes sense to allow a bit of unrealism for the sake of wrapping up the battle.

Quote
There would be a slight advantage to high quality troops and technology, but I would not call that an issue... just a change from how it is now. You also could tailor your shock forces, artillery would probably be more important as it would be granted special powers, such count for less size on their attacks etc... air combat (especially if fixed) would also have a bigger impact.

The advantage would be more than slight. With unit costs being balanced as they are now, a 12-armor UHV formation which costs 12x as much as 1-armor infantry is expected to be roughly equivalent to 12 of those infantry formations of the same size, assuming some reasonable distribution of weapon types of course. So if the combat width is, for sake of example, 3x the targeted formation size, only three of those 1-armor infantry formations can engage the 12-armor UHV formation at once. While one might think at first glance that, okay fine, so we send 12 infantry regiments and they just take longer to fight to mutual destruction, but in fact due to the way combat works the UHV will be able to sit and tank the fire of far more than 12 infantry regiments with this mechanic (if you expect the first 3 INF regiments to do 25% damage to the UHV, in fact they will do more like 6% before being wiped out due to square law scaling of combat power with numbers). Therefore, you create a system by game mechanics alone which incentivizes heavy armor and/or HP upgrades as the exclusive optimal point by a huge degree.

While the current ground combat is imperfect and has a fairly obvious metagame (CAP spam), this is not enforced by the mechanics, rather by a combination of NPR army design being infantry-heavy and the values in the DB which are readily tweaked even if finding a good rebalance is not straightforward. I think this is strongly preferable to a state where the game mechanics force an optimal strategy.

It's always tricky to discuss "balance" in Aurora, but I think most can agree that we do not demand perfect metagame balance but simply that many options are viable and even if some are stronger than others on average there are interesting gameplay decisions to be made. Often the tactically-optimal solution is not the best in grand strategic terms for example. The implications of a size-based stacking width system would violate this concept of balance, IMO - and it is not so easy to find a better basis for stacking width, for example a cost basis heavily penalizes special forces types of units, which are IMO already a bit less than optimal on average and so are not in need of such a harsh nerf. Similarly, what factor should the combat width be? If we say, okay, let's avoid the armor problem by making it 12x size, then 120,000 soldiers can assault 10,000 with no hindrance, so have we really made any change to the game on a practical level?

I think you miss the whole point of why you would like to have this... it would be to simulate the possibilities to hold territories for reinforcement to arrive, the fact that high quality become slightly better is not really that important... you still would want cheap forces to garrison planets as they are not suppose to "win".

Currently high quality troops is not really much worth it anyway... over time cheap troops is more effective as troop ships are not terribly expensive and will not cost you any maintenance once built. As you use commercial engines on them anyway they also will be very cheap to upgrade. I have done the numbers on this... thus making high quality troops have a niche role can be important. The attacker can tailor its forces to attack whatever enemy they are facing anyway, so this is a moot point.

This way there would be more choices in the type of troops you would like to deploy rather than the cheapest troops available.

When you play in a multi-faction environment you will learn that more cheaper troops is almost always better than quality troops, at least if you don't care about losses for winning. The only reason I still build high quality troops is role-play... more or less, to preserve soldier life, even if less efficient investment of time and resources.

The current way it works is just too simple to math, there is very little choice in actual troops types, anything bigger than medium vehicles is pretty much pointless, more or less... you might go heavy vehicles if you have technologic superiority. Genetic enhancement is also to some degree worth it if you are on par or better technology, mainly due to weapon layouts. Armoured infantry is not really worth it, most of the time, too expensive. Genetically enhance PWL infantry specifically suited for their environment can be very effective, especially if you have superiority in weapon tech, which is relatively common if you use plasma weapons, at least in my campaigns. It is very common in my campaigns that weapons tech is one or two level above armour tech for ground forces for this very reason, plasma weapons also is a very good early to mid game technology... which is where most of my campaigns tend to gravitate around.

Even investing in heavier armour for vehicles and statics is a luxury in most of my campaigns only relegated for the factions with lots of research capacity.

With the current rules, protecting planets with small number of garrisons is a role-play decision only, more or less... I would like for it to be more worth it mechanically also.

I also would not implement the combat width system in a linear scale... I would make it so that you can overwhelm a very small force more than a larger one... but I would tie this to if you defend the colony or the planet as well as the planets terrain etc... this would make combat more dynamic and harder to predict with math, I see that as a good thing not a bad one.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 11, 2022, 07:23:03 AM
snip

I think we must agree to disagree, the points have been presented and as always the decision rests with Steve. I think it is clear we play the same game very differently and that influences our respective ideas here. :)

Though I will say... I do not think it is bad if ground combat is mathematically predictable. For roleplay it might not be every player's ideal, enamored as we are with the idea of a small group of holdouts outlasting the siege until the cavalry arrives. However, strategically it is good to have a predictable outcome to decisions made t an extent, so that the player is rewarded for making decisions and the balance hangs on the decisions of both factions leading to the moment rather than balanced on mechanical edge cases. At the strategic scale ground combat is a game of numbers and technology with some influence of reasonable capability choices, frankly the mechanics are not tactical and I think that is fitting for Aurora.
Title: Re: Suggestions Thread for v2.0
Post by: Marski on August 11, 2022, 08:15:29 AM
Checkbox option for ground force templates that exempts them for officer assignments, to be used for dedicated supply templates.
Title: Re: Suggestions Thread for v2.0
Post by: Frank Jager on August 11, 2022, 08:19:03 AM
An entry box for fuel capacity to determine the range of a vessel with less than its full complement of fuel.

Useful to check carriers / tankers for their true deployment range accounting for a certain amount of fuel used in refuelling operations.

Probably tied to the minimum fuel box in the miscellanous tab of the ship design interface.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on August 11, 2022, 09:14:49 AM
Active refuelling order against a target fleet, without the need to join the target fleet.

So I can order a tanker to move and refuel a depot station and then move on to do something else.
Title: Re: Suggestions Thread for v2.0
Post by: Kiero on August 12, 2022, 01:10:40 AM
It's strongly connected with diplomacy.

Trade Hub component for stations.
Its location (system) might be a point of negotiation. It would require some kind of "deal" system.
When it's all done, normal trade traffic from the alien empire might come to it, also you can ask aliens for resources that you could "pick up" from a specific location (a new order would be required for that).
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on August 12, 2022, 01:24:18 AM
After testing the existing refuelling orders and getting confused (http://aurora2.pentarch.org/index.php?topic=11545.msg161191#msg161191) some more, I would like to suggest a minor change to the wording of an order to make it clearer how it works.

Instead of "Join & Refuel Target Fleet", it would be easier to understand if it read "Join To Refuel Target Fleet", indicating that the refuel process occurs after joining (as a result of the condition set for the tanker fleet's refuelling state by the order).

Likewise "Refuel from own Tankers" could be "Set to Refuel from own Tankers".

Perhaps similar could be done for the supply orders, i.e. change "Join &" to "Join To"

I know it seems trivial but its because the "Refuel From Stationary Tankers" order includes refuelling so order complete report means refuel is done, whereas the "Join &" orders do not include refuelling, which was very perplexing until the penny dropped about the true nature of the orders. Hope that makes sense.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on August 12, 2022, 05:08:23 AM
snip

I think we must agree to disagree, the points have been presented and as always the decision rests with Steve. I think it is clear we play the same game very differently and that influences our respective ideas here. :)

Though I will say... I do not think it is bad if ground combat is mathematically predictable. For roleplay it might not be every player's ideal, enamored as we are with the idea of a small group of holdouts outlasting the siege until the cavalry arrives. However, strategically it is good to have a predictable outcome to decisions made t an extent, so that the player is rewarded for making decisions and the balance hangs on the decisions of both factions leading to the moment rather than balanced on mechanical edge cases. At the strategic scale ground combat is a game of numbers and technology with some influence of reasonable capability choices, frankly the mechanics are not tactical and I think that is fitting for Aurora.

What I suggest have nothing to about being unpredictable or remotely tactical... it is more about actual strategic choice... the exact thing you are saying that we like to have. The current mechanic does not really give us that. There is pretty much only one good choice in how you assemble your forces. It is all about who can produce the most troops will always win with very few losses. What I suggest will always at least attrition the attacker to some degree and make reinforcement more likely in some scenarios. A base with power armoured marines could potentially hold out for a long time if the invader did not bring a sufficient force to deal with them. Instead of it all being done to mass of troops.

Defending anything with anything really armoured is a waste of resources from a pure math perspective. This is not interesting actual choices. Only role-play will make it into a choice.

So... in the end we want the same thing... I just want more strategic options to use with my forces. As the mechanic stands you either make the world a fortress or you don't bother and just counter invade if able. This is not as fun in my opinion...

In the new version you might want some garrison to defend against raiders, that is at least something. But you will quickly learn the amount of troops you will need for that and that is the amount of garrison you will use, as they will never stand against an invasion more than a couple a days or a week at most anyway.
Title: Re: Suggestions Thread for v2.0
Post by: Destragon on August 12, 2022, 06:53:53 AM
Just got another idea for the Formation Template tab of the Ground Forces window:
It would be nice if that tab either had the auto-assignment commander skill parameters that were also added to the Naval Command interface or alternatively, just some boxes that you can check like "police formation", which let the game know that you always want commanders with high occupation skill assigned to formations of this template.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on August 12, 2022, 11:37:02 AM
Could troop loading be changed such that the speed of loading for a fleet is the sum of the capabilities of the ships in the fleet? As far as I can tell, right now a fleet of ships with troop transports loads one unit into one ship, then the next unit in the next ship, i.e. all serially, when it really should be one unit at a time PER SHIP, i.e. ships can load troops in parallel, or at least the fleet loading speed should act as if that's what's happening. This would make boarding fighters a lot, lot less micro-intensive when you need your troops back on board asap.

If this is already happening, feel free to correct me, but I don't believe that's the case based on my tests.
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 12, 2022, 02:44:20 PM
Could we get an option to add X slipways? It'd be nice for those 1000 ton facilities designed to build FACs in bulk.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on August 12, 2022, 05:18:04 PM
Currently you can turn on/off display of planets, asteroids, moons, etc as well as their names and orbits on the tactical screen, but not comets/comet names for some reason. I would like to be able to declutter the display of Sol, which has a ton of comets.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 12, 2022, 07:31:23 PM
Defending anything with anything really armoured is a waste of resources from a pure math perspective.

I'm very curious how this is true from a pure math perspective. I do agree that armor is modestly less than optimal, but not on mathematical grounds as far as I know.

Cost of armored units scales linearly with armor, but the effectiveness of that armor scales quadratically until overmatch occurs. This works out on a theoretical basis to a perfect balance, because the effectiveness of numerical advantage is also quadratic, but the number of units one can field scales inversely with the cost - armor efficiency goes up as cost^2, numerical efficiency drops as 1/cost^2, and it all cancels out. The disadvantage of armor occurs on a practical basis due to overmatch mechanics (both for armored and unarmored units), but at this point you get into decision-based effects which cannot really be modeled - if the enemy fields more LAV/MAV, infantry are preferable, but too much infantry and the enemy is free to field CAP spam which is countered by armor. The true optimum is not mathematically trivial.

I will readily concede that none of this is relevant against NPRs, but against NPRs a wet mop is as good as a battle tank.


Currently you can turn on/off display of planets, asteroids, moons, etc as well as their names and orbits on the tactical screen, but not comets/comet names for some reason. I would like to be able to declutter the display of Sol, which has a ton of comets.

Yes please.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on August 12, 2022, 11:23:03 PM
Can we get Commander Health notifications separated into two different notifications?

1) Medical problems
2) Deaths

Medical problems that don't inspire retirement or cause death are not as critical as ones that do. I need to know when my officers have left my service, not so much when they're feeling poorly.

This! Even better would be to make retirements separate between "Was filling a role and retired" vs "Was on the roster but not currently assigned", because as stated above I only really care if it left a role open.

On a related note, would it be possible to have a monthly and an annual summary of vacant positions? That way you could suppress the monthly if you don't care to review it that often. And you could safely suppress all of the medical and death messages, since you would find out fairly soon (within a month or a year) that the position was open, or sooner if they were actively researching something, since you'd get an Open Labs message.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 13, 2022, 10:39:54 AM
Can we get Commander Health notifications separated into two different notifications?

1) Medical problems
2) Deaths

Medical problems that don't inspire retirement or cause death are not as critical as ones that do. I need to know when my officers have left my service, not so much when they're feeling poorly.

This! Even better would be to make retirements separate between "Was filling a role and retired" vs "Was on the roster but not currently assigned", because as stated above I only really care if it left a role open.

On a related note, would it be possible to have a monthly and an annual summary of vacant positions? That way you could suppress the monthly if you don't care to review it that often. And you could safely suppress all of the medical and death messages, since you would find out fairly soon (within a month or a year) that the position was open, or sooner if they were actively researching something, since you'd get an Open Labs message.

Seems like maybe we could leave the medical event as it is, but add an event when a command role is vacated and the auto-promote fails to fill it - but only for roles vacated on that increment so as not to continually tick about all the fighters or freighters lacking a commander.
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on August 13, 2022, 11:43:16 AM
2 relatively small things i have come across recently that may or may not be useful or easy to implement:

A way to know which components are alien in the stockpiles list without needing to rename every component i design

A way to "Transfer supplies to Maintenance facility" the same way you can "transfer fuel to Hub" (not sure on the exact phrasing) Right now it's impossible to fully automate a DSP with maintenance and refueling.

Or the ability for DSP to hold maintenance supplies the same way it can minerals.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on August 13, 2022, 02:18:47 PM
Defending anything with anything really armoured is a waste of resources from a pure math perspective.

I'm very curious how this is true from a pure math perspective. I do agree that armor is modestly less than optimal, but not on mathematical grounds as far as I know.

Cost of armored units scales linearly with armor, but the effectiveness of that armor scales quadratically until overmatch occurs. This works out on a theoretical basis to a perfect balance, because the effectiveness of numerical advantage is also quadratic, but the number of units one can field scales inversely with the cost - armor efficiency goes up as cost^2, numerical efficiency drops as 1/cost^2, and it all cancels out. The disadvantage of armor occurs on a practical basis due to overmatch mechanics (both for armored and unarmored units), but at this point you get into decision-based effects which cannot really be modeled - if the enemy fields more LAV/MAV, infantry are preferable, but too much infantry and the enemy is free to field CAP spam which is countered by armor. The true optimum is not mathematically trivial.

I will readily concede that none of this is relevant against NPRs, but against NPRs a wet mop is as good as a battle tank.


Currently you can turn on/off display of planets, asteroids, moons, etc as well as their names and orbits on the tactical screen, but not comets/comet names for some reason. I would like to be able to declutter the display of Sol, which has a ton of comets.

Yes please.

Sure... it is true that two infantry is equal to one marine with twice the armour. But the issue is that in most other situations and weapon use the marine is worse of, thus the regular soldier win, in terms of taking fire AND they do twice the amount of damage while not being twice easier to kill by other weapon systems. The issue is that it is quite common in any fight that weapons overkill... there is no point in comparing two things that never happen. The Marine is ONLY equal when you give it a weapon that is exactly equal to killing the regular guy, as soon as you give them something else their effectiveness plummet fast in comparison (paying twice the cost for anything)... this is why cheap infantry is so powerful as damage sponges. Any weapon more powerful than a regular gun will overkill infantry. If you instead compared say a regular infantry with an HCAP versus a Marine with HCAP... the odds quickly fall in favour of the regular soldier on the overkill factor, even just equipping them with improved personal weapons will have a beneficial effect to the regular infantry in that case too.

But if you ONLY compare the two units they are equal in strength in all accounts, but that is not a practical example.

Two medium vehicle with a MAV and HCAP and light vehicle armour is generally better than one with medium armour, if the opponent have any MAV or similar weapons of their own. The two light ones also will kill more infantry faster, thus protecting your infantry than have half as many of the heavier version.

I have done allot of testing with different formation and the result are quite telling... two combined arms forces... one with lighter forces and one with heavier forces and the lighter force win with ease, mainly due to how weapon attacks are completely randomized between formations.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on August 13, 2022, 04:40:07 PM
I've asked for improvements to loading of ground units onto ships before, but I think I came up with a better way to manage it that would have prevented the half hour I just spent mindlessly clicking through 200 boarding shuttles to load 200 marine units to go defend against raider ships.

Allow ship classes to specify a template for military unit contained, and then add a command to "Load a Ground Unit per template" (as opposed to the current "Load Ground Unit" which forces you to pick which ground unit you want. That way troops would be handled much like ordinance and fighters are in the class design window, could even be under the ordinance tab and just update the title to "Loadout" or something like that.

Please please please! I really want boarding shuttles (and boarding combat in general) to be a viable strategy, and I think tactically it is, but right now it's a huge tedious slog due to micro.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 13, 2022, 09:21:42 PM
I've asked for improvements to loading of ground units onto ships before, but I think I came up with a better way to manage it that would have prevented the half hour I just spent mindlessly clicking through 200 boarding shuttles to load 200 marine units to go defend against raider ships.

Allow ship classes to specify a template for military unit contained, and then add a command to "Load a Ground Unit per template" (as opposed to the current "Load Ground Unit" which forces you to pick which ground unit you want. That way troops would be handled much like ordinance and fighters are in the class design window, could even be under the ordinance tab and just update the title to "Loadout" or something like that.

Please please please! I really want boarding shuttles (and boarding combat in general) to be a viable strategy, and I think tactically it is, but right now it's a huge tedious slog due to micro.

This could also be extended to fighters with the new squadron mechanic, allowing the player to decide squadron templates, automatically creating the squadrons in the naval org menu when the carrier is made and populating them with available template fighters. Also kind of an extension of the fighter hoover mechanic that carriers already (should?) have.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 15, 2022, 03:20:23 AM
A new command for ships with hangar bays "take template parasites to squadron" (better name pending) - this is essentially identical to the new auto-creation of squadrons when the carrier is built except is for existing carriers. The command allows the user to select a source fleet at the location that the carrier takes it's parasites from and adds them to it's first squadron (creates one if there isn't any).

Could be further extended where the player somehow decides which squadron the fighters will join as well.

This would make replenishing lost fighters much easier for existing carriers (particularly useful for CAS fighters).
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 15, 2022, 10:18:51 AM
Can we get a small change to one of the conditional standing orders? I would like very much (and I believe many others agree) to see the 50% conditional order adjusted to 55% or even 60%. Far too often, a ship returns home only to run out of fuel a few million km from Earth because Earth was closer to the jump point when it left, and it is now further.
Title: Re: Suggestions Thread for v2.0
Post by: Pallidum on August 15, 2022, 11:49:23 AM
I'd like to once again ask for missile series to be reintroduced.

It's one of the features I sorely miss from VB6 days.  It made missile logistics so much easier, especially when new upgrades came in, or when shortages forced you to use older missiles.  It enabled mixed missile loadouts, which is not really feasible with the current system.

Since ground equipment series is in the game currently, I hope that it's not too much of work to reintroduce missile series.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 15, 2022, 12:00:27 PM
This post on the bug thread reminded me of a problem with the commander window:

In the Naval Organization window, the Logistics Report tab must be refreshed by hand, to show an updated situation.
Is it the intended behaviour?

SJW: Working as intended. If every tab of every open window was continually updated, it would slow the game down considerably.

The problem with the commander window right now is that the commander filter is automatically applied on all ranks, on longer games where one can have upwards of 4000+ naval officers alone, this results in the commander window taking a very long time to open.

Players are very rarely are going to immediately want to filter on their entire officer corps, let alone on the default settings. So could the game by default set the "minimum rank" filter on the highest naval rank instead of the lowest naval rank and the "maximum rank" filter to the lowest rank? That way the filter will always return empty and finish immediately and the player wont have to wait 10-30 seconds just trying to view their commanders.
Title: Re: Suggestions Thread for v2.0
Post by: dippysea on August 15, 2022, 12:01:45 PM
Can an addition to the research screen be added to swap a queued item with the master it in its queue.   It would be good to add a new designed item to the queue and then move it to the top and then replace the madter currently being researched.   
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on August 15, 2022, 12:13:46 PM
Having just imported the wrong medals csv, it would be really handy to have the ability to delete more than one medal at a time... :)

The window already allows for highlighting multiple medals, if that let the Delete Medal button to delete all the highlighted medals, it would be intuitive.  (A Delete All Medals button would work great too)
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 16, 2022, 03:37:59 PM
Construction queues for shipyards. Main use case would be for FAC/defense platform construction, though I imagine it would also be useful for all ships.
Title: Re: Suggestions Thread for v2.0
Post by: Pury on August 17, 2022, 02:57:36 AM
The ability to award medals to ships, or edit their history tab. I really like to build up history of my ships particularly which battles they were a part of. But I can only award medals to officers of those ships, not the vessel it self. I can't edit its history to include some information about it either (If one can do it, please tell me how, I don't see any edit button to do so)
Title: Re: Suggestions Thread for v2.0
Post by: Pury on August 17, 2022, 03:35:56 AM
I would also sugest some small changes to the Raiders AI, as in my current campaign the just orbit my planets with only ground forces and STO's (Forward outposts used to secure systems before greater colonisation effort) And get absolutly destroyed. Maybe add some logic that discourages them from "attacking" colonies with only or significant amount of ground forces. Or encourage them to at least return fire in those cases. As it is doubtfull that "pirates" would attack esentialy military outposts without anything/little to gain and a lot to lose.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 17, 2022, 11:18:58 AM
The ability to award medals to ships, or edit their history tab. I really like to build up history of my ships particularly which battles they were a part of. But I can only award medals to officers of those ships, not the vessel it self. I can't edit its history to include some information about it either (If one can do it, please tell me how, I don't see any edit button to do so)

Instead of medals they should be called service stars. I believe the USN does this for their ships.
Title: Re: Suggestions Thread for v2.0
Post by: drakonbane on August 17, 2022, 12:38:04 PM
Hull numbers in the ship name for shipyards.  Hard to tell what ship is what without them.
Title: Re: Suggestions Thread for v2.0
Post by: papent on August 17, 2022, 03:37:47 PM
The ability to award medals to ships, or edit their history tab. I really like to build up history of my ships particularly which battles they were a part of. But I can only award medals to officers of those ships, not the vessel it self. I can't edit its history to include some information about it either (If one can do it, please tell me how, I don't see any edit button to do so)

Instead of medals they should be called service stars. I believe the USN does this for their ships.

The USAF does award medals and ribbons for aircraft or at least for heavy aircraft.
Title: Re: Suggestions Thread for v2.0
Post by: Erik L on August 17, 2022, 06:06:23 PM
The ability to award medals to ships, or edit their history tab. I really like to build up history of my ships particularly which battles they were a part of. But I can only award medals to officers of those ships, not the vessel it self. I can't edit its history to include some information about it either (If one can do it, please tell me how, I don't see any edit button to do so)

I like the idea, but what would happen mechanically? The medals currently go to the officer's promotion score. Ships don't have that. What would you propose it do?
Title: Re: Suggestions Thread for v2.0
Post by: Destragon on August 17, 2022, 06:51:38 PM
If there's a fuel hub stationed at a DSP, it would be nice if the "refuel from/transfer fuel to Hub" actions were listed at the DSP, so that you don't have to specifically target the fleet the hub is contained in.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 17, 2022, 07:27:14 PM
If there's a fuel hub stationed at a DSP, it would be nice if the "refuel from/transfer fuel to Hub" actions were listed at the DSP, so that you don't have to specifically target the fleet the hub is contained in.

What do you suggest happens if there are multiple hubs in different fleets at that location? One might be temporarily station or passing by, as rare a case that might be.
Title: Re: Suggestions Thread for v2.0
Post by: Destragon on August 17, 2022, 08:54:12 PM
If there's a fuel hub stationed at a DSP, it would be nice if the "refuel from/transfer fuel to Hub" actions were listed at the DSP, so that you don't have to specifically target the fleet the hub is contained in.

What do you suggest happens if there are multiple hubs in different fleets at that location? One might be temporarily station or passing by, as rare a case that might be.
The ship would move to the DSP, then upon arrival look for a hub that is stationed there.
What happens when you tell a ship to refuel from a hub at a fleet that has multiple hubs in it and one of them gets tractored away by a tug? Probably the same kinda stuff.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 17, 2022, 09:21:36 PM
The ability to award medals to ships, or edit their history tab. I really like to build up history of my ships particularly which battles they were a part of. But I can only award medals to officers of those ships, not the vessel it self. I can't edit its history to include some information about it either (If one can do it, please tell me how, I don't see any edit button to do so)

I like the idea, but what would happen mechanically? The medals currently go to the officer's promotion score. Ships don't have that. What would you propose it do?

Collect dust in the Captain's quarters Tastefully adorn the prow of the ship for roleplay purposes.  :)
Title: Re: Suggestions Thread for v2.0
Post by: Pury on August 18, 2022, 08:43:35 AM
Ability to set fleet color in naval organisation window so one can easier and better organise his navy.
Title: Re: Suggestions Thread for v2.0
Post by: Barkhorn on August 18, 2022, 08:23:40 PM
Two related suggestions to drastically improve conditional orders:

Title: Re: Suggestions Thread for v2.0
Post by: Kiero on August 19, 2022, 02:58:18 PM
Mines.

- Mines as a variant of a missile whose engine is dormant at the start.
- Mines. Just like missiles with Active sensors but will act when an enemy ship is detected (like 10k km at start and 500k at top tech).
- Minelayer module (or the ability of a missile launcher during design, more effective than a missile launcher).
- Minesweeper module (the module that can sweep enemy or friendly mines or probes if its neutralization range is greater than mine detection range).
- Mines that can be launched as a two-stage missile or as a mine.
Title: Re: Suggestions Thread for v2.0
Post by: Barkhorn on August 19, 2022, 03:08:03 PM
Mines.

- Mines as a variant of a missile whose engine is dormant at the start.
- Mines. Just like missiles with Active sensors but will act when an enemy ship is detected (like 10k km at start and 500k at top tech).
- Minelayer module (or the ability of a missile launcher during design, more effective than a missile launcher).
- Minesweeper module (the module that can sweep enemy or friendly mines or probes if its neutralization range is greater than mine detection range).
- Mines that can be launched as a two-stage missile or as a mine.

Mines already exist, and iirc are no longer bugged.  Make a two-stage missile with one or more sensors and no engine as a first stage, and one or more missiles as a second stage.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 19, 2022, 05:24:03 PM
Mines.

- Mines as a variant of a missile whose engine is dormant at the start.
- Mines. Just like missiles with Active sensors but will act when an enemy ship is detected (like 10k km at start and 500k at top tech).
- Minelayer module (or the ability of a missile launcher during design, more effective than a missile launcher).
- Minesweeper module (the module that can sweep enemy or friendly mines or probes if its neutralization range is greater than mine detection range).
- Mines that can be launched as a two-stage missile or as a mine.

Mines already exist, and iirc are no longer bugged.  Make a two-stage missile with one or more sensors and no engine as a first stage, and one or more missiles as a second stage.

Note, the second stage should also have a sensor as targetless missiles despawn
Title: Re: Suggestions Thread for v2.0
Post by: ArcWolf on August 19, 2022, 09:44:15 PM
A "reassign Ground (officers)" and a "Unassign All Ground" and "Unassign all Naval" Buttons would be nice in the Commanders window.
Title: Re: Suggestions Thread for v2.0
Post by: pwhk on August 20, 2022, 09:42:15 AM
Currently commanders are DNR (Do Not Retain) by default when they retire/die. While keeping them all would probably bloat the DB unnecessarily, what about having DNR disabled when they have certain medals, configurable from the medals screen?
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 20, 2022, 10:13:57 AM
Currently commanders are DNR (Do Not Retain) by default when they retire/die. While keeping them all would probably bloat the DB unnecessarily, what about having DNR disabled when they have certain medals, configurable from the medals screen?

Sounds like it would work well with the story character flag
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 20, 2022, 11:27:14 AM
Suggestion: Add a separate tech line to upgrade ground unit racial attack.

Rationale: Currently, GU racial attack is improved by the "caliber" tech for Lasers, Railguns, Plasma, and Particle Beams. This means that if a race wants to use missiles, Gauss, HPM, or Mesons as their main weapon(s), their ground units will be basically screwed unless they invest into one of the former four weapon types. This can be worked around most easily by developing plasma weapons, but it seems silly to force a race to do this if it is not within the player's roleplay canon for that race, and it adds an extra RP burden at the start of the game if the player wants to stay within the allocated starting RP. Basically, the current mechanics effectively are a nerf to missiles and mesons, neither of which needs the extra hurting in the current state of Aurora.

Additionally, this mechanism can upset GU balance if the player chooses to research very cheap Plasma weapons to boost GU attack, as the low RP cost means that GU racial attack can easily reach ~50% greater than racial armor, which tends to upset the ground combat balance in a way that minimizes the value of armor and reduces interesting decision-making as a result - ground combat is intrinsically balanced around the expectation that racial attack and armor are usually equal at a given nominal tech level. I don't think it is good for interesting gameplay decisions to be flattened if the player decides they want plasma guns for their ships - note that plasma is just fine for ships and doesn't need to be a special bonus for ground forces to be useful or viable.

Finally, while this isn't really a rationale for a gameplay change, I will observe that for DB modders it is not possible to change the ship armor techs without affecting the ground unit balance. Pulling GU attack into its own tech line would allow a DB modder to rebalance GU attack if they decide to change the ship armor techs.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 20, 2022, 11:39:14 AM
I'm reposting this from it's own thread as I think it might be interesting to at least think about:

Technically, you CAN attack their home system, sorta. If you board a vessel of theirs that then retreats and is captured in that system, you are free to do whatever you like there. Good luck...
Steve also stated that their system doesn't really serve a practical purpose in terms of production or having a functional colony at all if I remember correctly. Even if you somehow managed to glass their planet, the ships are spawned in via script, so what Zeebie fears might be correct: There is likely an infinite and regular number of them. (and killing will only stall them)

The fact that this is the first non-npr threat that can research doesn't lie well with me either through this. They are the only ones you can never shut down, and they will always improve? It really does sound quite bothersome, which is a shame, because otherwise I like their idea.

Now, if there were more instances of this race that could spawn, kind of how remnants could be considered their own local faction in each system they are in, that I would welcome. A new raider clan once in a while to keep the game interesting, that sounds nice to me.
The same invincible and improving threat all the time however seems to take away control from the player, which is not good for sandbox. I will test how I can edit them in database to see if they can be 'defeated' there after some time. If that doesn't work, I would probably deactivate them pending further player reports.

Spoiler for Rahkas rant:

The problem I have with stuff like Rakhas for example spawning an instance for every planet is that after a while you can get clutter in the intel screen of all these dead races. It also is a bit redundant and unnecessary for the Rakhas to have an instance per planet as due to their nature they will never interact with other Rakhas and have very simple and uniform foreign policy regarding NPRs and player races.

But I digress

Spoiler for my Raider rework:

I actually really support the idea of there being a % chance for a system that you first explore to be declared a raider system where they have a colony and basic infrastructure. You could then add a special raider-only component to their ships that allows them to partially circumvent the JP network by allowing them spool up this component and enter anywhere on the outskirts of any system connected to their current system through JPs. This component would probably have a decently sizeable cooldown so it can't be spammed and not be mutually exclusive with the existing jump drives, allowing the raiders to also use JPs like everyone else, maybe as a desperate escape attempt.

This means that you can predict where the pirates will appear/travel through based on where their system(s) are but not completely be able to stop them through JP blockades. Giving the player the choice either escort everything, or build surveillance on problem frontier systems to spot entering pirates and remove them before they move deeper into your territory, allowing you to maybe not escort absolutely all civilian traffic in the core of your empire.

Under this rework, you would be able to have multiple Raider systems each emanating an aura of piracy around them from different directions, with the colony in the raider system (would be cool if they were the new DSPs so that even otherwise empty systems are candidates) producing a set amount of resources (+ whatever is looted) and with certain shipyard capacity producing new problems until dealt with. It might be a good idea to give the raiders strong static defenses for their colonies/defensive fleets so that the player needs to assemble some force to remove them, possibly different colony sizes for the raiders too for varying severity.


I might repost this to the suggestions thread if it finds popularity here but I really do think these new Raiders would fit the "no exceptions" philosophy of C# much better than "there is a magic system you can never legitimately access".

One other addition that Vandermeer points out is the idea of potentially having Raiders spawn in an as yet undiscovered system. This could be done by having a setting for raider generation % per system and when it procs. The game picks a free JP and generates a path of undiscovered systems that is lets say 2-5 jumps away. Forcing the player to spend time actually finding the hideout. It also generates a use-case for those stars and planets that are 100s of billions of KM away, as thanks to their unique travelling the raiders could have those as their pirate havens. Especially if you combine this with their colonies being DSPs.
Title: Re: Suggestions Thread for v2.0
Post by: alex_brunius on August 20, 2022, 02:44:09 PM
Suggestion: Add a separate tech line to upgrade ground unit racial attack.

Rationale: Currently, GU racial attack is improved by the "caliber" tech for Lasers, Railguns, Plasma, and Particle Beams. This means that if a race wants to use missiles, Gauss, HPM, or Mesons as their main weapon(s), their ground units will be basically screwed unless they invest into one of the former four weapon types. This can be worked around most easily by developing plasma weapons, but it seems silly to force a race to do this if it is not within the player's roleplay canon for that race, and it adds an extra RP burden at the start of the game if the player wants to stay within the allocated starting RP. Basically, the current mechanics effectively are a nerf to missiles and mesons, neither of which needs the extra hurting in the current state of Aurora.

Additionally, this mechanism can upset GU balance if the player chooses to research very cheap Plasma weapons to boost GU attack, as the low RP cost means that GU racial attack can easily reach ~50% greater than racial armor, which tends to upset the ground combat balance in a way that minimizes the value of armor and reduces interesting decision-making as a result - ground combat is intrinsically balanced around the expectation that racial attack and armor are usually equal at a given nominal tech level. I don't think it is good for interesting gameplay decisions to be flattened if the player decides they want plasma guns for their ships - note that plasma is just fine for ships and doesn't need to be a special bonus for ground forces to be useful or viable.

Finally, while this isn't really a rationale for a gameplay change, I will observe that for DB modders it is not possible to change the ship armor techs without affecting the ground unit balance. Pulling GU attack into its own tech line would allow a DB modder to rebalance GU attack if they decide to change the ship armor techs.

I would like to see it be slightly more nuanced in a way where different types of space weapons synergize with different types of ground offense instead. I don't mind ground being a secondary consideration with the focus being on Space weapons.

My suggestion is to split offensive ground weapons damage into 3 categories:

It would also be cool if the UI displayed which current tech was providing the damage level so it's clear what needs to be researched to increase it further.
Title: Re: Suggestions Thread for v2.0
Post by: alex_brunius on August 20, 2022, 05:33:26 PM
UI quality of life improvement suggestion:
Enable double clicking on the Installation type line to bring up the "Edit Supply" or "Edit Demand" window of that type to not have to select the type in dropdown first and then click the button at the bottom of the screen ( possibly also prefill the list with a few common ones you want to move around like Infrastructure, Mass Driver, Automine, DSTS for all new colonies with 0/0 set for even quicker access ):

(https://i.imgur.com/zdCNxvz.png)





Title: Re: Suggestions Thread for v2.0
Post by: Louella on August 21, 2022, 11:44:56 AM
a filter in the commanders section, to locate currently unassigned officers would be really helpful.

Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 21, 2022, 12:59:04 PM
I'm reposting this from it's own thread as I think it might be interesting to at least think about:

Technically, you CAN attack their home system, sorta. If you board a vessel of theirs that then retreats and is captured in that system, you are free to do whatever you like there. Good luck...
Steve also stated that their system doesn't really serve a practical purpose in terms of production or having a functional colony at all if I remember correctly. Even if you somehow managed to glass their planet, the ships are spawned in via script, so what Zeebie fears might be correct: There is likely an infinite and regular number of them. (and killing will only stall them)

The fact that this is the first non-npr threat that can research doesn't lie well with me either through this. They are the only ones you can never shut down, and they will always improve? It really does sound quite bothersome, which is a shame, because otherwise I like their idea.

Now, if there were more instances of this race that could spawn, kind of how remnants could be considered their own local faction in each system they are in, that I would welcome. A new raider clan once in a while to keep the game interesting, that sounds nice to me.
The same invincible and improving threat all the time however seems to take away control from the player, which is not good for sandbox. I will test how I can edit them in database to see if they can be 'defeated' there after some time. If that doesn't work, I would probably deactivate them pending further player reports.

Spoiler for Rahkas rant:

The problem I have with stuff like Rakhas for example spawning an instance for every planet is that after a while you can get clutter in the intel screen of all these dead races. It also is a bit redundant and unnecessary for the Rakhas to have an instance per planet as due to their nature they will never interact with other Rakhas and have very simple and uniform foreign policy regarding NPRs and player races.

But I digress

Spoiler for my Raider rework:

I actually really support the idea of there being a % chance for a system that you first explore to be declared a raider system where they have a colony and basic infrastructure. You could then add a special raider-only component to their ships that allows them to partially circumvent the JP network by allowing them spool up this component and enter anywhere on the outskirts of any system connected to their current system through JPs. This component would probably have a decently sizeable cooldown so it can't be spammed and not be mutually exclusive with the existing jump drives, allowing the raiders to also use JPs like everyone else, maybe as a desperate escape attempt.

This means that you can predict where the pirates will appear/travel through based on where their system(s) are but not completely be able to stop them through JP blockades. Giving the player the choice either escort everything, or build surveillance on problem frontier systems to spot entering pirates and remove them before they move deeper into your territory, allowing you to maybe not escort absolutely all civilian traffic in the core of your empire.

Under this rework, you would be able to have multiple Raider systems each emanating an aura of piracy around them from different directions, with the colony in the raider system (would be cool if they were the new DSPs so that even otherwise empty systems are candidates) producing a set amount of resources (+ whatever is looted) and with certain shipyard capacity producing new problems until dealt with. It might be a good idea to give the raiders strong static defenses for their colonies/defensive fleets so that the player needs to assemble some force to remove them, possibly different colony sizes for the raiders too for varying severity.


I might repost this to the suggestions thread if it finds popularity here but I really do think these new Raiders would fit the "no exceptions" philosophy of C# much better than "there is a magic system you can never legitimately access".

One other addition that Vandermeer points out is the idea of potentially having Raiders spawn in an as yet undiscovered system. This could be done by having a setting for raider generation % per system and when it procs. The game picks a free JP and generates a path of undiscovered systems that is lets say 2-5 jumps away. Forcing the player to spend time actually finding the hideout. It also generates a use-case for those stars and planets that are 100s of billions of KM away, as thanks to their unique travelling the raiders could have those as their pirate havens. Especially if you combine this with their colonies being DSPs.

I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that Raiders can just teleport ground units to undefended colonies without the need to even have ships take them there. I honestly think that this is ridiculous, I get that they are supposed to be inspired by the Dark Eldar but 1-not every game is a 40k spinoff and 2-it completely negates the point of building a robust sensor network to actually be able to respond to piracy as it sounds that they can just lol past it.

The raiders should just spawn transports with the invading force if they find a world that they can raid and allow the player the opportunity to intercept them instead of having to micromanage having to send ground troops to even the tiniest of a fledgling colony that can just get wrecked on a dime. Either that, and/or there needs to be a way to automate 1-The construction and organization of ground army templates and 2- transportation of said armies.


EDIT: Apparently the above was confirmed as a bug on the discord, which I don't visit too often.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 21, 2022, 01:45:35 PM
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on August 22, 2022, 01:00:31 AM
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?
Title: Re: Suggestions Thread for v2.0
Post by: Black on August 22, 2022, 01:23:14 AM
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?

Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on August 22, 2022, 06:19:52 AM
Minor QoL suggestion:  On the ship design screen, I'd like the obsolete component button to rather be a delete component button, when the selected component is a prototype.  This would stop the obsolete component lists getting spammed with tons of unused prototypes made when refining ship designs, and make it easier to find actual obsolete components (I tend to mark components obsolete when I research improved prerequisites for them, but then occasionally want to get a ship out quickly without researching an upgraded component).
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 22, 2022, 07:13:24 AM
Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.

Are we sure this is WAI? I'm seeing reports in other threads where it's impossible, at least in theory, that any ship is getting close enough to a planet to drop the troops, which is what is concerning here if there is a bug going on.
Title: Re: Suggestions Thread for v2.0
Post by: Marski on August 22, 2022, 07:38:37 AM
Can you please add "Refuel at nearest tanker" condition for "Primary Condition / Conditional Order" list?
Title: Re: Suggestions Thread for v2.0
Post by: skoormit on August 22, 2022, 08:32:03 AM
Minor QoL suggestion:  On the ship design screen, I'd like the obsolete component button to rather be a delete component button, when the selected component is a prototype.  This would stop the obsolete component lists getting spammed with tons of unused prototypes made when refining ship designs, and make it easier to find actual obsolete components (I tend to mark components obsolete when I research improved prerequisites for them, but then occasionally want to get a ship out quickly without researching an upgraded component).

I would love this.

Presently, to get rid of a prototype component, you have to click the Research Proto button from the Design window, then open the Research tab, select the field, find this one in the list, and click the Delete Tech button.
A "Delete Proto" button on the Design window would be very much welcome.
Title: Re: Suggestions Thread for v2.0
Post by: skoormit on August 22, 2022, 08:46:29 AM
I would really like a way to add a collapsible fleet grouping that can contain multiple fleets under a single NAC (without having to nest another NAC).
It can work in the UI perhaps exactly like a NAC does.

Currently, I have so many fleets in a single NAC that some fleets in the middle of the list can't be dragged to another NAC, because no other NAC is visible in the pane at the same time as these fleets. The workaround for that is rather tedious: create a new empty fleet, move it to the same location (which often requires creating new waypoint), and give my existing fleet an order to merge with the new fleet.

A fleet grouping node would also be useful for general organization, like grouping my Logistics NAC by general logistics type (slow mineral haulers, quick installation movers, and population movers), or grouping my Survey NAC by galactic region.



Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 22, 2022, 11:00:31 AM
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?

Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.

It doesn't matter if the ships are directly appearing on top of the planet, from the post I linked it sounded like there was adequate sensor coverage over the victim colony and yet no ships were spotted and the troops appeared out of nowhere anyways.

Like, they shouldn't be appearing literally on top of you, that would be a bug
Title: Re: Suggestions Thread for v2.0
Post by: Pury on August 22, 2022, 12:32:27 PM
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?

Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.

It doesn't matter if the ships are directly appearing on top of the planet, from the post I linked it sounded like there was adequate sensor coverage over the victim colony and yet no ships were spotted and the troops appeared out of nowhere anyways.

Like, they shouldn't be appearing literally on top of you, that would be a bug

I just had it happen to me. An Error messege, and few 8h turns later They just apeared.  72k vs my 5k. R.I.P.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on August 22, 2022, 01:00:26 PM
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?

Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.

It doesn't matter if the ships are directly appearing on top of the planet, from the post I linked it sounded like there was adequate sensor coverage over the victim colony and yet no ships were spotted and the troops appeared out of nowhere anyways.

Like, they shouldn't be appearing literally on top of you, that would be a bug

I just had it happen to me. An Error messege, and few 8h turns later They just apeared.  72k vs my 5k. R.I.P.

Well the error messages and the other similar reports point to a pretty clear and consistent bug. I would advise anyone who encounters this to post it to the bug thread as me too posts help Steve hone in on the root cause quicker.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on August 22, 2022, 03:27:03 PM
Currently, I have so many fleets in a single NAC that some fleets in the middle of the list can't be dragged to another NAC, because no other NAC is visible in the pane at the same time as these fleets. The workaround for that is rather tedious: create a new empty fleet, move it to the same location (which often requires creating new waypoint), and give my existing fleet an order to merge with the new fleet.

There's trick that I keep forgetting to use, of shift-clicking on the Open Fleet Organization Window icon in the top menu, to open a duplicate window - you can then position them independently and drag and drop fleets etc. between them.  Same thing can be done with ground forces, which can be really handy with big formations.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on August 24, 2022, 02:53:02 AM
The medal award triggers for surveying are pretty high.  The lowest ones are 50 successful mineral discoveries, and 10 successful jump point discoveries.  These seem in practice pretty difficult for a commander to achieve, and the higher ones are basically impossible without flagging a commander to not retire or get promoted.  I suggest setting the lowest awards at 5 and 1 (which would get earned by anyone who spent much time in the job), and go up from there.
Title: Re: Suggestions Thread for v2.0
Post by: EvadingHostileFleets on August 24, 2022, 03:42:57 AM
Repeating an old suggestion.

There should be lifepod endurance tech.  As game progresses reactors and other stuff gets better, but survivors still get those sad 15 days regardless of tech.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on August 24, 2022, 08:09:16 AM
Would like to suggest a minor qol enhancement for the [Auto Assign FC] button.

Would be nice if it did the whole fleet/subfleet if you have the fleet or sub-fleet element selected.

Currently you have to auto assign FC for every ship individually. Unless I am missing something?

Title: Re: Suggestions Thread for v2.0
Post by: Black on August 24, 2022, 08:25:49 AM
Would like to suggest a minor qol enhancement for the [Auto Assign FC] button.

Would be nice if it did the whole fleet/subfleet if you have the fleet or sub-fleet element selected.

Currently you have to auto assign FC for every ship individually. Unless I am missing something?

You can assign to whole class after you set up one ship of that class. Or for same ships in same fleet. There is Assign All button and Assign Fleet button.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on August 24, 2022, 05:17:42 PM
Would like to suggest a minor qol enhancement for the [Auto Assign FC] button.

Would be nice if it did the whole fleet/subfleet if you have the fleet or sub-fleet element selected.

Currently you have to auto assign FC for every ship individually. Unless I am missing something?

You can assign to whole class after you set up one ship of that class. Or for same ships in same fleet. There is Assign All button and Assign Fleet button.

OK thanks that makes sense now.

In which case my suggestion would be to put the [Auto Assign FC] button above the rest of the FC related FC assign buttons as part of the same group, because its not obvious what they refer to as they dont mention FC and the context is so sensitive its hard to understand how to make them do what they are intended to do if you dont already know and currently the [Auto Assign FC] is between other buttons which it is not related to. Its just a bit bewildering.

Title: Re: Suggestions Thread for v2.0
Post by: TMaekler on August 25, 2022, 05:03:22 AM
Repeating an old suggestion.

There should be lifepod endurance tech.  As game progresses reactors and other stuff gets better, but survivors still get those sad 15 days regardless of tech.
Second this one. It also fits into role-play more, if you can design different life-pods for each race. Surely the United Federation of Planets has life pods which will be capable of traveling half the Galaxy, but the Klingon Empire as surely will not have such luxury for those who failed in battle.
Title: Re: Suggestions Thread for v2.0
Post by: Marski on August 25, 2022, 06:03:24 AM
Please give NPR's the ability to terraform planets.
Title: Re: Suggestions Thread for v2.0
Post by: Kyle on August 25, 2022, 10:44:45 AM
Would be nice to see whether the hydrosphere is solid, liquid, or gas, on the Economics > Environment tab
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on August 25, 2022, 08:31:43 PM
Combine the features from the new squadron features, and the older fleet formations feature, for awacs-style parasite craft operating off of a carrier.

Title: Re: Suggestions Thread for v2.0
Post by: skoormit on August 27, 2022, 11:06:38 AM
Would be nice to see whether the hydrosphere is solid, liquid, or gas, on the Economics > Environment tab

Doesn't the Gas list append "(F)" to any gas that is currently frozen?
So if you see "Water Vapour (F)", the hydrosphere is solid.
If you don't see the (F), then the hydrosphere is a liquid/gas combination as expected.
Title: Re: Suggestions Thread for v2.0
Post by: alex_brunius on August 27, 2022, 03:05:53 PM
Suggestion A: Dragging a ship to a fleet in same system but on another location instead of giving an error does the following:
1.) Check if any other fleet with same max speed at same location has order to join the targeted fleet, and if so joins that fleet instead
2.) If above check fails the ship automatically creates a new fleet with a move order to join the targeted fleet

This should cut down a bit on micro when moving around ships in the same system


Suggestion B: When a fleet transits a jump point check if any other fleets have orders to join the transiting fleet and if so add the same transit order to the bottom of those fleets orders
Title: Re: Suggestions Thread for v2.0
Post by: paolot on August 27, 2022, 05:53:51 PM
1.
In the Naval Organization window, for the civilian sites/installations, is it possible to show the name of the body (comet, asteroid, etc.) where each one is?
Now, to know this, you have to go to the System Generation and Display window and search for the object you need.
If you need to move a fleet to a civilian location, these are some unnecessary mouse clicks, in my opinion.

2.
In the System window, in the table of all the system's bodies, which is the title of the second column?

3.
QoL addition: in the System window, is it possible to add a "title" for each box in the lower part? I.e.: "Star-name" jump point(s); "name of the selected body" mineral(s); etc.?
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 27, 2022, 06:04:12 PM
1.
In the Naval Organization window, for the civilian sites/installations, is it possible to show the name of the body (comet, asteroid, etc.) where each one is?
Now, to know this, you have to go to the System Generation and Display window and search for the object you need.
If you need to move a fleet to a civilian location, these are some unnecessary mouse clicks, in my opinion.

You can see this information in the Economics window using he "System Body" checkbox at the bottom-left, perhaps this would be more helpful if not what you are asking.


Quote
2.
In the System window, in the table of all the system's bodies, which is the title of the second column?

No title. The letter just indicates the survey status including ground survey potential, and optionally orbital mining eligibility.
Title: Re: Suggestions Thread for v2.0
Post by: paolot on August 27, 2022, 06:40:37 PM
Quote
Quote from: paolot on Today at 12:53:51 AM

    1.
    In the Naval Organization window, for the civilian sites/installations, is it possible to show the name of the body (comet, asteroid, etc.) where each one is?
    Now, to know this, you have to go to the System Generation and Display window and search for the object you need.
    If you need to move a fleet to a civilian location, these are some unnecessary mouse clicks, in my opinion.


You can see this information in the Economics window using he "System Body" checkbox at the bottom-left, perhaps this would be more helpful if not what you are asking.

Thank you, nuclearslurpee.
But I would like to have the information in the Naval Organization window too, to direct a fleet to the body of a civilian site without exiting this window.
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on August 27, 2022, 09:33:15 PM
Can we please have the "exclude alien controlled" check include friendly alien space as well?

Frequently, my standing order based survey ships will go into friendly alien space to survey, which annoys the aliens.
Title: Re: Suggestions Thread for v2.0
Post by: Kyle on August 28, 2022, 08:16:11 AM
It would be nice to be able to filter out prototypes in the View Technology window, or at least a (P) next to the tech names
Title: Re: Suggestions Thread for v2.0
Post by: Kyle on August 28, 2022, 08:24:34 AM
Would be nice to see whether the hydrosphere is solid, liquid, or gas, on the Economics > Environment tab

Doesn't the Gas list append "(F)" to any gas that is currently frozen?
So if you see "Water Vapour (F)", the hydrosphere is solid.
If you don't see the (F), then the hydrosphere is a liquid/gas combination as expected.

Not always.  Check out Luna in a fresh game.  There's no Water Vapor, thus no (F).  But you can see "Ice Sheet" in the System View.

Edit: although, I do realize this is way less important than many of the other suggestions in the thread.  I just figured it would be an easy update.
Title: Re: Suggestions Thread for v2.0
Post by: Kyle on August 28, 2022, 01:47:39 PM
Research tab:

Option "Matching Scientists only" preselected

'Use Components' on the shipyard tab as well.

Or at the very least, had a persistent state when closing and reopening the window.
Title: Re: Suggestions Thread for v2.0
Post by: Black on August 29, 2022, 11:13:43 AM
Could we get buttons to Clear All Targets Fleet and Clear All Targets All Ships?
Title: Re: Suggestions Thread for v2.0
Post by: Warer on August 29, 2022, 02:22:31 PM
Probably already suggested but eh. Fortress Shipyards, shipyards that start with 2.5/5/10kt of slipsize and expand faster than regular military yards but can only build military "ships" with no/minimal engines.
Title: Re: Suggestions Thread for v2.0
Post by: Marski on August 30, 2022, 11:24:46 AM
Please add a Space Master option to spawn shipping lines both for player and NPR.
Title: Re: Suggestions Thread for v2.0
Post by: skoormit on August 31, 2022, 09:19:39 AM
Quote
Quote from: paolot on Today at 12:53:51 AM

    1.
    In the Naval Organization window, for the civilian sites/installations, is it possible to show the name of the body (comet, asteroid, etc.) where each one is?
    Now, to know this, you have to go to the System Generation and Display window and search for the object you need.
    If you need to move a fleet to a civilian location, these are some unnecessary mouse clicks, in my opinion.


You can see this information in the Economics window using he "System Body" checkbox at the bottom-left, perhaps this would be more helpful if not what you are asking.

Thank you, nuclearslurpee.
But I would like to have the information in the Naval Organization window too, to direct a fleet to the body of a civilian site without exiting this window.

Can you not just give an order to the fleet to go to that civilian site, just like going to any other colony?
Title: Re: Suggestions Thread for v2.0
Post by: paolot on August 31, 2022, 10:12:29 AM
Can you not just give an order to the fleet to go to that civilian site, just like going to any other colony?

I would like to send a fleet to a comet, that I didn't see as a possible destination in the Movement Orders list (Naval Organization window).
So, through the System window, I found a commercial installation was built there.
But, in the Movement Orders list of bodies, the name of the comet is not written next the name of the commercial installation. If it were written, I could send the fleet directly there, without searching for it in the System (or Economics) window, and saving some mouse clicks.
Title: Re: Suggestions Thread for v2.0
Post by: skoormit on August 31, 2022, 10:16:07 AM
Can you not just give an order to the fleet to go to that civilian site, just like going to any other colony?

I would like to send a fleet to a comet, that I didn't see as a possible destination in the Movement Orders list (Naval Organization window).
So, through the System window, I found a commercial installation was built there.
But, in the Movement Orders list of bodies, the name of the comet is not written next the name of the commercial installation. If it were written, I could send the fleet directly there, without searching for it in the System (or Economics) window, and saving some mouse clicks.

Ah, I see the issue now.
I agree, in cases like this it would be helpful if the body name is included.

As a workaround for now, you can manually rename your civilian colonies, and put the body name at the end. That way it will always be there in the Nav window.
Title: Re: Suggestions Thread for v2.0
Post by: Kyle on August 31, 2022, 01:31:36 PM
Would be nice to be able to right-click system bodies on the System Map and add a colony like we had in VB6.  I would use the feature to quickly find spots I need to add DSTS and create listening post colonies for them.
Title: Re: Suggestions Thread for v2.0
Post by: TMaekler on September 01, 2022, 04:35:31 AM
Once minerals are cleared on earth massive deindustrialization happens :o. Surely you can move over into other areas, but I find it hard to keep everyone employed on earth. So I was wondering if adding an additional step for mineral refinement could "solve" this problem (by generating jobs) as well as provide additional strategic elements:

Mineral Refinement!

ATM minerals have accessibility, which leads to them being mined slower than what a mine at max level could do. The mine essentially does two steps: carve the mineral out of the ore and extract the TN mineral from the ore. This way you get 5t of minerals out of 50t of ore if the accessibility is 0.1.

How about splitting this up: the mine just mines the ore. So you get 50t of ore @0.1 accessibility. You then have to move that ore to the new "Mineral Refinement Plant" which converts the 50t or ore to 5f of mineral. So once ore on Earth is depleted you can switch your economy from mine to Refinement Plant and let the people of Earth keep on working.

You surely wouldn't build refinement plants everywhere (very labor intensive!). So you have to ship the ore to the refinement places - which become weak spots in your empire that need protection. So new strategic elements would be introduced into the game. Find enemy refinement places and hit them hard - if you can... .
Title: Re: Suggestions Thread for v2.0
Post by: Phopah on September 01, 2022, 07:39:38 AM
It would be nice if this game ran natively in Linux.
Title: Re: Suggestions Thread for v2.0
Post by: armandhammer on September 01, 2022, 01:49:37 PM
Maybe reduce the "eldar" pirate spawn rate? or logic of spawn?

I've murdered dozens of them but they keep coming into Sol and slowing my game down (because I have to hunt them down).  They come every 15-30 days - 4-5 ships that I slaughter and repeat. 

I guess they are trying to salvage their own wrecks. . .  Maybe make them not spawn in same location after they have been wiped several times?

They are not a threat at all just slowing me down :(
Title: Re: Suggestions Thread for v2.0
Post by: Droll on September 01, 2022, 02:53:39 PM
Maybe reduce the "eldar" pirate spawn rate? or logic of spawn?

I've murdered dozens of them but they keep coming into Sol and slowing my game down (because I have to hunt them down).  They come every 15-30 days - 4-5 ships that I slaughter and repeat. 

I guess they are trying to salvage their own wrecks. . .  Maybe make them not spawn in same location after they have been wiped several times?

They are not a threat at all just slowing me down :(

The whole having to manually deal with even just one enemy ship repeatedly even though they aren't a threat anymore is a common problem in aurora as there are no ways for the player to set automated rules of engagement for their ships. Allowing the player the ability to set such rules of engagement where basic search & destroy/follow and attack commands don't have to be manually issued would seriously alleviate instances where 1 enemy ship that appears on the opposite side of your empire grinds your entire thought process to a halt. Even worse if you're dealing with multiple concurrent combats in different parts of your empire. I imagine this would take great effort though.

To go along with this, being able to temporarily suppress combat alerts from being generated from specific ships/fleets/colonies would also greatly reduce pain, rewarding you for actually having a robust defense network in the form of automation, allowing you to focus on the actually important tactical engagements.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on September 01, 2022, 07:36:09 PM
Sure, but that would be a different game. Because then the point isn't ship-to-ship combat in an empire setting game but an empire management game with detailed but automated combat.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on September 01, 2022, 07:48:16 PM
Sure, but that would be a different game. Because then the point isn't ship-to-ship combat in an empire setting game but an empire management game with detailed but automated combat.

I just wish the game scaled better, once I'm big enough I want to be able to actually focus on the big battles instead of that one pirate being chased in some forgotten corner, those little fights stop being interesting tactical challenges after a while.
Title: Re: Suggestions Thread for v2.0
Post by: StarshipCactus on September 02, 2022, 03:43:33 AM
Maybe reduce the "eldar" pirate spawn rate? or logic of spawn?

I've murdered dozens of them but they keep coming into Sol and slowing my game down (because I have to hunt them down).  They come every 15-30 days - 4-5 ships that I slaughter and repeat. 

I guess they are trying to salvage their own wrecks. . .  Maybe make them not spawn in same location after they have been wiped several times?

They are not a threat at all just slowing me down :(

I think a quick check to see if faction A has killed X number of fleets then they'll stop spawning for a while. That seems easiest I think.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 02, 2022, 04:28:25 AM
Maybe reduce the "eldar" pirate spawn rate? or logic of spawn?

I've murdered dozens of them but they keep coming into Sol and slowing my game down (because I have to hunt them down).  They come every 15-30 days - 4-5 ships that I slaughter and repeat. 

I guess they are trying to salvage their own wrecks. . .  Maybe make them not spawn in same location after they have been wiped several times?

They are not a threat at all just slowing me down :(

If I understand the system (which I may not), they will keep coming in a system until you kill all raider ships currently in it.  At that point, their special gate to it closes and they will stop, unless/until they randomly choose the the same system for another gate.

So you've probably got some raider ships in Sol somewhere out of view - these keep the gate open, and more ships are jumping through regularly. If you can catch the hidden ships, you can stop the annoyance (and if you're just sick of it, the old trick of using SM mode to temporarily place 100,000 DSTs somewhere will find them).
Title: Re: Suggestions Thread for v2.0
Post by: Destragon on September 02, 2022, 06:49:52 AM
As far as I can tell, there's no way to see what the armor retardation value of an existing meson cannon is. Would be nice if that was displayed somewhere, especially when you reclaim some meson cannons from a ruin for example.
Title: Re: Suggestions Thread for v2.0
Post by: Kyle on September 02, 2022, 04:45:46 PM
It would be great if Civilian Ship Scrapped was an event type of its own so these wouldn't trigger an interrupt:

(https://i.imgur.com/LGDg8D3.png)

(apologies if already asked)
Title: Re: Suggestions Thread for v2.0
Post by: Voltbot on September 03, 2022, 06:43:03 AM
Slightly similar to already proposed idea:
Crude shipyard - Have only 1/2 upgrade cost and time, but it has only 1/4 shipbuilding rate.

It would make production of superships easier, since you don't have to wait that much for shipyard to increase capacity.
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 03, 2022, 04:22:26 PM
Make the "Order Delay" field accept the DDD:HH:MM:SS format.
So for 1 year you dont have to input "31536000" but instead can use "365:00:00:00".
Title: Re: Suggestions Thread for v2.0
Post by: db48x on September 04, 2022, 11:59:14 AM
Make the "Order Delay" field accept the DDD:HH:MM:SS format.
So for 1 year you dont have to input "31536000" but instead can use "365:00:00:00".

That would be really nice. It could also be a more informal system, allowing inputs such as “365d” or “12m”
Title: Re: Suggestions Thread for v2.0
Post by: db48x on September 05, 2022, 01:39:49 AM
You know, it would really be nice if the Format Template window had an Upgrade Elements button that examined each element in the selected template and checked to see if there is a better element type in the same series that it could replace it with. On finding one, it would replace the element with an equivalent mass of the new element type.

That would save a lot of clicking when we get a new racial armor or weapon strength level.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 05, 2022, 10:26:47 AM
You know, it would really be nice if the Format Template window had an Upgrade Elements button that examined each element in the selected template and checked to see if there is a better element type in the same series that it could replace it with. On finding one, it would replace the element with an equivalent mass of the new element type.

That would save a lot of clicking when we get a new racial armor or weapon strength level.

I will reiterate that I really think Templates should be built from Unit Series rather than plain unit types. Makes things a lot easier and I am sure that someone will chime in with an exception but I think in most cases it is the desired behavior.
Title: Re: Suggestions Thread for v2.0
Post by: db48x on September 05, 2022, 10:38:23 AM
Yea, maybe. Makes getting the formation to the right size more difficult, since not every element in the series is necessarily the same size.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 05, 2022, 10:52:12 AM
Yea, maybe. Makes getting the formation to the right size more difficult, since not every element in the series is necessarily the same size.

I can't speak for everyone, but I imagine most people keep the "unit" in a Unit Series the same design and just upgrade the tech level every time. In theory the Unit Series system offers the flexibility to upgrade from, say, a 62-ton VEH to 80-ton HVH main battle tank, just I don't think that flexibility is used very often.

Also it is worth pointing out, we already have this difficulty anyways if we use Unit Series for replacements (which is the original intended use case). Either way it basically is up to the player to adjust the formation accordingly, but I think it is much easier to just change the number on a couple of elements than to replace the entire formation with the next tech level of units.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 05, 2022, 12:03:23 PM
Integrate the Naval Admin Command and Fleet Commander systems.

I feel that the fleet commander system is a bit underdeveloped, and at the same time we now have a great system of naval admin commands with automatic assignments and the promotion on demand system.

Why not merge the two into a unified Naval Command system?  Any fleet or subfleet that has at least one ship containing flag quarters, becomes a naval command and can have a commander assigned, manually or automatically, in the same way that naval admin commands work at present.  That commander provides bonuses in the same way that a naval admin command does.  If a commander is assigned, they pick from the available flag ships and are physically present on one of them.  If the fleet or subfleet no longer has a ship with flag quarters subordinate to it, the naval command is dissolved, with any subordinate commands reparenting to the next level up.

As well as bringing the automated assignment system to fleet commanders, this would give the possibility of a hierarchical fleet command using subfleets for those that want it (squadron commanders under division commanders under the fleet admiral). But in a way that only provides the same bonuses you can get at the moment out of nested admin commands, so people who don't want to bother with that aren't penalised.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 05, 2022, 12:55:09 PM
Integrate the Naval Admin Command and Fleet Commander systems.

I feel that the fleet commander system is a bit underdeveloped, and at the same time we now have a great system of naval admin commands with automatic assignments and the promotion on demand system.

Why not merge the two into a unified Naval Command system?  Any fleet or subfleet that has at least one ship containing flag quarters, becomes a naval command and can have a commander assigned, manually or automatically, in the same way that naval admin commands work at present.  That commander provides bonuses in the same way that a naval admin command does.  If a commander is assigned, they pick from the available flag ships and are physically present on one of them.  If the fleet or subfleet no longer has a ship with flag quarters subordinate to it, the naval command is dissolved, with any subordinate commands reparenting to the next level up.

As well as bringing the automated assignment system to fleet commanders, this would give the possibility of a hierarchical fleet command using subfleets for those that want it (squadron commanders under division commanders under the fleet admiral). But in a way that only provides the same bonuses you can get at the moment out of nested admin commands, so people who don't want to bother with that aren't penalised.

I've suggested before that Flag Bridges should act like admin commands with a zero radius, so they only provide a bonus in the same system as the commander. This would be a big benefit for carrier/fighter fleets, survey carrier/parasite fleets, really anything that's not just an all-consuming mass of beam ships in one place... even for single masses of ships, something more interesting and flexible than the Reaction bonus (very overrated IMO given how trivial it is to stack or make meaningless by fleet training) would be excellent.
Title: Re: Suggestions Thread for v2.0
Post by: KriegsMeister on September 05, 2022, 02:14:53 PM
Being directly attached to the fleet should also provide the officers full bonus rather than the the decreasing portion from nested NACs, giving the trade off of partial bonus for multiple systems or full bonus for the system they're in.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on September 05, 2022, 10:18:11 PM
 --- I'd like the option to use the Tractor Beam to latch onto enemy craft to help with boarding actions. It doesn't need to outright stop them, but at least slow them down. Perhaps using the existing tug formula but in reverse? So instead of "this is how fast this tug can tug it in km/s." it becomes "this is how much it can slow the enemy ship down in km/s"
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 06, 2022, 09:21:19 AM
Make the "Events" checkbox on the main screen display tab checked by default.

The only time I don't check this is when I forget about it, until I wonder why there are no events shown.  ;)
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 06, 2022, 11:42:44 AM
Out of a given occasion...

on the "Industry" tab, move the "Cancel" button to the far right.  :)
Title: Re: Suggestions Thread for v2.0
Post by: serger on September 07, 2022, 09:18:57 AM
Filter out 0-bonus officers for the 1st bonus selected, to make the window usable with 1000s of officers.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on September 07, 2022, 11:42:57 AM
Filter out 0-bonus officers for the 1st bonus selected, to make the window usable with 1000s of officers.

I've also suggested multiple times to change the default filtering to set the minimum rank to the highest rank and the maximum rank to the lowest rank so that by default the filter just doesn't run and take a whole minute just so I can assign CAP Noname Johnson to my new warship. This should be an incredibly simple change.

It's not like the default filtering is very helpful anyways - literally just sorts all the naval officers by crew training when most of the time I don't want that anyways.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 07, 2022, 10:03:16 PM
A quick check reveals that while I've noted this imbalance in several places, I've never made a suggestion thread post about it, so here goes:

Change the large logistics module (50-ton) to be LVH only (no INF) and give 1000 GSP instead of 500.

Rationale:Thank you for coming to my TED Talk.

SJW: Thanks for the analysis. Added to v2.2.
Title: Re: Suggestions Thread for v2.0
Post by: ranger044 on September 07, 2022, 10:16:53 PM
A quick check reveals that while I've noted this imbalance in several places, I've never made a suggestion thread post about it, so here goes:

Change the large logistics module (50-ton) to be LVH only (no INF) and give 1000 GSP instead of 500.

Rationale:
  • There is currently no reason for INF to use the large LOG module instead of the small LOG-S module, as the latter means you have 5x as many units and therefore suffer a smaller loss of supplies when a logistics unit is killed. Therefore, nothing is lost by prohibiting INF from using the large LOG module.
  • Currently, LVH logistics are almost strictly inferior to INF logistics, due to the mandatory 2 armor on a LVH unit. A LVH+LOG costs 2.48 BP per 500 GSP, while five INF+LOG-S cost 1.00 BP per 500 GSP. Given the cost to supply a ground force of multi-million tons over weeks to months of sustained ground combat, which is necessary for planetary invasions of home worlds and other heavily garrisoned planets, this cost difference is not sustainable.
  • The advantage of LVH+LOG used to be automatic resupply of subordinate formations. However, since 1.12 and the Unit Series + Replacements mechanics, this is no longer necessary. A cursory element of INF+LOG-S in any combat formation enables resupply via unit replacement from a LOG-S supply dump formation in the rear echelon. Therefore, there is no longer a good justification for the excess cost of the LVH+LOG unit.
  • Experience shows that the small loss rate of front-line INF+LOG-S units does not make up for this cost differential.
  • With the proposed change, LVH+LOG will still be only about 80% as cost-efficient, due to the LVH tonnage overhead, but will be ~40% more tonnage-efficient as a means to deliver GSP. This ensures that both unit types have a suitable niche for different use cases - usually, build cost is the dominant strategic factor for ground forces, while tonnage is a critical tactical factor, e.g., when mounting an invasion with limited transport capacity.
Thank you for coming to my TED Talk.

I would second this, currently the only reason I ever use LVH+LOG is for flavor. I like my "convoy" units to be, you know, a convoy of trucks. But my bigger and more planned out games always use INF+LOG-S and have for some time.
Title: Re: Suggestions Thread for v2.0
Post by: Pedroig on September 08, 2022, 08:42:00 AM
A quick check reveals that while I've noted this imbalance in several places, I've never made a suggestion thread post about it, so here goes:

Change the large logistics module (50-ton) to be LVH only (no INF) and give 1000 GSP instead of 500.

Rationale:
  • There is currently no reason for INF to use the large LOG module instead of the small LOG-S module, as the latter means you have 5x as many units and therefore suffer a smaller loss of supplies when a logistics unit is killed. Therefore, nothing is lost by prohibiting INF from using the large LOG module.
  • Currently, LVH logistics are almost strictly inferior to INF logistics, due to the mandatory 2 armor on a LVH unit. A LVH+LOG costs 2.48 BP per 500 GSP, while five INF+LOG-S cost 1.00 BP per 500 GSP. Given the cost to supply a ground force of multi-million tons over weeks to months of sustained ground combat, which is necessary for planetary invasions of home worlds and other heavily garrisoned planets, this cost difference is not sustainable.
  • The advantage of LVH+LOG used to be automatic resupply of subordinate formations. However, since 1.12 and the Unit Series + Replacements mechanics, this is no longer necessary. A cursory element of INF+LOG-S in any combat formation enables resupply via unit replacement from a LOG-S supply dump formation in the rear echelon. Therefore, there is no longer a good justification for the excess cost of the LVH+LOG unit.
  • Experience shows that the small loss rate of front-line INF+LOG-S units does not make up for this cost differential.
  • With the proposed change, LVH+LOG will still be only about 80% as cost-efficient, due to the LVH tonnage overhead, but will be ~40% more tonnage-efficient as a means to deliver GSP. This ensures that both unit types have a suitable niche for different use cases - usually, build cost is the dominant strategic factor for ground forces, while tonnage is a critical tactical factor, e.g., when mounting an invasion with limited transport capacity.
Thank you for coming to my TED Talk.

I would second this, currently the only reason I ever use LVH+LOG is for flavor. I like my "convoy" units to be, you know, a convoy of trucks. But my bigger and more planned out games always use INF+LOG-S and have for some time.

Thirded!

I only use LVH+LOS for RP reasons to "keep up" with Armoured/Mechanized units and for Corps/Army Logisitics.  Mechanically, INF+LOG-S is superior in every way to LVH+LOG.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on September 08, 2022, 02:37:31 PM
Can a reserve limit for pops on colonies be added in.  Similar to minerals.  This way when colonies are set to source the civs won’t take more then the reserve.  I think it should stop the civs emptying colonies when players forget to remove source. 
Title: Re: Suggestions Thread for v2.0
Post by: Foxxonius Augustus on September 10, 2022, 07:31:47 AM
I would really appreciate an option to decrease the number of significant figures in hull sizes. I can't tell you the number of times I have been frustrated when designing a ship because my ship is 0.0009 hull size over a nice round number. I looked it up 0.0009 HS is about 100 kilos. It's like, just ditch the snack fridge and the spare toaster! If a ship is 0.1 or even 0.01 HS over a shipyard capacity or hanger space then fair enough, it's too big but 0.001 or 0.0001? Nah, that shouldn't even matter to a 500 ton fighter craft, let alone a 50,000 ton warship.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on September 10, 2022, 04:07:47 PM
Since cargo bays and fuel tanks have Very Large versions which reduce the cost to build big ships of those types, would it be possible to get an equivalent "Very Large" cryogenics module, ark module, and troop transport module?

SJW: I've added larger versions of troop transport bays, troop transport drop bays and cryogenic transport modules. The Ark is already 500,000 tons, so it doesn't really need a 'large' version.
Title: Re: Suggestions Thread for v2.0
Post by: Kinnas on September 10, 2022, 06:15:49 PM
I'm finding that unless I manually manage the military appointments, there tend to be far too many low ranked people compared to the higher ranks.    With that in mind, I've got a couple of suggestions:

1.    Allow us to set the preferred ratio of officers per rank, with promotions and demotions occurring automatically according to promotion score (and respecting the 'do not promote' setting for either promotion or demotion') Perhaps setting a band that the numbers can fall within to limit promotion/demotion spam.  (I. e.  say you set a higher rank at 20%-30% of the lower rank, only promote someone if less than 20%, and only demote someone if >30%)

2.    Introduce a  brevet rank feature, have a setting for each rank for the preferred promotion score, and where there is a shortfall of higher ranked officers but no-one with sufficient promotion score for the next rank, give the most eligible person a temporary brevet rank until someone more qualified emerges.    (And obviously, any demotions required to meet the required rank populations should come first from brevet holders.   )
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 10, 2022, 06:47:26 PM
I'm finding that unless I manually manage the military appointments, there tend to be far too many low ranked people compared to the higher ranks.    With that in mind, I've got a couple of suggestions:

This is because the promotion system was changed to an on-demand system in 2.0, due to the numerous challenges of a fixed rank ratio system. If you want more promotions to higher ranks, you need to create more higher-rank positions to be filled. Otherwise, there will not be automatic promotions if there is no job for the person being promoted to fill.

If you have too many low-ranked officers, you can either create higher-rank commands to encourage promotions (you can use the "Senior C.O." checkbox in ship design to help diversify your ranks) or use command modules (AUX, ENG, CIC, etc.) to give your low-rank officers more things to do.

Note that once you get to the flag officer ranks (CDRE/R4, RADM/R5 or so) this means you will have to create more admin commands at the appropriate level. Depending on your rank structures, this may mean having a finer-grained command structure or having "superfluous" commands for roleplay. One idea is to have NAV admin commands which prioritize Crew Training, Reaction, Engineering, or Tactical differently rather than just a general-purpose NAV command at each level. You can also play around with the range of the admin commands, e.g., you might have several SRV commands located in different systems to provide bonuses in several areas of operations.
Title: Re: Suggestions Thread for v2.0
Post by: gpt3 on September 10, 2022, 08:57:14 PM
Would it be possible for Raiders to have some equivalent of jump shock?

I currently have a game where there is a wreck right next to a portal; I'm stuck in ~30 second intervals because the looters warp in, see my waiting battle fleet, and then immediately warp out.
Title: Re: Suggestions Thread for v2.0
Post by: TMaekler on September 11, 2022, 01:02:17 AM
When the game changes the orders of a fleet due to a primary or secondary condition fulfilled it ignores any already set order and wipes them clean.

I would love to have an option that does not clear the order list but adds the conditional order to the stack. At least if there is no cycle order present. With cycling orders, it might always be best to completely kill them. But with a list of orders, I would love to have the option to choose.

At least what the game should do is to check if there is already an order present of the same kind. I sometimes add a command to refuel and resupply if something breaks on a ship and the supply goes very low, but not below the limit I have set in the conditions. But during the flight back something else may break that puts the ship below the condition - and that overwrites my refuel and resupply command with just a resupply command. If there would be a check if a similar command is already present, would be awesome.

SJW: Movement Orders is a very complex area. There are 115 different order types, dozens of different pre-requisites attached to orders and many, many different situations in terms of prior orders and context. This is why orders are cleared in several different situations and you can't just edit orders or add orders in the middle. There would be a huge amount of work (and bugs) involved to try to deal with every possible situation.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 11, 2022, 03:01:41 AM
A minor irritation I run into is setting up order templates that involve tractoring newly built space stations.  When you tractor the last ship out of a fleet with Tractor Any Ship in Fleet, the fleet is disbanded.  The next space station built recreates the fleet, but it is a new fleet as far as any order template is concerned.  This means I can't simply create an order template for tractoring new fuel harvester stations or terraformer stations out to where I want them, and have to manually issue the orders each time.

The fleet disbanding behaviour seems desirable in most situations, but not when the fleet is the one that you build into.  I suggest changing this behaviour in the specific case where the fleet is in orbit of a population, and that population has the fleet selected as the target of space station builds in the Industrial panel (whether or not a space station is actually being built).  In this case, have the fleet remain, even if empty.

SJW: Added for v2.2: http://aurora2.pentarch.org/index.php?topic=13090.msg162184#msg162184
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 11, 2022, 06:21:29 AM
Awesome, thanks Steve!
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on September 11, 2022, 08:19:30 AM
I'd love a conditional order for 'Full cargo'. This would be useful for salvagers. As far as I know, if the cargo space is full, the salvager can still continue salvaging but the extra salvage is lost, since there is no place to put it. This requires a bit of micromanagement to avoid ejecting the salvage into outer space once the cargo is full. With a 'Cargo space full' conditional order, you could set it to 'Unload all installations at colony (A)' and not worry more about it.

EDIT: Could possibly be an 'Unload everything' or 'Unload all minerals and ship components', since the game distinguishes between installations, minerals, and ship components for unloading purposes and the last two seems more common when salvaging.
Title: Re: Suggestions Thread for v2.0
Post by: Destragon on September 11, 2022, 10:29:48 AM
I'd love a conditional order for 'Full cargo'. This would be useful for salvagers. As far as I know, if the cargo space is full, the salvager can still continue salvaging but the extra salvage is lost, since there is no place to put it. This requires a bit of micromanagement to avoid ejecting the salvage into outer space once the cargo is full. With a 'Cargo space full' conditional order, you could set it to 'Unload all installations at colony (A)' and not worry more about it.

EDIT: Could possibly be an 'Unload everything' or 'Unload all minerals and ship components', since the game distinguishes between installations, minerals, and ship components for unloading purposes and the last two seems more common when salvaging.
I'm not sure exactly how salvaging works, but won't your salvager end up with for example only a 90% full cargo hold, then salvage another wreck and have most of the contents be wasted, because they didn't fit into the rest of the space? Possibly never actually reaching 100% full and then never stopping?

There needs to be some kind of prevention that stops salvagers from salvaging something that can't fit into their cargo hold.
Either the salvager should know beforehand that the wreck salvage can't fit into its hold or after salvaging the rest of the loot that doesn't fit should just be dropped in space at that location.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on September 11, 2022, 10:40:41 AM
There needs to be some kind of prevention that stops salvagers from salvaging something that can't fit into their cargo hold.
Either the salvager should know beforehand that the wreck salvage can't fit into its hold or after salvaging the rest of the loot that doesn't fit should just be dropped in space at that location.

This would be a good addition. Because minerals are part of the salvage loot, you will eventually fill out every last corner of cargo space and reach 100%, even if the larger components vanish when they don't fit, but automatically unloading before reaching that point to avoid salvage being wasted would be even better.
Title: Re: Suggestions Thread for v2.0
Post by: Coleslaw on September 11, 2022, 10:49:23 AM
Sometimes with ground formations, it will have units in it that throw off the auto-assignment at least in my case. For instance, if I make an HQ formation that holds a few construction elements, it will oftentimes prioritize a construction commander when I would favor one with more tactical skill. Would it be possible for us to select the commanders + bonuses we want assigned to ground formations like how we can set parameters for auto-assigning civilian administrators on colonies?
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 11, 2022, 03:29:56 PM
It would be great if the Default Movement Action that's issued when double clicking on a location could account for the capabilities of the ship.  I'm specifically thinking of only issuing Geo/Grav Survey orders in the case where the fleet has the relevant sensor, and just doing a Move To order otherwise.

When exploring, I normally use a dedicated scout craft to enter a new system first, and then bravely fly around its planets to see if it bumps in to anyone.  Every now and again I find one stuck forever trying to survey a planet because I forgot, and just double-click ordered it to survey :)

On this subject, I'd also suggest making the Default Movement Action when clicking on a population Refuel, Resupply And Load Ordinance From Colony, rather than just Refuel And Resupply From Colony).  That could be issued to all fleets, since those without ordinance capacity treat the two orders the same.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on September 11, 2022, 03:45:48 PM
Similar to Science Module ship components, could we get a "Logistics Module" ship component that allows the assignment of a Load Master who adds their logistics skill? Would be a nice use of officers for Troop Transports, cargo/colony ships, takers, colliers, etc.
Title: Ground Force Formation Creation from Stockpile
Post by: SpaceMarine on September 12, 2022, 07:24:50 AM
Pre-amble: Many people who use ground forces often have a stockpile/reserve formation which they draw replacements from, however it is not only used for that it is also used to manually move elements around and create entirely new formations but as of 2.1.1 it is not possible to create a completely new formation with existing elements and so you have to build new "empty" formations for this purpose.


Suggestion: Make it so when you drag an element out of its formation and onto the body it is apart of or ship etc that it gives you the option to create a new formation with that element or elements inside.

SJW: Added for v2.2: http://aurora2.pentarch.org/index.php?topic=13090.msg162257#msg162257
Title: Re: Ground Force Formation Creation from Stockpile
Post by: nuclearslurpee on September 12, 2022, 07:30:05 AM

Pre-amble: Many people who use ground forces often have a stockpile/reserve formation which they draw replacements from, however it is not only used for that it is also used to manually move elements around and create entirely new formations but as of 2.1.1 it is not possible to create a completely new formation with existing elements and so you have to build new "empty" formations for this purpose.


Suggestion: Make it so when you drag an element out of its formation and onto the body it is apart of or ship etc that it gives you the option to create a new formation with that element or elements inside.

Seconded as this would be a brilliantly simple UI fix for a common problem.
Title: Re: Ground Force Formation Creation from Stockpile
Post by: ranger044 on September 12, 2022, 08:10:20 AM

Pre-amble: Many people who use ground forces often have a stockpile/reserve formation which they draw replacements from, however it is not only used for that it is also used to manually move elements around and create entirely new formations but as of 2.1.1 it is not possible to create a completely new formation with existing elements and so you have to build new "empty" formations for this purpose.


Suggestion: Make it so when you drag an element out of its formation and onto the body it is apart of or ship etc that it gives you the option to create a new formation with that element or elements inside.

Seconded as this would be a brilliantly simple UI fix for a common problem.

Thirded.
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on September 12, 2022, 10:43:17 AM
It would be great if the Default Movement Action that's issued when double clicking on a location could account for the capabilities of the ship.  I'm specifically thinking of only issuing Geo/Grav Survey orders in the case where the fleet has the relevant sensor, and just doing a Move To order otherwise.

When exploring, I normally use a dedicated scout craft to enter a new system first, and then bravely fly around its planets to see if it bumps in to anyone.  Every now and again I find one stuck forever trying to survey a planet because I forgot, and just double-click ordered it to survey :)

On this subject, I'd also suggest making the Default Movement Action when clicking on a population Refuel, Resupply And Load Ordinance From Colony, rather than just Refuel And Resupply From Colony).  That could be issued to all fleets, since those without ordinance capacity treat the two orders the same.

Also could geo&grav survey orders be automatically interrupted if there are no operable sensors of that type in the fleet or the parasites attached to it?  This would make more sense than waiting in orbit indefinitely.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on September 13, 2022, 03:54:02 AM
I'd like to reinclude this one as a formal suggestion:
Quote
Depending on playtest, I may also add load/unload colonist orders that have an Ark ship as a target, although I suspect this would be seldom used in practice. Ark Modules will more likely load colonists once and then retain them indefinitely (with the exception being an orbital colony that builds its own Ark ships).
http://aurora2.pentarch.org/index.php?topic=12523.msg159464#msg159464

Building large colonies through Ark modules can take a really long time, since you need to build them on main planet, load colonists, and then tug them into place, which can take years for a single sending. This is why, when designing colonies with Orbital Habitat Modules from previous versions, I would usually build them on site once I got the colony going, and ship colonists in, which was a lot faster.

I suppose a current workaround is to unload the colonists on the surface, and then ask the Ark modules to load them immediately, but I'm not sure if this will work for deep space populations and it would have to be immediately to avoid infrastructure production triggering civilian shipments of colonists.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 13, 2022, 06:52:05 AM
Fire Control Groups

The Issue

Managing large engagements can take a lot of clicking to handle target assignment.  The existing tools to copy targets between ships are all based on doing so to ships of the exact same class, which can mean that doing something as simple as concentrating fire on a single target requires assigning the target many times.  And splitting fire between ships can mean falling back on manually assigning targets to every ship (and fighter...) in the fleet.  Then you kill your targets, and have to rinse and repeat.  Assign Sub Fleet can help a lot, but isn't flexible, and obviously depends on everything being the exact same class.

Suggestion

Fire Control Groups.  Every fire control can be part of an unlimited number of groups.  These groups can be assigned targets, which get assigned to every fire control in that group within range (with the Range x2 tickbox allowing shorter range weapons, or nearby ships, to also be assigned - maybe adding an x10 or bigger as well).

This could then be used by the player in many ways.  I'd set up some permanent groups like All Main Guns, or Everything Including Gauss.  These would be used by any fleet to quickly concentrate fire from multiple ship classes.  In an established fleet, I'd also set up some groups specific to that fleet - splitting the fire 2 ways, and 3 ways and 4 ways etc.  Letting me easily divide my fire based on the targets I was facing.  Or it could be used just to combine certain types of ships that I think of as being the same, but are separate classes in game terms due to minor changes.
Title: Hierarchy Copy and Construction
Post by: SpaceMarine on September 14, 2022, 05:51:14 AM
Pre-Amble: In the current ground force system players must create individual formations and then bring them under one another to create a hierarchy for actual duty in combat, this can become heavily tedious as players must individually drag formations under headquarter formations and this is especially so when you consider larger hierarchies, this is why I believe we can solve this relatively simply through the introduction of the ability to save and construct entire hierarchies from the ground force construction window.

Suggestion: The way I see this being implemented is through a system of "hierarchal" formation templates, what I mean by this is that in the formation templates window of ground forces you would be able to grab formations and bring them under other formations within that window assuming they follow the normal rules of course, this would create a hierarchal formation and would be designated with (H), a simple +- tab could also be implemented to hide these subservient formations like currently implemented in order of battle.

Once formations are brought into this hierarchy you can then begin construction, the new system of ground force construction will begin constructing the hierarchy either 1 at a time from top down or all at once equally and once built it will then automatically be put into order of battle in that exact same hierarchy.


Feasibility: I am unsure how much you will be able to adjust or make this work but I believe simply copying the hierarchies from order of battle with some modification should make things easier, the difficulties being getting construction to work with it and automatically creating hierarchies on completion

SJW: Added Now: http://aurora2.pentarch.org/index.php?topic=13090.msg162324#msg162324
Title: Re: Hierarchy Copy and Construction
Post by: Steve Walmsley on September 14, 2022, 06:18:36 AM
Pre-Amble: In the current ground force system players must create individual formations and then bring them under one another to create a hierarchy for actual duty in combat, this can become heavily tedious as players must individually drag formations under headquarter formations and this is especially so when you consider larger hierarchies, this is why I believe we can solve this relatively simply through the introduction of the ability to save and construct entire hierarchies from the ground force construction window.

Suggestion: The way I see this being implemented is through a system of "hierarchal" formation templates, what I mean by this is that in the formation templates window of ground forces you would be able to grab formations and bring them under other formations within that window assuming they follow the normal rules of course, this would create a hierarchal formation and would be designated with (H), a simple +- tab could also be implemented to hide these subservient formations like currently implemented in order of battle.

Once formations are brought into this hierarchy you can then begin construction, the new system of ground force construction will begin constructing the hierarchy either 1 at a time from top down or all at once equally and once built it will then automatically be put into order of battle in that exact same hierarchy.

Feasibility: I am unsure how much you will be able to adjust or make this work but I believe simply copying the hierarchies from order of battle with some modification should make things easier, the difficulties being getting construction to work with it and automatically creating hierarchies on completion

I am working on a version of this right now :)
Title: Re: Suggestions Thread for v2.0
Post by: Indefatigable on September 14, 2022, 06:44:49 AM
Fleet Movement Orders:
Additional double click functionality

Currently double clicking on body automatically adds refuel and resupply order

Suggestion:
If previous order is load X (colonists/installation/ground unit/minerals)
Double clicking on body would add unload all X (colonists/installation/ground unit/minerals) order instead

Example cycle:
Click Colony A
Click Load Installation
Click Mine
Double-Click Colony B - Unload all installations
Double-Click Colony A - Refuel and resupply
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on September 14, 2022, 03:45:19 PM
In the mineral search window, we can choose between all systems or a single, specific system. It would be super cool if we, in addition to selecting a specific system, could also include a selection of neighboring systems. It could perhaps be based on an additional field with either a checkmark for "include neighboring systems" or a number for either how many jumps away or how far in terms of billion kilometers.

This would make it a lot easier to determine if a cluster of systems have all necessary minerals for selfsufficiency. This can be very useful for long-distance colonization, where you would want to determine, which minerals you would need to ship in, or when you have to decide which system should be the center of a new sector in a cluster of system with potential for colonization.

SJW: You can already flag systems for mineral search by using the Mineral Search Flag on the Galactic Map
Title: Re: Suggestions Thread for v2.0
Post by: captainwolfer on September 14, 2022, 06:07:30 PM
Feature suggestion: in the ground unit formation editor, add a button to update a formation template with the newest units for unit series within the template

IE:
I have a unit series with soldier mk1 and the newer soldier mk2 unit designs
Instead of having to manually replace the "soldier mk1" units within my formation templates, I just press "update template series" or whatever, and it would swap to soldier mk2.

To be clear, I am not talking about already built formations, just their templates
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on September 14, 2022, 06:19:15 PM
Feature suggestion: in the ground unit formation editor, add a button to update a formation template with the newest units for unit series within the template

IE:
I have a unit series with soldier mk1 and the newer soldier mk2 unit designs
Instead of having to manually replace the "soldier mk1" units within my formation templates, I just press "update template series" or whatever, and it would swap to soldier mk2.

To be clear, I am not talking about already built formations, just their templates

I've already added something very similar
http://aurora2.pentarch.org/index.php?topic=13090.msg162229#msg162229

This uses copy, rather than replace, because otherwise it would affect units already under construction.
Title: Re: Suggestions Thread for v2.0
Post by: captainwolfer on September 14, 2022, 06:42:49 PM
Feature suggestion: in the ground unit formation editor, add a button to update a formation template with the newest units for unit series within the template

IE:
I have a unit series with soldier mk1 and the newer soldier mk2 unit designs
Instead of having to manually replace the "soldier mk1" units within my formation templates, I just press "update template series" or whatever, and it would swap to soldier mk2.

To be clear, I am not talking about already built formations, just their templates

I've already added something very similar
http://aurora2.pentarch.org/index.php?topic=13090.msg162229#msg162229

This uses copy, rather than replace, because otherwise it would affect units already under construction.
Oops I missed that.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 14, 2022, 08:16:39 PM
Maybe the Conscript checkbox should be ticked by default for commercial designs and space stations.  It could toggle off automatically when the ship flips to a military design.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on September 15, 2022, 01:29:49 AM
SJW: You can already flag systems for mineral search by using the Mineral Search Flag on the Galactic Map

Oh, I had no idea that was what that did. That's super cool!
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 15, 2022, 05:12:53 AM
I'm again tinkering with Orbital Mining, and it is a pain in the A... urora Game.  ::)

I'm not listing all what is needed right now. Suffice to say that it is micro-management at the finest, without help from Events.

So here is my suggestion to make OM feasible (maybe at least some of it is doable):
1. Change Standing Order "Move to Asteroid Mineral Source" to "Mine at OM Mineral Source" and don't remove it when destination is reached (similar to Science Vessels).
2. Add Condition "Cargo Hold more than 90% full" and add Action "Unload Cargo at Colony (with Pop)".
3. Don't request to make all OM-Eligible bodies a colony.
3a. Let the civil mining companies check, if there is an Orbital Mining Module present before establishing a CMC.
or
3b. Let the Mining Module make the body a colony and delete the colony when all minerals are mined.
or
3c. Add a button to "System Generation and Display" with "Create all OM Colonies". And another one for "Delete empty OM Colonies".

That way you can nearly fully automate the OM, similar to the fully automated colonization.
Title: Re: Suggestions Thread for v2.0
Post by: Destragon on September 15, 2022, 05:53:10 AM
Maybe the Conscript checkbox should be ticked by default for commercial designs and space stations.  It could toggle off automatically when the ship flips to a military design.
Oh yeah, I definitely want this. I keep forgetting to check that box and as far as I know there's no point in not having it checked for commercials.

I'm again tinkering with Orbital Mining, and it is a pain in the A... urora Game.  ::)

I'm not listing all what is needed right now. Suffice to say that it is micro-management at the finest, without help from Events.

So here is my suggestion to make OM feasible (maybe at least some of it is doable):
1. Change Standing Order "Move to Asteroid Mineral Source" to "Mine at OM Mineral Source" and don't remove it when destination is reached (similar to Science Vessels).
2. Add Condition "Cargo Hold more than 90% full" and add Action "Unload Cargo at Colony (with Pop)".
3. Don't request to make all OM-Eligible bodies a colony.
3a. Let the civil mining companies check, if there is an Orbital Mining Module present before establishing a CMC.
or
3b. Let the Mining Module make the body a colony and delete the colony when all minerals are mined.
or
3c. Add a button to "System Generation and Display" with "Create all OM Colonies". And another one for "Delete empty OM Colonies".

That way you can nearly fully automate the OM, similar to the fully automated colonization.
I agree that some rework of orbital mining to make it more automated would be nice.
I've also made a thread about it recently:
http://aurora2.pentarch.org/index.php?topic=13048.0
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on September 15, 2022, 06:08:05 AM
Templates for Civ orders. 

Hi so would it be possible to add templates for Civ orders?

So for example when you find a system with a lot of asteroids with mins (or even Sol) instead of having to go to each one and demand 1 mass driver and 20 auto mines for example.  you can create an order template for those installations, thus cutting down a lot of micro with demanding and editing amount numbers and applying.  you can quickly cycle through the bodies and apply a template,
Then just go back to your production worlds and edit the supply accordingly.  A (Do last template button) on the bottom would also be handy to reduce clicks even further for bulk orders. 

It would also be handy for new colonies or DST stations
Title: Re: Suggestions Thread for v2.0
Post by: punchkid on September 15, 2022, 06:19:31 AM
I would love the ability to select more then one GU construction task in order to delete them all in one click, insted of having to do one by one.
Same for changing the place in the queue. Multi select and move all selected up or down.

Love all the QOL changes you have done already btw.

Edit:
Also multi select when loading ground units into transport. Or at least load the whole formation if you load the parent formation.
Just found out this exists as a load all sub-units checkbox. No idea how I have never seen that before
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on September 15, 2022, 07:09:21 AM
In VB6 you could right-click on a system body in the tactical map and it would give you the option of creating a colony there. I'd love for this to be added again as this would make it much easier to create colonies on asteroids and moons.
Title: Re: Suggestions Thread for v2.0
Post by: MaxKaladin on September 15, 2022, 11:42:22 AM
I'm again tinkering with Orbital Mining, and it is a pain in the A... urora Game.  ::)

I'm not listing all what is needed right now. Suffice to say that it is micro-management at the finest, without help from Events.

So here is my suggestion to make OM feasible (maybe at least some of it is doable):
1. Change Standing Order "Move to Asteroid Mineral Source" to "Mine at OM Mineral Source" and don't remove it when destination is reached (similar to Science Vessels).
2. Add Condition "Cargo Hold more than 90% full" and add Action "Unload Cargo at Colony (with Pop)".
3. Don't request to make all OM-Eligible bodies a colony.
3a. Let the civil mining companies check, if there is an Orbital Mining Module present before establishing a CMC.
or
3b. Let the Mining Module make the body a colony and delete the colony when all minerals are mined.
or
3c. Add a button to "System Generation and Display" with "Create all OM Colonies". And another one for "Delete empty OM Colonies".

That way you can nearly fully automate the OM, similar to the fully automated colonization.
Playing with both Orbital Mining and Fuel Tankers moving fuel from Sodium Harvesters, I've come to want a set to conditional orders that basically let me say:
1. Do a thing (load ore, mine, refuel from harvester)
2. When full, go to specified place and unload
3. Goto 1

I know I can set up timed orders now.  That's what I do with the fuel tankers.  I set some interval to wait between loading fuel and offloading.  But what I'd really like to do is basically just say "wait until full", drop off cargo, go back and do it all over again without having to try to calculate how long it will take to get a full load and prevent a lot of back and forth.

Maybe what this needs is a checkbox on the orders screen for things like refuel and load minerals that says "keep doing this until full". 

Perhaps there is a way to do this already.  I'm still pretty new at this game. 

Or Maybe th
Title: Re: Suggestions Thread for v2.0
Post by: shadowpho on September 15, 2022, 04:24:14 PM
Quote from: MaxKaladin link=topic=13020. msg162369#msg162369 date=1663260142
Quote from: Elminster link=topic=13020. msg162352#msg162352 date=1663236773
I'm again tinkering with Orbital Mining, and it is a pain in the A. . .  urora Game.   ::)

I'm not listing all what is needed right now.  Suffice to say that it is micro-management at the finest, without help from Events.

So here is my suggestion to make OM feasible (maybe at least some of it is doable):
1.  Change Standing Order "Move to Asteroid Mineral Source" to "Mine at OM Mineral Source" and don't remove it when destination is reached (similar to Science Vessels).
2.  Add Condition "Cargo Hold more than 90% full" and add Action "Unload Cargo at Colony (with Pop)".
3.  Don't request to make all OM-Eligible bodies a colony.
3a.  Let the civil mining companies check, if there is an Orbital Mining Module present before establishing a CMC.
or
3b.  Let the Mining Module make the body a colony and delete the colony when all minerals are mined.
or
3c.  Add a button to "System Generation and Display" with "Create all OM Colonies".  And another one for "Delete empty OM Colonies".

That way you can nearly fully automate the OM, similar to the fully automated colonization.
Playing with both Orbital Mining and Fuel Tankers moving fuel from Sodium Harvesters, I've come to want a set to conditional orders that basically let me say:
1.  Do a thing (load ore, mine, refuel from harvester)
2.  When full, go to specified place and unload
3.  Goto 1

I know I can set up timed orders now.   That's what I do with the fuel tankers.   I set some interval to wait between loading fuel and offloading.   But what I'd really like to do is basically just say "wait until full", drop off cargo, go back and do it all over again without having to try to calculate how long it will take to get a full load and prevent a lot of back and forth.

Maybe what this needs is a checkbox on the orders screen for things like refuel and load minerals that says "keep doing this until full".   

Perhaps there is a way to do this already.   I'm still pretty new at this game.   

Or Maybe th

Oh yeah that'd be great.  We have "load minerals until full", why can't we have "Load fuel until full"?
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on September 16, 2022, 03:35:39 AM
With new spoilers creating multiple engagements at a time in different systems.  It is sometimes hard to remember which fleets are in Openfire.  Causing slowdowns. 

Can an indicator be added to the fleet list to highlight ships or fleets that are in an open fire state?  similar to ships going red and orange showing damage. 
maybe a small yellow light beside the ship's name. 
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on September 16, 2022, 03:59:00 AM
With new spoilers creating multiple engagements at a time in different systems.  It is sometimes hard to remember which fleets are in Openfire.  Causing slowdowns. 

Can an indicator be added to the fleet list to highlight ships or fleets that are in an open fire state?  similar to ships going red and orange showing damage. 
maybe a small yellow light beside the ship's name.

I have recently discovered that there is a "Cease Fire All Ships" button in the miscellaneous tab. That is hugely helpful in those instances.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on September 16, 2022, 06:21:58 AM
Quote from: smoelf link=topic=13020. msg162382#msg162382 date=1663318740
Quote from: Ush213 link=topic=13020. msg162381#msg162381 date=1663317339
With new spoilers creating multiple engagements at a time in different systems.   It is sometimes hard to remember which fleets are in Openfire.   Causing slowdowns.   

Can an indicator be added to the fleet list to highlight ships or fleets that are in an open fire state?  similar to ships going red and orange showing damage.   
maybe a small yellow light beside the ship's name. 

I have recently discovered that there is a "Cease Fire All Ships" button in the miscellaneous tab.  That is hugely helpful in those instances.

Thanks for that.  Never knew it existed should solve the issue, My suggestion would still be nice to have.  for the visual aspect.
Title: Re: Suggestions Thread for v2.0
Post by: Azarea on September 16, 2022, 09:36:06 AM
Back in VB6 Aurora there was a simple checkbox to hide the text from civilian ships on the map, but still display the icon.  Made system view alot less cluttered, without hiding civilian traffic.  It would be nice if we could have that function again.
Title: Re: Suggestions Thread for v2.0
Post by: misora on September 16, 2022, 06:51:12 PM
A new techline to improve the efficacy of Engineering Spaces on military ships. With larger ships you have to dedicate massive amounts of space to engineering and maintenance storage and having some way to mitigate that with research would be very appreciated. Maybe something like 1.25x boost, then 1.5x boost, then 2x boost, then finally a 2.5x boost to their efficacy.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on September 17, 2022, 12:14:49 AM
In the vein of Engineering Tech, I'd propose a different solution. We already have dedicated modules for MSP and Damage Control. MS Storage Bays provide no Damage Control or "Engineering", but lots of MSP per ton. Damage Control modules provide no "engineering" or MSP, but lots of Damage Control. So i propose amodule that produces lots of "engineering", but no Dage Control or MSP.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on September 17, 2022, 10:59:58 AM
Instead of a techline that improves engineering across the board it might be another idea to instead add something like a large engineering bay that is slightly more efficient at providing engineering per ton but maybe not as efficient in terms of cost.

This makes larger ships more viable while not affecting smaller ships by too much.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on September 17, 2022, 02:36:22 PM
can we get a bio tech that extends the lifespan of our pops and in turn the officer's, scientists etc. 
i imagine something like that would happen in the future maybe make it late game or mid-late game tech. 
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 17, 2022, 03:32:38 PM
Can we please get the spacebar to interrupt Automated Turns? :-)
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 17, 2022, 06:34:34 PM
I'm finding I really really like the colour coding of obsolete components. It helps a ton in assessing ship designs at a glance. Its got me thinking about how that system could be expanded :)

I'm really into slow tech games (and really like the new reduced admin capacity option), so research goes slow, and designing new components for a ship can add considerably to its lead time. I often find myself in the position of wondering if a slightly out of date component would be a better option, and then trying to hunt through my obsolete components for that big sensor I think I remember having, or whatever. And that can take a while as the game progresses.

What I'm thinking is the game knows what tech is available when a component is designed, and what tech is currently available. If each tech was given an increasing score based on its tech level, it could be summed and compared to give a value of *how* obsolete a particular component is. The component could then be colour coded based on this, even when not marked as obsolete. So you'd get for example, a slightly darker shade for a search sensor that was designed before the last increase in EM tech, and a much darker shade for an early game, completely out of date, component. Components could also be primarily sorted based on that score, rather than just alphabetically.

This would give a better picture of what capabilities your ships have, and what are components are currently available to design new ones. Right now I immediately mark components as obsolete when I advance in tech, since I won't remember what's outdated otherwise. If this could be seen at a glace, the obsolete function would be more for organisation - when you decide something is so out of date it's pointless to see it listed, you can use it to reduce clutter.
Title: Re: Suggestions Thread for v2.0
Post by: dr125 on September 18, 2022, 12:00:34 PM
Given the recent ground war and QOL changes, I was thinking of some suggestions along those lines.

Assign Fire Support button - Assign bombardment units to units on FA/FD. I am thinking something along the lines of auto assign either a) units with bombardment in Support/RE b)all units with bombardment total or c)all units in the Support echelon to units that are in the same unit or directly subordinate.

Ex.
1st Division (RE)
-300th Heavy Howitzer Bn (RE)
1st Mobile Infantry Regimental (SP)
- 1st Mobile Infantry Bn (FD)
- 2nd Mobile Infantry Bn (FD)
- 3rd Battle Mech Bn (FA)
- 1st Mortar Bn (SP)
- 50th Supply Dump (RE)

In the example, the Mortar Bn is assigned to one of the front line Bn's. If the regimental assets have bombardment elements (otherwise it would most likely be in the rear anyway) it would likewise be assigned to the Mobile Infantry or Mech Bn's. The supply dump in the RE is ignored.  Depending on design, the heavy howitzers could be assigned as well, or kept manual as divisional assets are more rare/specialized.

Relatedly, this button could also auto assign ground support fighters or it could be a separate button. Assign all GSF's with a ground support mission to units on FA/FD that have the appropriate FFD elements.

Lastly, independent of the auto assign, GSF's could be assigned by squadron instead of individually. Any extra fighters beyond FFD capacity are ignored.



Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on September 18, 2022, 01:31:39 PM
Simple QoL for Terraforming... provide an estimate of time to complete the current terraforming task, i.e if adding oxygen until reaching 0.1 ATM, provide a field next to that saying "Est. completion in X.X years", which would be based on the annual terraform capability at the bottom of the page. Certainly something that can be done manually, but also very easy to automate and handy to see!

Only area it might not work well is when adding water vapor...
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 18, 2022, 04:26:00 PM
I just noticed that wrecks can't be tractored.
Is there a reason for it?

Can we get the ability to tractor wrecks?
Title: Re: Suggestions Thread for v2.0
Post by: KriegsMeister on September 18, 2022, 04:55:14 PM
I just noticed that wrecks can't be tractored.
Is there a reason for it?

Can we get the ability to tractor wrecks?
Pretty sure it's because most wrecks are supposed to be more of a debris field from blowing up rather than a nicely Swiss cheesed albeit 1 or 2 piece ship that sinks in the ocean. You can't really tow all the bits and bobs floating around so you scrap it on site and store it in your cargo hold.

At least that's how I've head canon-ed it, although I could see merit in the ability to collect wrecks in hangar bays
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on September 18, 2022, 10:01:30 PM
Wrecks were supposed to be tractorable in C# but that change never made it into the game. Hopefully Steve will add it soon so we can start making Salvage Planets!
Title: Re: Suggestions Thread for v2.0
Post by: Louella on September 19, 2022, 01:18:19 PM
Being able to set a "Reserve Population" so civilian liners won't depopulate your planets.
Title: Re: Suggestions Thread for v2.0
Post by: captainwolfer on September 19, 2022, 06:13:58 PM
Make Automated assignments apply to flag bridges as well.

That way, when I split a Cruiser squadron off for independent action, I don't have to worry that I won't have noticed that squadron's fleet commander had retired.
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 20, 2022, 03:48:46 AM
Maybe it's time for another Theme import/update round?
Your last one seems to be more than 2 years ago.

Ofcourse this has nothing to do with the fact that I have submitted/corrected two of the Themes.  ;D

Alternatively/Additionally, can we get a counter in the names of the Themes, so wew can easily see how much entries they have?
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on September 20, 2022, 09:09:25 AM
It would be really handy to have the size of installations in standard cargo holds displayed when giving Load Installation orders to fleets (in the same way as was added to the Civilian tab of the Economics window (http://aurora2.pentarch.org/index.php?topic=12523.msg158220#msg158272)).

Or it could even get really fancy, and tell you how many/what fraction of one the fleet can load... :)
Title: Re: Suggestions Thread for v2.0
Post by: RaidersOfTheVerge on September 21, 2022, 12:52:39 PM
A small but annoying thing, On the commander screen, when you retire a commander/admin/scientist can thye UI be made not to take you to the retirted section and close any expanded lists?
Title: Re: Suggestions Thread for v2.0
Post by: Xanithas on September 21, 2022, 01:52:09 PM
A note in the Civilian / Flags tab that tells you how many freighters are available for tasking / in use for something would be nice.

With that, perhaps the ability to specify what loads are for where so you don't have to only have one order at a time
IE
Earth has 200 Financial Centers for civilians to move 100 are for Luna and 100 are for Mars. You will generally get something odd like 98 on Luna and 102 on Mars since the liners use various cargo hold sizes. Or a liner will take the financial centers on Earth to a distant colony as opposed to that colony's its neighboring planet since the freighters are closer to Earth. Being able to specify destination on the supply tab would help this problem

Also forming Civilian companies on different planets / systems would be nice and not have all of them concentrated in one place when I have massive populations elsewhere
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 21, 2022, 02:31:07 PM
First Suggestion: Make a "Bugs Discussion" thread, so you can separate Bugs and Discussions. :-)

Second one: Make the player-controlled "Commercial" ships aware of the "Military Restricted System" flag when on Standing Orders.
In my case it would apply to my Salvagers, which are looking for wrecks in all known systems.
In a very rare circumstance it could be possible to find a system with an already habitable body. To make planet fall with troops you have to make the body a colony. Which will automatically tell all colonization ships you set to "Load colonists" -> "Unload colonists" to move to the enemy and unload colonists. I know, you could set the colony to not accept colonists, but will you really think about that in this moment?

The game already distinguishes between Military and Commercial designs, even mentioning to be used for Standing Orders.
And it will give the Flag a meaning in a game with deactivated civilians.
Title: Re: Suggestions Thread for v2.0
Post by: Xanithas on September 21, 2022, 03:09:40 PM
Having awards that normally apply to "ground" and "space" commanders automatically award when conditions are met regardless of service IE STO formation Kills a ship should fulfill the "destroy a ship" award condition or a ship captain kills a enemy formation with orbital fire should fulfill the "destroy enemy ground unit" award condition. It would be neat to see and would give some RP flavor to our various officers
Title: Re: Suggestions Thread for v2.0
Post by: MaxKaladin on September 21, 2022, 05:54:59 PM
One thought I had was the ability to award medals to ships and ground formations much like you give them to commanders. Basically, this would give the ability to award battle stars and unit citations to ships and units that participate in important actions.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on September 21, 2022, 08:12:56 PM
First Suggestion: Make a "Bugs Discussion" thread, so you can separate Bugs and Discussions. :-)
You can make new threads in the Bugs sub-forum for discussion about them. No need for a specific thread. Then, once there is consensus that it's a bug, the thread creator can post in the actual Bugs thread.
Title: Re: Suggestions Thread for v2.0
Post by: GhostIsGone on September 23, 2022, 08:48:13 AM
I want to preface this post with a couple things. I play on a 27" 1440p monitor (ROG SWIFT PG279Q), I sit about a meter from my screen. I deal with text on a daily basis (I'm a software developer) and I'm looking at a screen most of the day.

I regularly get headaches from looking at Aurora's UI only because of how small it is at 1440p. Combine this with contrast between text and colours on the UI I have to regularly strain my eyes to make out some text which causes the aforementioned headaches. I have tried increasing the scaling on my monitor to 125% which makes most of the UI readable, but all the text becomes extremely blurry, to the point where it also causes headaches trying to make out different characters.

I understand that Aurora has a very complicated UI where it would involve a lot of work to ensure the UI is scalable to different resolutions, specifically, since Aurora is configured to be played on 1080p, it would scale up by 50% when being played on 1440p. I understand that scaling down to fit on smaller screens isn't feasible due to how many UI elements Aurora has, but surely scaling upwards shouldn't require rearranging of UI elements?. As I was digging around for a solution, the closest I got is changing Aurora.exe -> Properties -> Compatibility -> Change High DPI Settings -> High DPI scaling override -> Application. This ensures that the text is crystal clear when playing on 125% Windows scaling. However, some interface elements are cut off which makes this solution not usable. If it weren't for this, I could play with this setting and not have to endure headaches.

Interestingly, this issue only exists on a handful of window; most windows are fine, I've included screenshots of the problematic windows.

I've I'd take a guess, I'd say that most, if not all, windows have a maximum window size. Due to the increase in font size, some scaling elements on the UI are pushing other elements that are anchored to said element out of the bounds of the window, and due to the window being limited in size, it can't scale to fit it's contents. Either making sure Aurora is DPI aware by uniformly increasing the scale of it's windows (WinForms should have an API to do this out of the box with very little effort needed, though I could be wrong, happy to provide my findings on this), or unlocking the maximum size of windows are two fixes that come to mind (keep in mind that I'm in no way saying that either of these solutions require little work).

I want to clarify that this is a minor accessibility issue but I hope that this could get some attention, surely I'm not the only one using a screen with a higher resolution.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on September 23, 2022, 11:18:53 AM
I want to preface this post with a couple things. I play on a 27" 1440p monitor (ROG SWIFT PG279Q), I sit about a meter from my screen. I deal with text on a daily basis (I'm a software developer) and I'm looking at a screen most of the day.

I regularly get headaches from looking at Aurora's UI only because of how small it is at 1440p. Combine this with contrast between text and colours on the UI I have to regularly strain my eyes to make out some text which causes the aforementioned headaches. I have tried increasing the scaling on my monitor to 125% which makes most of the UI readable, but all the text becomes extremely blurry, to the point where it also causes headaches trying to make out different characters.

I understand that Aurora has a very complicated UI where it would involve a lot of work to ensure the UI is scalable to different resolutions, specifically, since Aurora is configured to be played on 1080p, it would scale up by 50% when being played on 1440p. I understand that scaling down to fit on smaller screens isn't feasible due to how many UI elements Aurora has, but surely scaling upwards shouldn't require rearranging of UI elements?. As I was digging around for a solution, the closest I got is changing Aurora.exe -> Properties -> Compatibility -> Change High DPI Settings -> High DPI scaling override -> System (enhanced). This ensures that the text is crystal clear when playing on 125% Windows scaling. However, some interface elements are cut off which makes this solution not usable. If it weren't for this, I could play with this setting and not have to endure headaches.

Interestingly, this issue only exists on a handful of window; most windows are fine, I've included screenshots of the problematic windows.

I've I'd take a guess, I'd say that most, if not all, windows have a maximum window size. Due to the increase in font size, some scaling elements on the UI are pushing other elements that are anchored to said element out of the bounds of the window, and due to the window being limited in size, it can't scale to fit it's contents. Either making sure Aurora is DPI aware by uniformly increasing the scale of it's windows (WinForms should have an API to do this out of the box with very little effort needed, though I could be wrong, happy to provide my findings on this), or unlocking the maximum size of windows are two fixes that come to mind (keep in mind that I'm in no way saying that either of these solutions require little work).

I want to clarify that this is a minor accessibility issue but I hope that this could get some attention, surely I'm not the only one using a screen with a higher resolution.

I develop and play on a pair of 3440x1440 monitors without any issues. I only used the 1440x900 requirement so that people with smaller monitors can also play.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on September 23, 2022, 02:56:32 PM
I want to preface this post with a couple things. I play on a 27" 1440p monitor (ROG SWIFT PG279Q), I sit about a meter from my screen. I deal with text on a daily basis (I'm a software developer) and I'm looking at a screen most of the day.

I regularly get headaches from looking at Aurora's UI only because of how small it is at 1440p. Combine this with contrast between text and colours on the UI I have to regularly strain my eyes to make out some text which causes the aforementioned headaches. I have tried increasing the scaling on my monitor to 125% which makes most of the UI readable, but all the text becomes extremely blurry, to the point where it also causes headaches trying to make out different characters.

I understand that Aurora has a very complicated UI where it would involve a lot of work to ensure the UI is scalable to different resolutions, specifically, since Aurora is configured to be played on 1080p, it would scale up by 50% when being played on 1440p. I understand that scaling down to fit on smaller screens isn't feasible due to how many UI elements Aurora has, but surely scaling upwards shouldn't require rearranging of UI elements?. As I was digging around for a solution, the closest I got is changing Aurora.exe -> Properties -> Compatibility -> Change High DPI Settings -> High DPI scaling override -> Application. This ensures that the text is crystal clear when playing on 125% Windows scaling. However, some interface elements are cut off which makes this solution not usable. If it weren't for this, I could play with this setting and not have to endure headaches.

Interestingly, this issue only exists on a handful of window; most windows are fine, I've included screenshots of the problematic windows.

I've I'd take a guess, I'd say that most, if not all, windows have a maximum window size. Due to the increase in font size, some scaling elements on the UI are pushing other elements that are anchored to said element out of the bounds of the window, and due to the window being limited in size, it can't scale to fit it's contents. Either making sure Aurora is DPI aware by uniformly increasing the scale of it's windows (WinForms should have an API to do this out of the box with very little effort needed, though I could be wrong, happy to provide my findings on this), or unlocking the maximum size of windows are two fixes that come to mind (keep in mind that I'm in no way saying that either of these solutions require little work).

I want to clarify that this is a minor accessibility issue but I hope that this could get some attention, surely I'm not the only one using a screen with a higher resolution.

I would agree that the colour scheme that Steve uses is not optimal for many people, me included. I play with a pair of 4k monitors as well. I did change the colour scheme with the modding tool we can use for that purpose. I also could not play with the colour scheme for the same reasons as you.

This might help you...

(https://www.dropbox.com/s/59jj0yp496jard6/AuroraThemeScreen2.png?raw=1)

(https://www.dropbox.com/s/dqldqv0hvwrqdzd/AuroraThemeScreen3.png?raw=1)
Title: Re: Suggestions Thread for v2.0
Post by: Carthar on September 23, 2022, 03:31:20 PM
Stop civilian ship lines from moving employed populations.     

Either as a global option or an option to set a colony to only supply colonists from the unemployed population count.
Title: Re: Suggestions Thread for v2.0
Post by: rainyday on September 24, 2022, 12:25:33 PM
With the current automated medal awards, only the CO of a ship gets credit for any kills or achievements. This makes sense but it does mean that lower-level officers XO, TO, etc, never get any awards until they reach command rank.

It would be neat and make sense for some kinds of awards to go to all the officers. For example, in my current campaign, I have a "Royal Unit Citation for Gallantry" which is awarded for destroying a hostile ship. I've also got a unit citation for the first ship through a jump point and things like that. Maybe there could be a configuration option in the Medals window similar to the one in the manual "Award Medal" screen allowing us to select multiple recipients for certain awards? I realize this is complicated by the fact that achievements are tracked on individual commanders and maybe it isn't worth the effort. I just think it would be neat.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on September 24, 2022, 03:01:03 PM
With the current automated medal awards, only the CO of a ship gets credit for any kills or achievements. This makes sense but it does mean that lower-level officers XO, TO, etc, never get any awards until they reach command rank.

It would be neat and make sense for some kinds of awards to go to all the officers. For example, in my current campaign, I have a "Royal Unit Citation for Gallantry" which is awarded for destroying a hostile ship. I've also got a unit citation for the first ship through a jump point and things like that. Maybe there could be a configuration option in the Medals window similar to the one in the manual "Award Medal" screen allowing us to select multiple recipients for certain awards? I realize this is complicated by the fact that achievements are tracked on individual commanders and maybe it isn't worth the effort. I just think it would be neat.

It would also be cool to make it job specific. It makes sense for the tactical officer to get kill credits and for the science officer to get survey related credits while the chief engineer gets damage related credits.

You could have the CAG get the kill credits of the strike group, idk what you'd do for the XO.
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on September 24, 2022, 03:08:54 PM
<snip>

It would also be cool to make it job specific. It makes sense for the tactical officer to get kill credits and for the science officer to get survey related credits while the chief engineer gets damage related credits.

You could have the CAG get the kill credits of the strike group, idk what you'd do for the XO.

It could be possible to add the requirement "have this job" to a medal, or allow checking of each job individually. Then players can decide for themselves if they want the XO to get kill credit, or both CO and XO, or the whole officer group.
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on September 25, 2022, 02:07:48 PM
When giving the order to "Refuel and Resupply" at a colony, can we please get an automatic unloading of Survivors?

I had several occasions, where I rescued personnel, but forgot about them. Then years later the fleet moved to fight, and I get the message, that the life support is not enough, because they still had the survivors onboard.
Title: Re: Suggestions Thread for v2.0
Post by: Aloriel on September 25, 2022, 08:10:59 PM
When giving the order to "Refuel and Resupply" at a colony, can we please get an automatic unloading of Survivors?

I had several occasions, where I rescued personnel, but forgot about them. Then years later the fleet moved to fight, and I get the message, that the life support is not enough, because they still had the survivors onboard.
Any interaction with a colony seems like it ought to do this.
Title: Re: Suggestions Thread for v2.0
Post by: TurielD on September 27, 2022, 03:29:16 AM
Maybe it's time for another Theme import/update round?
Your last one seems to be more than 2 years ago.

Ofcourse this has nothing to do with the fact that I have submitted/corrected two of the Themes.  ;D

Alternatively/Additionally, can we get a counter in the names of the Themes, so wew can easily see how much entries they have?

Perhaps an actual interface to add/edit themes ;)

But perhaps more reasonably in addition to the above: could the Miscellaneous tab in Class Design show the list of of the chosen naming theme to the right of or below the selection window? Even better if the names could be marked with if they're already in use.
Title: Re: Suggestions Thread for v2.0
Post by: TurielD on September 27, 2022, 03:48:34 AM
Could we get an 'Fire control assignment'  tab in the Class Design window?

It seems like it should be the equivalent counterpart to the Ordnance & Fighters tab and it seems odd we don't have an option to designate standard/default Fire Controls for ships until after they're built - especially if there's only 1 fire control for all weapon systems.
Title: Re: Thoughts on Carronades
Post by: rainyday on September 28, 2022, 10:10:09 PM
In light of the recent changes to Particle Beams I was looking at weapons and noticed something odd about Carronades. Some calibers of Carronades are one hull size smaller than the equivalent laser and that makes them output marginally more damage per HS at the meager 10k range they're useful. Other Carronade calibers are exactly the same size as the equivalent laser, which means they do the exact same damage per HS. This is a bit weird because it makes some calibers more useable than others. I think Carronades should do a bit more damage than lasers at 10k (they're already giving up armor penetration and range) so normalizing this to make all Carronades 1HS smaller than lasers would at least make them all equally viable.

Current game sizes of carronades and lasers.

          C-HS   L-HS
80cm   25    26
70cm   22    23
60cm   19    19
50cm   16    16
40cm   12    13
35cm   11    11
30cm   9    10
25cm   8    8
20cm   6    6
15cm   4    5

I might suggest going a step farther and making all Carronades significantly smaller, while keeping the current power requirements. Any size decrease gives them a point-blank edge over the same laser. Decreasing all carronade sizes by 1/4th or even more compared to the equivalent laser would give them a huge damage boost at point-blank range, while keeping them below the equivalent lasers and railguns after about 20k. Running up on one would be worse than getting a face full of gauss cannons, but the counter play is just to stay out of range.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on September 29, 2022, 03:46:19 AM
In light of the recent changes to Particle Beams I was looking at weapons and noticed something odd about Carronades. Some calibers of Carronades are one hull size smaller than the equivalent laser and that makes them output marginally more damage per HS at the meager 10k range they're useful. Other Carronade calibers are exactly the same size as the equivalent laser, which means they do the exact same damage per HS. This is a bit weird because it makes some calibers more useable than others. I think Carronades should do a bit more damage than lasers at 10k (they're already giving up armor penetration and range) so normalizing this to make all Carronades 1HS smaller than lasers would at least make them all equally viable.

Current game sizes of carronades and lasers.

          C-HS   L-HS
80cm   25    26
70cm   22    23
60cm   19    19
50cm   16    16
40cm   12    13
35cm   11    11
30cm   9    10
25cm   8    8
20cm   6    6
15cm   4    5

I might suggest going a step farther and making all Carronades significantly smaller, while keeping the current power requirements. Any size decrease gives them a point-blank edge over the same laser. Decreasing all carronade sizes by 1/4th or even more compared to the equivalent laser would give them a huge damage boost at point-blank range, while keeping them below the equivalent lasers and railguns after about 20k. Running up on one would be worse than getting a face full of gauss cannons, but the counter play is just to stay out of range.

I don't agree with this, except perhaps the size thing.

First of... you rarely would have both laser and carronade technology line up so compering them exactly does not make much sense.

Carronades makes a ton more damage per shot than lasers do at close ranges, this have huge implications in combat, both in armour penetration and chock damage. DPS is not as important as people make it out to be, only to a certain degree.

Carronade technology is around half as expensive so you can advance up their technology tree MUCH faster, usually about two sometimes three technology levels higher then the equivalent other weapon systems. Getting to have a 20cm Ultraviolet laser cost you a total of 29.500RP, that is level 3 tech, while you get up to 40cm Carronades (level 6 technology) for the carronades for 30.000RP.

Carronades also effect ground troop weapon strength if not having two or three levels better ground troop weapons strength is a huge advantage I don't know what is.

The second thing is ground to orbit weapons emplacements, carronade size means very little for these installations and they are cheap too, this makes carronades a very effective ground to orbit weapon platform as well. One 20cm Ultraviolet laser STO you get 1.67 40cm Carronade STO for example in cost, sure the carronade is bigger... but on the ground that really don't matter much.

As Carronades is far cheaper and fire much less often they also consume way less MSP in prolonged combat engagements and also is cheaper in general to fit into your ships which can be important in many regards.

When it comes to Carronades you can't reflect on them on a level for level comparison... actually very few weapons system you can do that with as they all have very different capabilities.

I think that Carronades is in a very good place at the moment and serves a very interesting role... in the early to mid game carronades certainly is a very attractive weapon type with many benefits.
Title: Re: Suggestions Thread for v2.0
Post by: rainyday on September 29, 2022, 08:57:00 AM
Carronade technology is around half as expensive so you can advance up their technology tree MUCH faster, usually about two sometimes three technology levels higher then the equivalent other weapon systems.  Carronades also effect ground troop weapon strength if not having two or three levels better ground troop weapons strength is a huge advantage I don't know what is.

Yeah, but I'd argue that's a bad thing. The ground combat system wasn't designed for being able to artificially inflate your attack so far above armor at a given tech level and doing so is basically mandatory against another player. It's only so cheap in an effort to balance it against other ship weapons. It might as well be renamed to Ground Attack Strength and moved into the Ground Combat section.

Quote
As Carronades is far cheaper and fire much less often they also consume way less MSP in prolonged combat engagements and also is cheaper in general to fit into your ships which can be important in many regards.

This is interesting and I hadn't considered that aspect.

Quote
I think that Carronades is in a very good place at the moment and serves a very interesting role...

We're going to have to disagree on that one. They're very attractive as a ground weapon but the only situation I can see in space where a full load of carronades is better than equivalent tech cost lasers is maybe if your enemy is dumb enough to standard transit through a jump point and land within 20k of you. 

60 cm C8 Plasma Carronade (1)    Range 192,000km     TS: 3,000 km/s     Power 96-8     RM 10,000 km    ROF 60        96 48 32 24 19 16 13 12 10 9
35 cm C8 X-Ray Laser (1)             Range 192,000km     TS: 3,000 km/s     Power 32-8     RM 70,000 km    ROF 20        32 32 32 32 32 32 32 27 24 22

Beyond 30k the laser does more damage, fires three times as fast and is 58% the size of the Carronade. It's debatable whether the Carronade wins even at 10k as both a 96 damage PC and a 32-damage laser penetrate 9 layers of armor, the laser will fire 3 times for every Carronade shot, and you can fit a lot more of them in the same space.

Making Carronades smaller won't make them much more useful at long ranges but it would make them more competitive against equal tech lasers in their supposed niche.

EDIT: At very low-tech levels the ability to research very large carronades so cheaply does make them more competitive at range see:

30 cm   C3 Plasma Carronade (1)         Range 192,000km     TS: 3,000 km/s     Power 24-3     RM 10,000 km    ROF 40      24 12 8 6 4 4 3 3 2 2
15 cm   C3 Near Ultraviolet Laser (1)    Range 180,000km     TS: 3,000 km/s     Power 6-3       RM 30,000 km    ROF 10        6   6 6 4 3 3 2 2 2 1

At this level, the carronade's damage actually falls off slower than the laser because of the comparatively low laser range tech. Still, the laser is 55% the size, fires four times as fast, doing the same damage over time even at 10k and both weapons have 4 armor penetration at point blank range. I suppose the carronades do quite a bit more shock damage though. I don't know how to evaluate that.

EDIT2 TLDR: I don't actually think early Carronades should be able to out range lasers at the same tech level or be usable to game the ground combat system or only be viable as low-tech weapons. I'd like to see them rebalanced to be viable in their niche for the whole game without conveying early game advantages. Making them smaller alone won't accomplish this, it would probably require some kind of very very expensive range boosting tech to make them more useful in the midgame while reducing their range early.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on September 29, 2022, 01:02:25 PM
I've never researched carronades, so this is all speculation on my part, but...

Wouldn't the 96 damage from the carronade generate 3x as much shock damage vs the 36 damage laser, i.e. 18 vs 6 since shock damage goes up linearly above about 36 damage after you reach the 100% chance of doing shock damage? If so, that could that be significantly more helpful than additional DPS, at least against a heavily armored ship. The whole point of combat is to scramble the inside of the egg, not poke holes in the shell.

Note that since the laser has 3x the firing rate you will actually do the same DPS (both direct damage and shock) over time, but the larger single damage value from carronade seems like it should overcome HTK of internal components more frequently/consistently.
Title: Re: Suggestions Thread for v2.0
Post by: rainyday on September 29, 2022, 01:22:25 PM
Wouldn't the 96 damage from the carronade generate 3x as much shock damage vs the 36 damage laser, i.e. 18 vs 6 since shock damage goes up linearly above about 36 damage after you reach the 100% chance of doing shock damage? If so, that could that be significantly more helpful than additional DPS, at least against a heavily armored ship. The whole point of combat is to scramble the inside of the egg, not poke holes in the shell.

It's not quite that simple according to the mechanics post on shock damage (http://aurora2.pentarch.org/index.php?topic=8495.msg111676#msg111676 (http://aurora2.pentarch.org/index.php?topic=8495.msg111676#msg111676)) it depends on the size of the ship. If we have a 16000-ton ship (320 HS):

Each Carronade shot has a 30% chance of dealing shock damage (96 / 320) which will randomly deal between 1 and 19 (20% total damage) points of shock damage to internal components.
Each Laser shot has a 10% chance of dealing shock damage (32 / 320) which will randomly deal between 1 and 6 (20% total damage) points of shock damage to internal components.

So, yes, there is definitely potential for some huge burst shock damage from a carronade shot.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on September 29, 2022, 05:08:12 PM
60 cm C8 Plasma Carronade (1)    Range 192,000km     TS: 3,000 km/s     Power 96-8     RM 10,000 km    ROF 60        96 48 32 24 19 16 13 12 10 9
35 cm C8 X-Ray Laser (1)             Range 192,000km     TS: 3,000 km/s     Power 32-8     RM 70,000 km    ROF 20        32 32 32 32 32 32 32 27 24 22

Beyond 30k the laser does more damage, fires three times as fast and is 58% the size of the Carronade. It's debatable whether the Carronade wins even at 10k as both a 96 damage PC and a 32-damage laser penetrate 9 layers of armor, the laser will fire 3 times for every Carronade shot, and you can fit a lot more of them in the same space.

Making Carronades smaller won't make them much more useful at long ranges but it would make them more competitive against equal tech lasers in their supposed niche.

EDIT: At very low-tech levels the ability to research very large carronades so cheaply does make them more competitive at range see:

30 cm   C3 Plasma Carronade (1)         Range 192,000km     TS: 3,000 km/s     Power 24-3     RM 10,000 km    ROF 40      24 12 8 6 4 4 3 3 2 2
15 cm   C3 Near Ultraviolet Laser (1)    Range 180,000km     TS: 3,000 km/s     Power 6-3       RM 30,000 km    ROF 10        6   6 6 4 3 3 2 2 2 1

At this level, the carronade's damage actually falls off slower than the laser because of the comparatively low laser range tech. Still, the laser is 55% the size, fires four times as fast, doing the same damage over time even at 10k and both weapons have 4 armor penetration at point blank range. I suppose the carronades do quite a bit more shock damage though. I don't know how to evaluate that.

EDIT2 TLDR: I don't actually think early Carronades should be able to out range lasers at the same tech level or be usable to game the ground combat system or only be viable as low-tech weapons. I'd like to see them rebalanced to be viable in their niche for the whole game without conveying early game advantages. Making them smaller alone won't accomplish this, it would probably require some kind of very very expensive range boosting tech to make them more useful in the midgame while reducing their range early.

The issue is not the Carronade in and of itself... it is rather that the damage increase is not in line with the research cost of the weapon... the first example is not a fair one though as the Carronade is 120 RP weapon while the laser is a 239 RP weapon... a more closer match would be a 70cm Carronade. A 70cm Carronade also cost 90BP while the 35cm laser cost 316 BP with equivalent level capacitor.

But as you say, the laser will get better over time because its firepower are constantly quadrupled with both better range modification and damage, the Carronade keep its range modification at 10k through all tech levels.

This is also why I said they are just fine in the early to mid game, no late game... at least for me any technology at 60k base cost is late game technology.... I rarely play past 100k technology mark as I play with reduced tech speed in almost all my games.

In any way... you can't just compare ONE parameter of a weapon and say it is not fair or unbalanced... you have to look at everything that technology will bring. I think it is just fine that weapom system are asymmetrical towards each other, they don't have to be equally good at all technology levels. I don't want weapons to become bland and more or less equal in a rock, paper sciossor kind of way, there is no need for that. The Carronade have it's main use as ground weapons, STO and extreme close combat weapon in space.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 30, 2022, 03:19:03 PM
Carronade technology is around half as expensive so you can advance up their technology tree MUCH faster, usually about two sometimes three technology levels higher then the equivalent other weapon systems.  Carronades also effect ground troop weapon strength if not having two or three levels better ground troop weapons strength is a huge advantage I don't know what is.

Yeah, but I'd argue that's a bad thing. The ground combat system wasn't designed for being able to artificially inflate your attack so far above armor at a given tech level and doing so is basically mandatory against another player. It's only so cheap in an effort to balance it against other ship weapons. It might as well be renamed to Ground Attack Strength and moved into the Ground Combat section.

I consider this a large enough exploit that I bump the RP cost of carronades up by 50% in my DBs. Since ground combat effectiveness scales to the fourth power of the tech level (roughly), it is really ridiculous. I have considered putting it back to 2x as in VB6 but I know it was changed for a reason - but then again, VB6 had a separate ground forces attack tech line, so maybe back to 2x is a good idea. Jorgen is certainly correct that the carronade as it is constitutes a quite strong and respectable choice of weapon - especially since it only has one tech instead of 2-3, so a carronade caliber that costs 30k RP to develop is the same net research cost as most weapons' 15k RP level since you have to develop 2-3 of those 15k techs.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on September 30, 2022, 08:59:00 PM
I consider this a large enough exploit that I bump the RP cost of carronades up by 50% in my DBs. Since ground combat effectiveness scales to the fourth power of the tech level (roughly), it is really ridiculous. I have considered putting it back to 2x as in VB6 but I know it was changed for a reason - but then again, VB6 had a separate ground forces attack tech line, so maybe back to 2x is a good idea. Jorgen is certainly correct that the carronade as it is constitutes a quite strong and respectable choice of weapon - especially since it only has one tech instead of 2-3, so a carronade caliber that costs 30k RP to develop is the same net research cost as most weapons' 15k RP level since you have to develop 2-3 of those 15k techs.

But is it really... if you take laser technology as an example it is only tied to the size of the gun, not with the range modification technology... so they are pretty much the same cost. It is you that choose to spend more time on other technologies so it is your priority that makes the difference not the technology.

The Carronade will give you one extra level of ground technology for the same cost as the laser.
Railgun will be slightly more expensive in the first levels but will be even cheaper than Carronade technology as you move up the tech levels.
Particle beam technology is the most expensive to raise ground weapon technology.

No weapon is equal in this regard...
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on October 02, 2022, 10:14:41 AM
When setting Themes for Star Systems, please add a checkbox for random picks.
Similar to ship names.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on October 02, 2022, 11:23:19 PM
When setting Themes for Star Systems, please add a checkbox for random picks.
Similar to ship names.

This, this, a thousand times this!
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on October 02, 2022, 11:29:36 PM
The context:
The shipyard tab is usually pretty sparse, in that you have a small handful of shipyards (probably not more than 10 even at a massive shipbuilding center of your empire) and then the panel below to control Shipyard Activity and individual slip activity.

The suggestion:
Add an additional details panel in the lower half of the screen showing info about the selected shipyard and the overall sum of those details for all yards. E.g. workers in that yard, total cost of shipbuilding in that yard, and even (if you're willing to add the hooks in the background to support it) the BUILD QUEUE for that yard. Even if you don't add the build queue, it would be helpful to know, without needing to go look up the equation and do the math, how much of your workforce and budget is being consumed by your repair yard vs your FAC yard vs your battleship yard.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on October 03, 2022, 03:34:51 AM
When setting Themes for Star Systems, please add a checkbox for random picks.
Similar to ship names.

Would be nice to have one for the reporting names for Alien ship classes as well (preferably on by default, so you don't have to rename the ships discovered in first contact).
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on October 03, 2022, 09:28:16 AM
Import/Export Army Organizations as CSV.     

With the new changes coming to 2. 2 and the ability to create buildable army organizations.  Is it possible to add a feature that lets you import or export community-created organizations?
similar to the medals.     

Prerequisites for imports to work would be you would need the ground unit tech researched.  Otherwise, the upload would fail.  A pop-up would say failed but also tell you what you are missing.   

This would allow new players to get involved in using armies and not be overwhelmed with the challenge of learning the mechanics.     

It would also save existing long-time players from having to recreate their armies in each playthrough.  Cutting out a lot of micro and improving QOL

edit: spelling and left a bit out.   
Title: Assign box for dragging ground force formations
Post by: SpaceMarine on October 03, 2022, 11:01:54 AM
Pre-amble: Many people who use ground forces have plenty of formations this is universal but the effort to drag these formations to their higher hq to create hierarchies is extremely time consuming and rsi inducing, this could be fixed by the implementation of the same planned assign box that ship weapons will now have.

Suggestion: Make it so that you can hit a checkbox to enable assign x, implement whichever number you want in x, when you move a formation of one type it will move as many formations of that type as you have specified to the area you want on that body or ship the formation is on, if there are too few formations then it will give a "you cant do that message", furthermore it will only effect formations of the same type on the same hierarchal level so you dont accidently pull formations out of their current hierarchies that you dont want.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on October 04, 2022, 09:50:33 PM
I'd like to suggest eliminating stand-alone ECM and ECCM modules, and making them another drop down box when designing missile fire controls and beam fire controls, increasing mineral and wealth cost of the resulting fire control. Those are the two components which the ship's ECM and ECCM rating impact anyway, so it wouldn't necessarily change the mechanic. It would just eliminate the need to dedicate volume to a separate module, which I don't see a gameplay reason for doing. As it stands now, it doesn't make sense for ECM/ECCM tech to be so large you can't really fit it into fighters but also small enough you can put it on missiles, which seems inconsistent.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 04, 2022, 10:20:09 PM
I'd like to suggest eliminating stand-alone ECM and ECCM modules, and making them another drop down box when designing missile fire controls and beam fire controls, increasing mineral and wealth cost of the resulting fire control. Those are the two components which the ship's ECM and ECCM rating impact anyway, so it wouldn't necessarily change the mechanic. It would just eliminate the need to dedicate volume to a separate module, which I don't see a gameplay reason for doing. As it stands now, it doesn't make sense for ECM/ECCM tech to be so large you can't really fit it into fighters but also small enough you can put it on missiles, which seems inconsistent.

Partially agree. For ECCM this makes perfect sense, ideally with a premium +HS to the fire control in question, however ECM as a module affects the entire ship, not its individual fire controls. ECM should remain a separate component, however I do think it would be nice to have it be designable in some manner like shields or cloaking modules, with an adjustable size corresponding in some way to efficiency. It should retain the current non-stacking effect (although stacking modules for redundancy is fine) so that it is not optimal to spam 0.1-HS ECM on your 69,420-ton battleships.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on October 05, 2022, 01:25:01 PM
I'd like to suggest eliminating stand-alone ECM and ECCM modules, and making them another drop down box when designing missile fire controls and beam fire controls, increasing mineral and wealth cost of the resulting fire control. Those are the two components which the ship's ECM and ECCM rating impact anyway, so it wouldn't necessarily change the mechanic. It would just eliminate the need to dedicate volume to a separate module, which I don't see a gameplay reason for doing. As it stands now, it doesn't make sense for ECM/ECCM tech to be so large you can't really fit it into fighters but also small enough you can put it on missiles, which seems inconsistent.

Partially agree. For ECCM this makes perfect sense, ideally with a premium +HS to the fire control in question, however ECM as a module affects the entire ship, not its individual fire controls. ECM should remain a separate component, however I do think it would be nice to have it be designable in some manner like shields or cloaking modules, with an adjustable size corresponding in some way to efficiency. It should retain the current non-stacking effect (although stacking modules for redundancy is fine) so that it is not optimal to spam 0.1-HS ECM on your 69,420-ton battleships.

Having ECM rating scale with ship size would be excellent, makes it harder to have massive battleships that can avoid every attack while also giving big aid to fighters/FACs. Would allow Steve to remove the special small-craft modules and just use ship ECM + FC Electronic warfare module. Honestly, instead of placing an ECM/ECCM component, there should be an additional design option in FC creation for Electronic Warfare on the MFC and BFC design windows. That way the only additional component is the module you mount for ships, reduces clutter a little.
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on October 08, 2022, 10:20:11 AM
Add seperate police forces and/or stunner weapons.

Basically, IRL armies make bad (riot) police forces and police forces make bad soldiers. But in Aurora you can send some artillery to a place and the artillery will happily go around somehow quelling unrest. I think it would make sense to make a capability that is essentially a specialization into unrest reduction, which limits the unit to weapon types that are not too destructive such as up to CAP or HCAP, or maybe Light Anti Vehicle (I don't think unrest would really reduce from people losing their house to artillery being used to shoot some protesters a block away). These units would get a big bonues to reducing unrest, allowing you to use a very small police force to stop unrest.
Army units that have weapons to heavy to be used for police specialization units should not count towards police strength, but instead give a small amount of protection, allowing you to pick between a small fleet or a relatively big army but one that perhaps doesn't need as much maintenance for your protection.

I also suggest adding stun weapons. These should have less damage than other weapons, but both be better at police work (its effectively like using water hoses or rubber bullets rather than standing around with real bullets loaded: you can actually shoot protestors without instantly having a bloodbath) and give increased chances of getting information as they allow you to capture more prisoners. They should probably do effectively 0 damage to medium vehicle and up.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 08, 2022, 11:14:58 AM
Army units that have weapons to heavy to be used for police specialization units should not count towards police strength, but instead give a small amount of protection, allowing you to pick between a small fleet or a relatively big army but one that perhaps doesn't need as much maintenance for your protection.

This is already basically how it works, FYI. The effectiveness of a unit for "police duties" is based on sqrt(size), so while a larger unit does provide more suppression points per unit, they provide less per ton. The most efficient policing unit is therefore the INF+PWL, although PWL are so weak that they are basically useless for any real combat jobs aside from boarding parties.

At the same time, it doesn't make sense that larger units shouldn't contribute anything to police strength, if you think a 60-ton main battle tank cannot do effective police actions then Hungary c.1956 has a bridge to sell you. Note also that "unrest" as a mechanic constitutes any number of things, in fact usually the most important source of unrest mechanically is that the population does not feel protected from the alien menace, in which case a few dozen 155mm howitzers could go a long way towards addressing that. I do think that unrest suppression in general is a bit over-strong, you can effectively garrison a population of >10m with a single infantry battalion (5,000 tons, 500-1000 soldiers) and that ratio just seems insufficient - but I think the mechanic as it is works reasonably well given that it is a simplification of numerous factors into a single metric for the primary purpose of motivating colony garrisons and/or fleet patrols.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on October 08, 2022, 11:17:29 AM
I'd like to suggest eliminating stand-alone ECM and ECCM modules, and making them another drop down box when designing missile fire controls and beam fire controls, increasing mineral and wealth cost of the resulting fire control. Those are the two components which the ship's ECM and ECCM rating impact anyway, so it wouldn't necessarily change the mechanic. It would just eliminate the need to dedicate volume to a separate module, which I don't see a gameplay reason for doing. As it stands now, it doesn't make sense for ECM/ECCM tech to be so large you can't really fit it into fighters but also small enough you can put it on missiles, which seems inconsistent.

Partially agree. For ECCM this makes perfect sense, ideally with a premium +HS to the fire control in question, however ECM as a module affects the entire ship, not its individual fire controls. ECM should remain a separate component, however I do think it would be nice to have it be designable in some manner like shields or cloaking modules, with an adjustable size corresponding in some way to efficiency. It should retain the current non-stacking effect (although stacking modules for redundancy is fine) so that it is not optimal to spam 0.1-HS ECM on your 69,420-ton battleships.

Having ECM rating scale with ship size would be excellent, makes it harder to have massive battleships that can avoid every attack while also giving big aid to fighters/FACs. Would allow Steve to remove the special small-craft modules and just use ship ECM + FC Electronic warfare module. Honestly, instead of placing an ECM/ECCM component, there should be an additional design option in FC creation for Electronic Warfare on the MFC and BFC design windows. That way the only additional component is the module you mount for ships, reduces clutter a little.

Having ECCM part of the fire-control seems to me as a logical and more realistic step. But I would no like a system where ECM somehow scale with the size of the ship. That is not really how ECM works.

On the other hand I would like the game to have more electronic warfare systems in general and I hope that Steve at some point develop the sensor and electronic warfare system a bit more. I know he has talked about it before so let's hope it will happen at some time.

I also would like to have EMP missile warheads, much like microwave beams work. Being able to blind ships would make electronic warfare more interesting, why not have stealth missiles and counters to that and so on.

I also would like stealth in general to work different from how it currently works, so a completely new mechanic for it.
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on October 09, 2022, 04:25:59 AM
I don't know if this exists already but I couldn't figure it out:
Allow us to move multiple systems on the galactic map at once. Probably by pressing shift then clicking multiple systems, then dragging them. That would make it much easier to adjust large parts of the map to make space for new things near the center.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on October 09, 2022, 04:53:01 AM
I don't know if this exists already but I couldn't figure it out:
Allow us to move multiple systems on the galactic map at once. Probably by pressing shift then clicking multiple systems, then dragging them. That would make it much easier to adjust large parts of the map to make space for new things near the center.

You can do this.  You can shift-click to box select a group of systems, and also ctrl-click to select additional systems.  You can then mass-position them by holding down the mouse button on empty space (doing it on a system moves just that one, even with multiple selected).  To unselect the group afterwards, you need to click on a system.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on October 09, 2022, 04:58:28 AM
QoL suggestion:  My game's got to that point where I've explored enough systems that I'm having trouble finding the one I want on the galactic map.  A system list you could select from, that would either centre the map on the chosen system, or highlight it in an obvious way to make it easier to spot, would be a real timesaver!
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on October 09, 2022, 06:11:39 AM
I don't know if this exists already but I couldn't figure it out:
Allow us to move multiple systems on the galactic map at once. Probably by pressing shift then clicking multiple systems, then dragging them. That would make it much easier to adjust large parts of the map to make space for new things near the center.

You can do this.  You can shift-click to box select a group of systems, and also ctrl-click to select additional systems.  You can then mass-position them by holding down the mouse button on empty space (doing it on a system moves just that one, even with multiple selected).  To unselect the group afterwards, you need to click on a system.

I was so close... I did the thing where you touch one of the systems, since that is how you need to do it to move multiple grouped items in programs I used more often such as word.

EDIT: Is it also possible to rotate groups of systems? That could be useful if you want to permute "branches" of your map because you discovered a loop
Title: Re: Suggestions Thread for v2.0
Post by: Coleslaw on October 09, 2022, 01:37:33 PM
Formation Level Capabilities, rather than Element Level Capabilities

What if instead of having capabilities be applied to an element, they could be applied to the formation instead? For instance, say I create a regular infantry battalion with no additional capabilities. Then, I could duplicate the formation and give the entire new formation template extreme temperature capabilities. For capabilities like genetic enhancements, it would apply exclusively to the infantry in the formation, of course.

For non-capability elements that get added to such a formation after construction, the incoming units could have their morale set to 0 and you pay the difference in wealth cost between the non-capability element and the with-capability version of the element, abstracted as the incoming element is "undergoing retraining/refits/enhancements" as they are being implemented into the new unit. That way, you couldn't cheese your way into getting elements with capabilities by simply dragging them into a formation with a capability.

Theoretically, you wouldn't even have to create a new formation to do this. When selecting a formation on the ground units screen, there could be a button to change the formation's capabilities, in which case the rule in the previous paragraph would take place and apply to the units already in the formation.

So for instance, let's say I have an infantry formation that already has desert warfare capabilities, but I also want it to have extreme temperature capabilities. I select the battalion, click "Modify Capabilities", and select extreme temperature in addition to desert warfare. The formation's elements' moral goes to 0, I pay the additional wealth cost, and the formation now has the capability (with the units within not being combat effective in the slightest due to the 0 moral.) Eventually, their moral ticks back up to normal levels. If I were to drag a vehicle into a solely infantry battalion with genetic enhancement, I would think the game could easily recognize the incoming formation is a vehicle, and thus not do anything. The vehicle's moral would not be affected and no additional cost would be incurred, seeing as vehicles can not receive genetic enhancement.



Reduced Missile Radiation Research Line

We can research enhanced missile radiation if we want to glass planets, but what if we could research reduced missile radiation for tactical ballistic missiles for use in assisting ground forces without ruining the planet?

Title: Re: Suggestions Thread for v2.0
Post by: rainyday on October 09, 2022, 02:13:35 PM
It would be great if the game highlighted commanders with the "Story Character" flag set in the left panel of the main Commanders screen. This already supports colored text for characters with medical issues. It would make things a lot easier trying to find specific people when you have 100s of commanders in each rank.

EDIT:  It might also be useful if we could SM edit the age of characters as doing so in the database is somewhat cumbersome and error prone.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on October 09, 2022, 03:11:09 PM
Formation Level Capabilities, rather than Element Level Capabilities
But why? And what would happen if a unit/element is moved from formation A to formation B? Will it lose formation A capabilities?

Reduced Missile Radiation Research Line
We can research enhanced missile radiation if we want to glass planets, but what if we could research reduced missile radiation for tactical ballistic missiles for use in assisting ground forces without ruining the planet?
You can do that already via orbital bombardment from space ships and having FFD units on the ground. Having "clean" missiles that you can shoot safely from outside STO range means that they would basically lose their effectiveness completely. Currently players have to choose between bringing their ships into harm's way if they want to take the planet intact, or just glassing it into an irradiated hellhole.
Title: Re: Suggestions Thread for v2.0
Post by: Coleslaw on October 09, 2022, 05:50:44 PM
Formation Level Capabilities, rather than Element Level Capabilities
But why? And what would happen if a unit/element is moved from formation A to formation B? Will it lose formation A capabilities?

As it stands, to have various different formations with different capabilities you have to research several copies of the same element with the only change being their capability. If I want a formation that has jungle fighting, a formation that has mountain fighting, a formation that has desert fighting, and so on, I have to design and research what is essentially the same unit several times with the only difference between them being capability. God forbid the element I'm trying to give capabilities has various element types in it because that compounds the issue. At that point, the list of ground elements is going to be so cluttered with dozens of units whose only distinguishing factor is that one fights slightly better in extreme temperatures, one fights slightly better in the mountains, one fights slightly better in the desert, etc.

Any combat-related supporting elements will also require various versions, including artillery. So now you also have to research various different capabilities of artillery.

Then, if you have any HQs that double as combat units, you're going to have to research various different capabilities for them.

What I've resorted to doing is making "Elite" formations that have all capabilities because the micromanagement and clutter of 7 of the same-but-technically-different riflemen, tanks, artillery, etc., is just not worth it in my eyes. If one could just build, say, 6 of the same infantry battalions, then select the formation and do just a few clicks to give them a certain capability, then in my eyes it avoids a lot of player headache.

As for what happens to units moved from formation-with-capability to formation-without-capability, they would lose the capability, moral, and if the cost is greater you pay the difference (if not, you don't.) Again, I picture this as "retraining, rearming, refitting" whatever abstraction works for you. An alternative is that capabilities gets applied to the elements by the formation template. As in, I mark a template as having, say, desert warfare capabilities, its cost increases at the rate of the desert warfare capability, and once I build the formation, its elements have the capability.

I'm mostly just spitballing, I'm sure there are reasons like this that inevitably made Steve decide on capabilities being on an element-by-element basis rather than on a formation-basis. :P

Reduced Missile Radiation Research Line
We can research enhanced missile radiation if we want to glass planets, but what if we could research reduced missile radiation for tactical ballistic missiles for use in assisting ground forces without ruining the planet?
You can do that already via orbital bombardment from space ships and having FFD units on the ground. Having "clean" missiles that you can shoot safely from outside STO range means that they would basically lose their effectiveness completely. Currently players have to choose between bringing their ships into harm's way if they want to take the planet intact, or just glassing it into an irradiated hellhole.

Fair enough.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on October 10, 2022, 12:17:08 AM
Yeah, I can see the value in reducing the need to design and research basically the same thing over and over. You can work around it by having all your main forces jungle + mountain trained as that will cover all (near-)habitable planets for major campaigns and then have a small number of special forces-type units for fighting in extreme pressure, extreme temperature, and so on, for the few occasional situations that require that. There isn't really a mechanical need to have large numbers of units for each speciality.

Perhaps a better way would be to separate them into 2 different categories: inherent element level equipment & capability and formation level training & special equipment. This way gene mods and power armour and boarding capability would be inherent to a unit element (as well as avoid combat), whereas environment/climate/terrain capabilities would be done at formation level and could also be "re-trained & re-equipped" based on needs.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on October 10, 2022, 05:17:05 AM
This may be more hassle than its worth to change, but one minor issue I run into is that routes which include LP jumps can get outdated as orbital motion moves planets move LPs around. 

E.g. A jump between LPs for an outer and inner planet around the same primary will be a shortcut when the outer planet is in one position, but many years later, when the outer planet has moved significantly around its orbit, it will involve flying a much longer route compared to not using the LP at all.  This becomes an issue with things like mineral freighter routes that have longstanding cycled orders, and with order templates that are made in early game and still used much later.

A solution would be to not have LP baked into the route, but be something a fleet calculates for each order as it starts it.  So when its next action involves moving somewhere, it makes a calculation then to see if it can save time by using an LP jump, and incorporates it if so.  This would also let fleets on old orders take advantage of newly created LPs

Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on October 10, 2022, 02:40:09 PM
Right now the mineral window sort by mineral amount, starting with Duranium, then for places without Duranium it sorts by system name but not alphabetically (I think it might be order of discovery/generation). It might be nice to allow sorting on any one mineral or on the systems, to allow finding bodies with high amounts of a specific mineral more easily and allow finding systems which have the minerals I need.
Title: Re: Suggestions Thread for v2.0
Post by: Coleslaw on October 10, 2022, 05:56:59 PM
Element "Refits"

What if we could "refit" elements to another element that is of the same base type? For instance, say I have an infantry element with PW, but I design and research a modern infantry element with PWI and a capability. In the ground units screen, I could go to that element in a formation (or at any superior HQ formation to select ALL the elements in an entire formation) and select the element in the tree (i.e., at the very top of the hierarchy), then select "refit to", then make my selection like I'm refitting a ship. Then, it'll remove the old units, I pay the difference in cost between the original element and the new element, and it submits new "refit formations" to the ground force construction queue that automatically get attached to their original formations once they're completed. If a formation gets moved from a planet before the refit formation is complete, it just gets added to the population like a regular new formation.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on October 12, 2022, 12:02:51 PM
A few ideas for ground combat:

Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on October 12, 2022, 02:03:20 PM
 --- I had an idea for designable hangars, thought I'd share it here. So instead of what we have now, you know, with the various modules we'd have bespoke modules which we designed, not unlike engines or the like. Unlike the modules we have, Hangars would be a "one type only" much like engines or jump drives are. You can have as many of the same type as you want, but you cannot mix different types.

 --- You would choose size from a drop down, not unlike Jump Drives, and that would determine Capacity. You would have a dropdown for Refueling, Repair (DCR in effect), and Reload. These three would have a 1.0x multiplier to start, and increasing that would increase size and cost.

 --- These new bespoke Hangars would come in one of two types, Commercial and Military, chosen from a drop down like Jump Drives. These would follow the existing rules as is with regards to ship types. All Hangars would provide Maintenance and Deployment Freeze / Reduction as they already do with respect to type of hangar.

 --- Optionally, Commercial Hangars could be cheaper per Capacity than Military. Likewise, Hangars could have the option to build in armor. It might also be useful to allow Refuel / Repair / Reload multipliers of less than 1.0x all the way down to zero, but having no size reduction only cost reduction. Unless something else would have been increased, in which case the aize would decrease but never fall a certain threshold of Capacity plus... Something else. I haven't mathed that one out yet.

 --- Additionally a new feature/ mechanic could be a sort of Shield Boost; basically a system which would give a shielded fighter some shield strength on launch, allowing cheap very low recharge shields to be useful on Fighters by mitigating the recharge on the initial launch. Likewise, shield boost could allow shields to be overclocked, but induce a launch delay while the shields charged up.

 --- Gameplay wise I think this could add several things, verisimilitude chief among them. For role play, the player could have specialized hangar types and thus greater variety and character for their designs. Mechanically, this allows more investment in dedicated Fleet Carriers while Escort Carriers could conceivably be smaller and / or cheaper. Beam Based carriers could specialize in Refuel / Repair, but drop reload to 0 to make themselves cheaper and smaller. Missile Based Carriers could go heavy into Reload to increase effectiveness at a cost.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on October 12, 2022, 03:41:39 PM
--- I had an idea for designable hangars, thought I'd share it here. So instead of what we have now, you know, with the various modules we'd have bespoke modules which we designed, not unlike engines or the like. Unlike the modules we have, Hangars would be a "one type only" much like engines or jump drives are. You can have as many of the same type as you want, but you cannot mix different types.

 --- You would choose size from a drop down, not unlike Jump Drives, and that would determine Capacity. You would have a dropdown for Refueling, Repair (DCR in effect), and Reload. These three would have a 1.0x multiplier to start, and increasing that would increase size and cost.

 --- These new bespoke Hangars would come in one of two types, Commercial and Military, chosen from a drop down like Jump Drives. These would follow the existing rules as is with regards to ship types. All Hangars would provide Maintenance and Deployment Freeze / Reduction as they already do with respect to type of hangar.

 --- Optionally, Commercial Hangars could be cheaper per Capacity than Military. Likewise, Hangars could have the option to build in armor. It might also be useful to allow Refuel / Repair / Reload multipliers of less than 1.0x all the way down to zero, but having no size reduction only cost reduction. Unless something else would have been increased, in which case the aize would decrease but never fall a certain threshold of Capacity plus... Something else. I haven't mathed that one out yet.

 --- Additionally a new feature/ mechanic could be a sort of Shield Boost; basically a system which would give a shielded fighter some shield strength on launch, allowing cheap very low recharge shields to be useful on Fighters by mitigating the recharge on the initial launch. Likewise, shield boost could allow shields to be overclocked, but induce a launch delay while the shields charged up.

 --- Gameplay wise I think this could add several things, verisimilitude chief among them. For role play, the player could have specialized hangar types and thus greater variety and character for their designs. Mechanically, this allows more investment in dedicated Fleet Carriers while Escort Carriers could conceivably be smaller and / or cheaper. Beam Based carriers could specialize in Refuel / Repair, but drop reload to 0 to make themselves cheaper and smaller. Missile Based Carriers could go heavy into Reload to increase effectiveness at a cost.

Another option could be maximum ship size, though I think many would prefer the maximum of this tech to be quite high as it can kill the "jump carrier" design that I know some people like using. A compromise would be to have a potentially quite expensive "uncapped" option which allows you to dock whatever but in the case of a combat carrier you could cap it to like 500 tons so that only fighters can dock or 1000 tons if you want FACs.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on October 12, 2022, 07:16:55 PM
--- I had an idea for designable hangars, thought I'd share it here. So instead of what we have now, you know, with the various modules we'd have bespoke modules which we designed, not unlike engines or the like. Unlike the modules we have, Hangars would be a "one type only" much like engines or jump drives are. You can have as many of the same type as you want, but you cannot mix different types.

 --- You would choose size from a drop down, not unlike Jump Drives, and that would determine Capacity. You would have a dropdown for Refueling, Repair (DCR in effect), and Reload. These three would have a 1.0x multiplier to start, and increasing that would increase size and cost.

 --- These new bespoke Hangars would come in one of two types, Commercial and Military, chosen from a drop down like Jump Drives. These would follow the existing rules as is with regards to ship types. All Hangars would provide Maintenance and Deployment Freeze / Reduction as they already do with respect to type of hangar.

 --- Optionally, Commercial Hangars could be cheaper per Capacity than Military. Likewise, Hangars could have the option to build in armor. It might also be useful to allow Refuel / Repair / Reload multipliers of less than 1.0x all the way down to zero, but having no size reduction only cost reduction. Unless something else would have been increased, in which case the aize would decrease but never fall a certain threshold of Capacity plus... Something else. I haven't mathed that one out yet.

 --- Additionally a new feature/ mechanic could be a sort of Shield Boost; basically a system which would give a shielded fighter some shield strength on launch, allowing cheap very low recharge shields to be useful on Fighters by mitigating the recharge on the initial launch. Likewise, shield boost could allow shields to be overclocked, but induce a launch delay while the shields charged up.

 --- Gameplay wise I think this could add several things, verisimilitude chief among them. For role play, the player could have specialized hangar types and thus greater variety and character for their designs. Mechanically, this allows more investment in dedicated Fleet Carriers while Escort Carriers could conceivably be smaller and / or cheaper. Beam Based carriers could specialize in Refuel / Repair, but drop reload to 0 to make themselves cheaper and smaller. Missile Based Carriers could go heavy into Reload to increase effectiveness at a cost.

Another option could be maximum ship size, though I think many would prefer the maximum of this tech to be quite high as it can kill the "jump carrier" design that I know some people like using. A compromise would be to have a potentially quite expensive "uncapped" option which allows you to dock whatever but in the case of a combat carrier you could cap it to like 500 tons so that only fighters can dock or 1000 tons if you want FACs.

Why not add launch and retrieve capacity as well.

Right now I think that hangars can hold way too much tonnage for its size  too... fighter crafts and hangar crafts in general is very powerful in a fleets arsenal. They add quite a multiplicative force to a fleet that is hard to counter with your own fighters or small crafts around.

I have tried to play with multiple faction where one side refused to use small crafts and it always result in them being quite inferior in capacity in general.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 12, 2022, 09:11:16 PM
Make Artillery ignore the target's fortification bonus but have an extra malus vs units with evasion. This would make artillery more useful in assaulting dug-in defenders without making it overpowered, and make light vehicles more useful as a counterbalance vs artillery-heavy forces.

As much as this sounds realistic, I would not support this as it means artillery is even weaker for the defending units, which makes the design of defensive formations less interesting as they have fewer good options. I also am not sure it is actually realistic, used defensively artillery is certainly effective especially through collateral damage to the battlefield making an enemy advance more difficult.

Quote
Update the existing breakthrough mechanism (where attacker who achieves breakthrough get a 2nd attack round) to be based on the relative size and and maneuver of sum of front-line attackers vs front line defenders, and have the 2nd attack be weighted to be more likely to be against support or rear echelon units. It's possible this is how it already works (at least how the 2nd attack is targeted), but I haven't been able to find enough documentation to confirm/deny. This would make actual formation size less critical in determining breakthrough (so people can make formations whatever size their OOB heart desires) and give both assaulting and defending forces a reason to keep some units on attack and some on defense, lest you open yourself up to massive breakthroughs. You could also give the defenders some partial credit (0.25?) for their own front line attackers since they should at least help screen from the enemy attackers.

Documentation: Wiki page here (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Breakthough), relevant Steve posts here about breakthrough (http://aurora2.pentarch.org/index.php?topic=8495.msg109786#msg109786) and here about the Maneuver bonus (http://aurora2.pentarch.org/index.php?topic=8495.msg110196#msg110196) (not much but confirms that it has an effect). Note that Maneuver is a commander skill so should be on a per-formation basis anyways. 2nd attacks can target the rear lines with the same probability as a normal attack from the front line attacking stance. Note also the importance of cohesion (which is where most of the formation size effect factors in) which is not mentioned in your discussion so I wanted to highlight this.

My sense is that this mechanic as proposed boils down to giving the larger force an even bigger advantage from numbers alone than they already get. Given that one of the complaints about ground combat is that it is "too predictable" I am not sure this is a good direction to move in. I will also note that right now we do not have a way to see the stance of enemy formations in the game, and I do not know how we could feasibly put that information into the UI. Without that information, a mechanic which directly depends on setting up your own formations to exploit or counter those of your enemy would be rather opaque and frustrating for the player.

Quote
Add a new mechanism called "Rout", where the attacking unit gets a 2nd attack round against the same target, and make it based on relative size of attacking unit vs defending unit and the moral of the defending unit

I think the current breakthrough mechanism is a reasonable approximation for a rout. What we term "breakthrough" can really represent any number of things on a battlefield... routing, flanking, rushing a trench, deep penetration, and so on - note that in Aurora we can have "front line defense" formations break through which implies an even greater range of possibilities. I don't think we need to start atomizing the many ways a formation can "break through".


--- You would choose size from a drop down, not unlike Jump Drives, and that would determine Capacity. You would have a dropdown for Refueling, Repair (DCR in effect), and Reload. These three would have a 1.0x multiplier to start, and increasing that would increase size and cost.

Steve has said in the past that he specifically does not want to deal with hangars having fixed refueling, repair, etc. rates which is why they currently just automatically upgrade. I will also say, the size/cost multiplier here would have to be very generous to make up for the major downside of having fewer fighters in a wing. I won't care about 2x refueling or reload rate if my strike wing is half the size. That being said, it could work if done well and I do like this idea of adding more interest into carrier design, although it is already one of the more complicated areas of ship design so I am unsure how well that complexity would be received by the player base.

Quote
--- Additionally a new feature/ mechanic could be a sort of Shield Boost; basically a system which would give a shielded fighter some shield strength on launch, allowing cheap very low recharge shields to be useful on Fighters by mitigating the recharge on the initial launch. Likewise, shield boost could allow shields to be overclocked, but induce a launch delay while the shields charged up.

This will not really do anything for shields on fighters. The root issue is that shield strength scales with size^(3/2), so any shield which is small enough to put on a fighter will give only about 30% to 40% of the base tech rate per HS, which is effectively nothing compared to the same size of armor. If you really want fighter defenses (why??) armor is so far superior it is not even funny.


Right now I think that hangars can hold way too much tonnage for its size  too... fighter crafts and hangar crafts in general is very powerful in a fleets arsenal. They add quite a multiplicative force to a fleet that is hard to counter with your own fighters or small crafts around.

Fortunately it is pretty easy to mod this, I have tried it before in a "hard mode" kind of modded DB and it made carrier design much more challenging, definitely not everybody's cup of tea though given how much of carrier efficacy is tied to the size of the strike wing.

I think Steve has said that the unrealistic space efficiency of hangars is a bit of a compromise for the fact that fighters are so large compared to most sci-fi canons, so this brings back some of the ability to model a strike wing of TIE Fighters or F-302s for those who like that sort of thing.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on October 13, 2022, 12:22:47 AM
Artillery is literally the defenders best friend. Even moving columns are relatively easy to hit, whereas dug in or fortified defender is relatively safe against artillery bombardment. This was true in WW1 and is still true today even with all the fancy precision munitions. The game should not have mechanics that fly completely against how things work in real life.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on October 13, 2022, 05:01:08 PM
Artillery is literally the defenders best friend. Even moving columns are relatively easy to hit, whereas dug in or fortified defender is relatively safe against artillery bombardment. This was true in WW1 and is still true today even with all the fancy precision munitions. The game should not have mechanics that fly completely against how things work in real life.

I might not agree with moderns precision guided munition. They sort of make static fortification pretty pointless if you have total air dominance... that means you have the means to localize and destroy anything you want where you want, when you want... this we saw for example in Desert Storm. Enemy major fortifications was run over as if they were hardly there... it is only when the sides are roughly equal or lack proper air dominance and/or have lack of precision guided munition that fortification is really strong.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on October 13, 2022, 09:24:56 PM
Artillery is literally the defenders best friend. Even moving columns are relatively easy to hit, whereas dug in or fortified defender is relatively safe against artillery bombardment. This was true in WW1 and is still true today even with all the fancy precision munitions. The game should not have mechanics that fly completely against how things work in real life.

I might not agree with moderns precision guided munition. They sort of make static fortification pretty pointless if you have total air dominance... that means you have the means to localize and destroy anything you want where you want, when you want... this we saw for example in Desert Storm. Enemy major fortifications was run over as if they were hardly there... it is only when the sides are roughly equal or lack proper air dominance and/or have lack of precision guided munition that fortification is really strong.

There is an idea here that might help with making CAS fighters more useful, as well as the (somewhat undewhelming) direct damage they do to units, they should also reduce the fortification level of the elements that they attack. Would also allow one to differentiate more between the various ground attack weapons.
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on October 14, 2022, 04:05:35 AM
Why would PGM's be unique to CAS , at the moment artillery has precision munitions available and that will only get more common
Title: Re: Suggestions Thread for v2.0
Post by: Scandinavian on October 14, 2022, 02:43:56 PM
Precision munitions still aren't better than your fire direction. Even with undisputed air control, undirected indirect fire is mostly a way to punctuate press releases with explosions, not really a useful tool to attrition enemy formations. Target discrimination from the air is, so far at least, an art form that eludes the ken of human air forces. That *might* change with cheap, low-flying, high camera resolution, high data bandwidth drones. But it hasn't yet. (And probably won't, because people are going to learn how to shoot down drones too, eventually.)

Vehicles are more vulnerable than infantry and static positions, because they can neither hide nor dig in as well. But even vehicle casualties to undirected bombardment have proven lackluster and overhyped in a lot of historical conflicts where the defenders' archives have been opened to researchers. Turns out people who like launching undirected indirect bombardments often replicate their bad target identification in memoirs and after action reports, leading to exaggerated claims of effectiveness (and undercounted collateral damage). And for various institutional reasons the claims made by air forces about their operations tend to be given more air time and credence than the claims made by their victims.

Undirected indirect fire is really useful for blowing up oil and gas infrastructure. But oil and gas infra is, ah, temperamental at the best of times, and will blow up without much provocation.

In related notes, artillery (and orbital bombardment and CAS, both of which are really just expensive artillery) should probably have an efficiency bonus when used in an infantry support or counterbattery roles and an efficiency malus when not used in a combined arms role with infantry.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on October 14, 2022, 06:58:16 PM
In the fleet orders tab where it lists currently queued orders, would it be possible to list the time to complete each step? It's been said before that order durations are solely based on distance, and that's unfortunate but ok, but it would help to at least be able to tell how long it'll take that colony ship to GET to it's target, particularly when it's on a Cycle and all you can tell is the total cycle duration.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 14, 2022, 07:02:38 PM
The ability to rename fighters in a squadron based on the squadron name would be useful.

What I envision here is that if you have, say, a dozen X-Wings on a carrier grouped as "Red Squadron", it would be nice to have a button to click which would name those fighters as "Red 01", "Red 02", and so on up to "Red 12". Purely for flavor and QoL of course.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on October 14, 2022, 07:58:45 PM
Precision munitions still aren't better than your fire direction. Even with undisputed air control, undirected indirect fire is mostly a way to punctuate press releases with explosions, not really a useful tool to attrition enemy formations. Target discrimination from the air is, so far at least, an art form that eludes the ken of human air forces. That *might* change with cheap, low-flying, high camera resolution, high data bandwidth drones. But it hasn't yet. (And probably won't, because people are going to learn how to shoot down drones too, eventually.)

Vehicles are more vulnerable than infantry and static positions, because they can neither hide nor dig in as well. But even vehicle casualties to undirected bombardment have proven lackluster and overhyped in a lot of historical conflicts where the defenders' archives have been opened to researchers. Turns out people who like launching undirected indirect bombardments often replicate their bad target identification in memoirs and after action reports, leading to exaggerated claims of effectiveness (and undercounted collateral damage). And for various institutional reasons the claims made by air forces about their operations tend to be given more air time and credence than the claims made by their victims.

Undirected indirect fire is really useful for blowing up oil and gas infrastructure. But oil and gas infra is, ah, temperamental at the best of times, and will blow up without much provocation.

In related notes, artillery (and orbital bombardment and CAS, both of which are really just expensive artillery) should probably have an efficiency bonus when used in an infantry support or counterbattery roles and an efficiency malus when not used in a combined arms role with infantry.

I think you would be surprised what modern air to ground radar, thermal and other optical cameras combined with AI can do for surveillance effort at high altitudes. If you have total air dominance the drones can more or less operate with impunity to monitor and survey 24/7. These drones will see everything no matter the weather, more or less. Perhaps not in a heavy snowstorm blitz, but then no one would be able to do anything on the ground anyway.

It obviously will always be a group effort from many other surveillance platforms, ground and air...
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on October 14, 2022, 08:36:09 PM
Artillery is literally the defenders best friend. Even moving columns are relatively easy to hit, whereas dug in or fortified defender is relatively safe against artillery bombardment. This was true in WW1 and is still true today even with all the fancy precision munitions. The game should not have mechanics that fly completely against how things work in real life.

I might not agree with moderns precision guided munition. They sort of make static fortification pretty pointless if you have total air dominance... that means you have the means to localize and destroy anything you want where you want, when you want... this we saw for example in Desert Storm. Enemy major fortifications was run over as if they were hardly there... it is only when the sides are roughly equal or lack proper air dominance and/or have lack of precision guided munition that fortification is really strong.
That was air power, not artillery. Desert Storm is also an outlier - the world's largest and most advanced air force, with allies too, could pound the defender for a month in impunity in the most favourable terrain possible. USA could not replicate its success even in Kosovo just few years later. But I do agree that complete air dominance combined with PGMs can get really effective in neutralizing your opponent.

However, artillery isn't there yet and probably never will. And anyway, this was as a response to the earlier poster.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on October 15, 2022, 04:50:22 AM
Artillery is literally the defenders best friend. Even moving columns are relatively easy to hit, whereas dug in or fortified defender is relatively safe against artillery bombardment. This was true in WW1 and is still true today even with all the fancy precision munitions. The game should not have mechanics that fly completely against how things work in real life.

I might not agree with moderns precision guided munition. They sort of make static fortification pretty pointless if you have total air dominance... that means you have the means to localize and destroy anything you want where you want, when you want... this we saw for example in Desert Storm. Enemy major fortifications was run over as if they were hardly there... it is only when the sides are roughly equal or lack proper air dominance and/or have lack of precision guided munition that fortification is really strong.
That was air power, not artillery. Desert Storm is also an outlier - the world's largest and most advanced air force, with allies too, could pound the defender for a month in impunity in the most favourable terrain possible. USA could not replicate its success even in Kosovo just few years later. But I do agree that complete air dominance combined with PGMs can get really effective in neutralizing your opponent.

However, artillery isn't there yet and probably never will. And anyway, this was as a response to the earlier poster.

Dessert Storm has not been replicated because there has been no similar situation where one modern power went in with all force in all domains, this never happened in Kossovo so that is very different.

Artillery is certainly there when it comes to precision as they are able to strike with a few meters, as long as you have the coordinates. The new Anti-armour shells against vehicles have shown to have devastating effect against vehicles too, these are not just anecdotal facts. Artillery in current affairs stand for about 60-70% of all casualties of all sorts, that is pure fact. If any side also have air dominance then indirect (both ground and air launched) fire would likely cause even more devastation.

Artillery and air-to-ground effects in Aurora is underperforming by ALLOT... even during WW2 artillery was the main contributor to casualties where artillery and mortar stood for abut 65-70% casualties and small arms for about 15-20% in the European theatre. In the Pacific artillery casualties was smaller as artillery was not a useful on the smaller islands, so more like 50%, bit still higher than small arms that was about 30%. These figures was taken from a study made by the "Office of Medical History" in the US.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on October 15, 2022, 05:09:23 AM
There's more nuance to that argument but it's also very much off-topic for this thread. If you want to continue discussing it further, open a thread in Off-topic and we can keep going there, Jorgen.
Title: Re: Suggestions Thread for v2.0
Post by: SikeSky on October 15, 2022, 06:03:25 PM
Why are very small jump engines restricted to standard transit only? I'd like to be able to create small jump scouts that can fit a good number on a carrier, but even with fairly advanced jump tech I have to put aside ~500 tons for a jump drive capable of squadron transit.  The part I like most about Aurora's ship design is the complete freedom it provides when it comes to doctrine, but this just puts a foot down on what I'd like to do.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 15, 2022, 06:26:11 PM
Why are very small jump engines restricted to standard transit only? I'd like to be able to create small jump scouts that can fit a good number on a carrier, but even with fairly advanced jump tech I have to put aside ~500 tons for a jump drive capable of squadron transit.  The part I like most about Aurora's ship design is the complete freedom it provides when it comes to doctrine, but this just puts a foot down on what I'd like to do.

There is a tech line which can be used to reduce the minimum size for a squadron jump-capable jump drive, with the highest level being size 2 at 250k RP - so it is clearly meant to be considered as an advanced capability. It is possible to change these values in the DB if you consider the concept objectionable, or you can use SM mode to research the maximum tech level - any of these methods are more than okay as using SM mode is part of how Aurora is meant to be played!
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on October 16, 2022, 03:55:44 PM
When you get hit by something that does shock damage, the message just says, "Damage per Hit 25   Penetrating Hits 1", but does not indicate that it didn't technically penetrate, it was actually shock damage. Could the summary instead say something like "Total Hits 1   Penetrating Hits 0   Concussive Hits 1"? That may help players recognize when shock is playing a factor in combat, at least when it applies to themselves getting hit.

The attacker who succeeds at causing shock damage despite not penetrating currently sees "Total Hits 1   Penetrating Hits 1", which I would argue is inconsistent and misleading since it didn't actually penetrate and you as the attacker would have no way of knowing that it did internal shock damage, it would just look like a normal armor hit. However, in the interest of having fun game (rather than being a slave to realism), I would recommend that the attacker get the same summary as the defender i.e. something like "Total Hits 1   Penetrating Hits 0   Concussive Hits 1", just without the detail that the defender gets about what was actually damaged internally.
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on October 17, 2022, 04:19:05 AM
Could we get a way to "repair" ground units without havign to guess or calculate their losses and make a seperate formation consisting of those losses whcih is then used as replacement? I was thinking of something like how in construction or shipyards you can pick multiple options. The GU training window could get such a dropdown with the default being constructing formations, and the alternative something like "reconstiture formations". Picking that would let you select one of your formations, and the difference between it and the formation template would be calculated & it would build those exact units. Until that is finished, the unit would have some limitations (eg. slowly losing fortification rather than gaining it, not being able to be moved onto ships and not being able to be put in attack mode) but afterwards you could be sure the units were full strength. 
The replacements mechanic would still be useful for combat but this reconstitution would allow easier control over what reserves you have.

Ideally there would also be a "reconstitute unit and all subordinate units" optiono which allows easily reconstituting eg. an army, which then automatically reconstitutes all its corps, all of their divisions, and so on.

Seperately, I would also like a "load ground unit and all subordinates" order for ships so I can easily load an entire army without havign to load each unit in the OOB seperately.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on October 17, 2022, 08:19:45 AM
Separately, I would also like a "load ground unit and all subordinates" order for ships so I can easily load an entire army without havign to load each unit in the OOB separately.
This already exists.
Title: Re: Suggestions Thread for v2.0
Post by: Carthar on October 17, 2022, 05:46:18 PM
Raiders are a great early game enemy but become a micromanagement hassle by the mid game.  A sunsetting mechanic for them would be nice.  Yes you can just turn them off after a while, but that feels less thematic. 

I'd love to see a sunsetting mechanic, something like:
    - A tech that can be researched which can stop raiders spawning
    - Research and build a device that stops spawns in a system
    - Having all the jump points stabilized would prevent spawning in that system by stabilizing the ether
    - A certain amount of PPV in a system would lock that system down
    - Research a jump drive that can jump to their home base and destroying it would stop the spawns
    - Spawn of some sort of "boss" fleet after a set amount of time/exploration that when defeated would stop the spawns

Anyways, that is my 2 cents. .
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 17, 2022, 05:55:08 PM
Raiders are a great early game enemy but become a micromanagement hassle by the mid game.  A sunsetting mechanic for them would be nice.  Yes you can just turn them off after a while, but that feels less thematic. 

I'd love to see a sunsetting mechanic, something like:
    - A tech that can be researched which can stop raiders spawning
    - Research and build a device that stops spawns in a system
    - Having all the jump points stabilized would prevent spawning in that system by stabilizing the ether
    - A certain amount of PPV in a system would lock that system down
    - Research a jump drive that can jump to their home base and destroying it would stop the spawns
    - Spawn of some sort of "boss" fleet after a set amount of time/exploration that when defeated would stop the spawns

Anyways, that is my 2 cents. .

Would an interesting alternative be that the Raiders attack less frequently, but in greater force, as the game advances? That way as an empire grows, the micromanagement load from Raiders would not grow so much, and they would hopefully remain challenging enough to fend off that they remain fun to play against.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on October 18, 2022, 03:18:30 AM
Raiders are a great early game enemy but become a micromanagement hassle by the mid game.  A sunsetting mechanic for them would be nice.  Yes you can just turn them off after a while, but that feels less thematic. 

I'd love to see a sunsetting mechanic, something like:
    - A tech that can be researched which can stop raiders spawning
    - Research and build a device that stops spawns in a system
    - Having all the jump points stabilized would prevent spawning in that system by stabilizing the ether
    - A certain amount of PPV in a system would lock that system down
    - Research a jump drive that can jump to their home base and destroying it would stop the spawns
    - Spawn of some sort of "boss" fleet after a set amount of time/exploration that when defeated would stop the spawns

Anyways, that is my 2 cents. .

Would an interesting alternative be that the Raiders attack less frequently, but in greater force, as the game advances? That way as an empire grows, the micromanagement load from Raiders would not grow so much, and they would hopefully remain challenging enough to fend off that they remain fun to play against.

Personally I'd much prefer something like that, if a solution is needed (my own game has seemed very light on Raiders after the early game, to the point where I've unticked Raiders attack NPRs in the hope I might get a bit more of their attention).  But I definitely want to have the need to guard rear areas throughout the game - thats the whole point of enabling them for a game IMO.

I do think their weapon choice may not be the best - fighting raiders just means being able to intercept with a single ship that can make 5000kms plus, and has a beam weapon range of at least about 190,000km.  I'd prefer a design where they get to land some hits if you come at them with beams, so a big fleet would be a different level of threat - right now the only difference between fighting a single destroyer and a fleet is the amount of patience needed to slowly plink away at them.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on October 18, 2022, 07:25:45 PM
Raiders are a great early game enemy but become a micromanagement hassle by the mid game.  A sunsetting mechanic for them would be nice.  Yes you can just turn them off after a while, but that feels less thematic. 

I'd love to see a sunsetting mechanic, something like:
    - A tech that can be researched which can stop raiders spawning
    - Research and build a device that stops spawns in a system
    - Having all the jump points stabilized would prevent spawning in that system by stabilizing the ether
    - A certain amount of PPV in a system would lock that system down
    - Research a jump drive that can jump to their home base and destroying it would stop the spawns
    - Spawn of some sort of "boss" fleet after a set amount of time/exploration that when defeated would stop the spawns

Anyways, that is my 2 cents. .

Would an interesting alternative be that the Raiders attack less frequently, but in greater force, as the game advances? That way as an empire grows, the micromanagement load from Raiders would not grow so much, and they would hopefully remain challenging enough to fend off that they remain fun to play against.

Personally I'd much prefer something like that, if a solution is needed (my own game has seemed very light on Raiders after the early game, to the point where I've unticked Raiders attack NPRs in the hope I might get a bit more of their attention).  But I definitely want to have the need to guard rear areas throughout the game - thats the whole point of enabling them for a game IMO.

I do think their weapon choice may not be the best - fighting raiders just means being able to intercept with a single ship that can make 5000kms plus, and has a beam weapon range of at least about 190,000km.  I'd prefer a design where they get to land some hits if you come at them with beams, so a big fleet would be a different level of threat - right now the only difference between fighting a single destroyer and a fleet is the amount of patience needed to slowly plink away at them.

I think giving them short-range torpedoes or self-guided missiles as an alternative load-out might make fleet engagements involving them more interesting. Those are both weapons that have long enough range to out-range any beam weapon while not having oppressive range.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on October 19, 2022, 04:35:56 PM
Very minor QoL request: I've built up a fairly large collection of text files with different naming themes - ones that people have posted in the suggestion thread (https://aurora2.pentarch.org/index.php?topic=10472.msg163008#new), but didn't get picked for inclusion. I import these into the game whenever there is a new db update. 

One thing that's a bit of a chore is having to enter a name for each list by hand - I was wondering if the file name could be used as the default name for the list.  It asks you for the name before you select the file, but maybe if the default was something like "(will use filename if unchanged)" then this could be used as a flag to just grab the name of the file once the user selects it.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Zax on October 21, 2022, 12:02:56 AM
I was wondering what I was missing from VB aurora till i saw some old screenshots.  Please bring back the checkbox on the commander list for "only show unassigned commanders"
Title: Re: Suggestions Thread for v2.0
Post by: Lazygun on October 23, 2022, 09:21:04 AM
Trying to terraform a small asteroid for use with LG infrastructure, my single terraform station was rated as being able to supply 76 atmospheres worth in a year.  So in a single 5 day production period it was vastly overdoing the atmosphere then when I tried to fix the overpressure it was vastly undershooting.

Can you make it so that if a terraform gas overshoots its level that you assume the engineers turned off the machines early, and so you get the amount you set as a limit?
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on October 23, 2022, 11:30:43 AM
Trying to terraform a small asteroid for use with LG infrastructure, my single terraform station was rated as being able to supply 76 atmospheres worth in a year.  So in a single 5 day production period it was vastly overdoing the atmosphere then when I tried to fix the overpressure it was vastly undershooting.

Can you make it so that if a terraform gas overshoots its level that you assume the engineers turned off the machines early, and so you get the amount you set as a limit?
Unfortunately, there is no easy solution for this because we do not want turn resolution to be slowed down by the game triple-checking every terraforming operation being done by every race. Instead, try making your production delay shorter - turn it down from 5 days to 1 day, for example, that should help. If it doesn't, then build a smaller TF station specifically to handle smallish asteroids.
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on October 23, 2022, 11:38:11 AM
Trying to terraform a small asteroid for use with LG infrastructure, my single terraform station was rated as being able to supply 76 atmospheres worth in a year.  So in a single 5 day production period it was vastly overdoing the atmosphere then when I tried to fix the overpressure it was vastly undershooting.

Can you make it so that if a terraform gas overshoots its level that you assume the engineers turned off the machines early, and so you get the amount you set as a limit?
Unfortunately, there is no easy solution for this because we do not want turn resolution to be slowed down by the game triple-checking every terraforming operation being done by every race. Instead, try making your production delay shorter - turn it down from 5 days to 1 day, for example, that should help. If it doesn't, then build a smaller TF station specifically to handle smallish asteroids.
Or after getting the overshoot use the SM settings to set the atmosphere to the lower level you need
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 23, 2022, 01:54:35 PM
Or after getting the overshoot use the SM settings to set the atmosphere to the lower level you need

This is the way. SM mode is not cheating, it exists specifically to fix such situations where the game mechanics lack fidelity to the player's intentions.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on October 24, 2022, 05:43:27 AM
Trying to terraform a small asteroid for use with LG infrastructure, my single terraform station was rated as being able to supply 76 atmospheres worth in a year.  So in a single 5 day production period it was vastly overdoing the atmosphere then when I tried to fix the overpressure it was vastly undershooting.

Can you make it so that if a terraform gas overshoots its level that you assume the engineers turned off the machines early, and so you get the amount you set as a limit?
Unfortunately, there is no easy solution for this because we do not want turn resolution to be slowed down by the game triple-checking every terraforming operation being done by every race. Instead, try making your production delay shorter - turn it down from 5 days to 1 day, for example, that should help. If it doesn't, then build a smaller TF station specifically to handle smallish asteroids.

Would it really slow down turn time by an appreciable amount?  It would literally be one extra check per planet being terraformed, per 5 days.  Just check if the new gas amount would breach the target amount, and set the amount to exactly equal the target amount in that case.  The game must be doing thousands upon thousands of similar operations in a 5 day cycle.
Title: Re: Suggestions Thread for v2.0
Post by: Lazygun on October 25, 2022, 10:58:13 AM
The game is already checking so that it can notify the player and set the gas to 'none' in the environment tab.  So that would be very very few extra checks. 

Another suggestion:
Civilian shipping companies in my current game keep on building colony ships even though there is no work for them to do.  I just got through deleting about 50 fleets.  Can you make it so that if there are idle ships of a particular type, or more than a couple of idle ships, the shipping line won't build extras.
Title: Re: Suggestions Thread for v2.0
Post by: Demetrious on November 01, 2022, 05:12:02 PM
If the current layout of the code supports this change with relatively little issue, I would like to propose a low to moderate chance of worlds that would otherwise be tidally-locked spawning as worlds that, instead, enter a stable 3:2 spin-orbit resonance with their host star. Mercury is a real-life example of such a planet; the motion of the sun in the sky of Mercury is as affected as much as Mercury's orbit around the Sun as it is Mercury's own rotation. (http://"https://commons.wikimedia.org/wiki/File:Orbital_resonance_of_Mercury.gif") Cribbing from the notes from my in-progress sci-fi novel, around your average cool red dwarf with the very close-in habitable zone this can result in orbits where the local solar day lasts two years, and the local year is only 96 hours long - with a modestly dense atmosphere this would result in pretty good heat conduction all across the planet as well as something approximating a diurnal cycle.

Given the nature of Real Stars games, I feel this might make things a little more interesting. Aside from large terrestrial moons around close-orbiting Jovian planets, (which are regrettably but likely realistically rare) good colony candidates in Real Stars games can be few and far between if you roll snake-eyes on Alpha Centauri.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 01, 2022, 07:29:44 PM
If the current layout of the code supports this change with relatively little issue, I would like to propose a low to moderate chance of worlds that would otherwise be tidally-locked spawning as worlds that, instead, enter a stable 3:2 spin-orbit resonance with their host star. Mercury is a real-life example of such a planet; the motion of the sun in the sky of Mercury is as affected as much as Mercury's orbit around the Sun as it is Mercury's own rotation. (http://"https://commons.wikimedia.org/wiki/File:Orbital_resonance_of_Mercury.gif") Cribbing from the notes from my in-progress sci-fi novel, around your average cool red dwarf with the very close-in habitable zone this can result in orbits where the local solar day lasts two years, and the local year is only 96 hours long - with a modestly dense atmosphere this would result in pretty good heat conduction all across the planet as well as something approximating a diurnal cycle.

Given the nature of Real Stars games, I feel this might make things a little more interesting. Aside from large terrestrial moons around close-orbiting Jovian planets, (which are regrettably but likely realistically rare) good colony candidates in Real Stars games can be few and far between if you roll snake-eyes on Alpha Centauri.

This has been suggested in the past, and Steve has indicated that he is aware of this but doesn't think it would have enough of a game impact as whether a planet is fully locked or in 3:2 resonance, it will still be mostly uninhabitable in most cases. To model habitable planets with 3:2 resonance would be rather more involved of a planetary dynamics simulation than I think Aurora is suited for.

I would however not mind seeing some refinement of the colonization mechanics for these bodies, since in principle the light or dark side of a locked planet should still be colonizable at a similar cost to any other body at that temperature. However that would again probably be more complex than is really necessary in Aurora, especially now that OrbHabs, pardon me, Ark Modules are now viable as an alternative to infrastructure.
Title: Re: Suggestions Thread for v2.0
Post by: Demetrious on November 02, 2022, 05:45:29 PM
This has been suggested in the past, and Steve has indicated that he is aware of this but doesn't think it would have enough of a game impact as whether a planet is fully locked or in 3:2 resonance, it will still be mostly uninhabitable in most cases. To model habitable planets with 3:2 resonance would be rather more involved of a planetary dynamics simulation than I think Aurora is suited for.

This may no longer be the case, as capture into any non-tidally locked orbital resonance seems to be pretty dependent on orbital eccentricity, (http://"https://arxiv.org/abs/0901.1843") and that feature is now in the game. However, this still leaves the question of feature implementation. Depending on how the extant code is written, implementing such a feature might be a troublesome amount of work for trivial benefit. More importantly, though, it might not be the best way to implement the feature in the first place.

As a "storytelling tool," Aurora is neither purely a computer game nor a table-top rules system, but somewhere in-between. Sometimes that balance can be struck via direct implementations, (the player-defined RP modules being a good example,) sometimes it cannot as it goes against fundamentally important gameplay mechanics, making it better implemented in a "house rule" fashion using GM - I mean, SpaceMaster - fiat (the recurring request for regenerating minerals being a neat example of the latter two.) This spectrum is important to consider because it has implications beyond the theoretical implementation of $feature. Again, the RP modules are a good example; a whole framework allowing much greater flexibility than manual implementation of various and sundry RP modules could have, and with far less work required.

In short: what's the most elegant and concise way to implement this?

I would however not mind seeing some refinement of the colonization mechanics for these bodies, since in principle the light or dark side of a locked planet should still be colonizable at a similar cost to any other body at that temperature. However that would again probably be more complex than is really necessary in Aurora, especially now that OrbHabs, pardon me, Ark Modules are now viable as an alternative to infrastructure.

This is a good example - Ark Modules are not hard to re-fluff as orbital infrastructure for tidally-locked worlds (e.g. orbital mirror arrays to illuminate parts of the dark side and matching orbital sun-shades to shield parts of the day-side.) I'm not sure how to simulate a 3:2 world with the tools currently available, however. If direct editing of the population limit in the database won't cause Aurora to crash, then it'd be relatively straightforward to implement this with a small third-party software tool (reads planet values from the database and flags any that are candidates for spin-orbit resonance capture so the player can edit his database as they see fit. With eccentricity values now calculated by the game and gas giant effects considered, most of the work is already done; interested players need only build on that.) Implementing it with currently extant in-game tools would be preferable, however, as it simplifies bug reporting (obviating the need to replicate the bug with a pristine database) and makes the option more accessible to less motivated players.

Does anyone have ideas relating to this? (I'll make a thread for it if there's more than a few paragraphs/posts worth of meat here. [There may not be.])
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on November 04, 2022, 03:48:05 AM
One thing that I really miss is an option for a transport to wait on a planet until it can fill its cargo with something you order it to Load, instead of just failing to pick up something.

This would make it easier to make cycling orders for pickup of installation as you don't need to calculate how much you produce and inserting wait orders so the planet never have anything to pick up.

Sure... you can end up with a transport sitting there indefinitely as it tries to pick up something that will never be built, but that would be a trade-off I'm willing to take as it would be an optional order type.

There would need to be a check if multiple fleets are waiting for the same thing as only one such fleet should load something at the same time.
Title: Re: Suggestions Thread for v2.0
Post by: TallTroll on November 04, 2022, 08:54:05 AM
>> Sure... you can end up with a transport sitting there indefinitely as it tries to pick up something that will never be built 

How about adding a cut off condition/s? "75% load OR 180 days have passed "?
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on November 04, 2022, 02:28:06 PM
>> Sure... you can end up with a transport sitting there indefinitely as it tries to pick up something that will never be built 

How about adding a cut off condition/s? "75% load OR 180 days have passed "?

A number of days perhaps... but it should then be a condition you add. You can't know how long you are ready to wait for the production to finish. I would not consider this to be very important depending on the time to implement the entire order condition.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on November 04, 2022, 02:44:53 PM
On the same note... I would like something similar for civilian pick up of installations as well. A specific supply order that simply add everything above a certain level to the supply of a specific item.

As it is now... if you have a planet that builds Automines for shipment you need to manually update the supply or you run the risk of trader trying to pick somehing up that is not there if you put a supply number higher than what is available.

It would in many cases be allot more convenient to instead specify what you want to be left on a planet and everything else are advertised as being supplied for the civilians to puck up. I would likely use this all the time of it was possible. Very similar to the reserve level of minerals.

In fact... this could also tie into the above suggestion as well... ships are allowed to pick up any Construction factories produced above say 500 on a specific world.

If anything like this was implemented it would be far more easy to handle automization of resource and installation flows without having to constantly update the routes other than just add ships if and when resources are not moved fast enough or remove ships if they are not moving around enough but are just sitting around waiting.
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on November 04, 2022, 06:04:05 PM
It probably shouldn’t so much be a cutoff condition as a warning message, if anything were added.  it’s not like you want the ship to come back later
Title: Re: Suggestions Thread for v2.0
Post by: wedgebert on November 05, 2022, 07:52:08 PM
Bouncing off the post regarding "Freighters waiting on cargo for X number of days" a few posts back. I'd love a more robust Order system that combines the standard orders with primary/secondary/conditional orders

First, is the concept of a mission. This is just a series of orders like we currently have. Move here, pick up stuff, move there, drop off, repeat. However each specific order in the mission is allowed to have its own conditions set if desired. Additionally, you can set what to do if the conditions are not met.

Second, and this one would be nice even outside of this whole proposal. Any of the numerical conditions "Fuel < 30%, MSP < 20%, etc" are collapsed into "Fuel < X%" and "MSP < X%" where the player can pick any value they want. This would give a shorter list to choose from and allow players to be more cautious (< 80% fuel) or reckless (< 5% MSP) as they desire.

So the current orders for a freighter might read

1. Move to Earth
2. Pickup Infrastructure
  C1. Cargo holds < 100% full AND Planet Infrastructure > 0 THEN WAIT
  C2. Cargo holds 100% full OR 10 days have past THEN NEXT ORDER
3. Move to Venus
4. Unload

All that gets wrapped in a box and displayed in the ship's mission list (Let's say the user named it Build Up Venus). This mission can also have its own conditions set on it. This Build Up Venus mission might have the following conditions. Unlike the specific order conditions, these are checked every time the system processes (as often as it checks for conditional orders currently)

Mission: Build Up Venus
 C1: Infrastructure on Venus > 10,000 THEN Finish Mission AND set new mission Return To Base
 C2: Hostile Contact In System THEN Stop Mission and set new mission Return To Base

The RTB mission is just
1. Move to Earth
2. Unload all
3. Refuel
4. Send message "Freighter awaiting orders at Earth'

Primary and Secondary orders would fit in the same mission list with the conditions "If no current mission THEN execute this mission"

Finally, conditional orders would be slightly separate. Same system, but they'd appear either always on top of the mission list, or in a list right above it. The difference here is that these mission conditions are always checked, even if another mission is currently underway.

To use a more complex scenario, let's use a geo/grav survey ship. Its mission set might look like

CM1. Check For Overhaul
  C1: Fuel < 40% OR MSP < 40%
  1. Stop current mission
  2. Set mission "Return for Overhaul"

CM2: Check for Hostile Contacts
  C1: Hostile contact in system
  1: Stop current mission
  2: Set course for nearest friendly system
  3: Send message 'Survey ship in danger'

1. Do Grav Survey
  C1: Has no current mission
  C2: System has unsurveyed grav points
  1: Survey nearest 3 grav points

2. Do Geological Survey
  C1: Has no current mission
  C2: System has unsurveyed geological targets
  1: Survey nearest 10 geo locations.

3: Return For Overhaul
  C1: Ignore (Do not process this mission, it must be set either by another mission or manually)
  1: Set course for home base
  2: Send message 'Survey ship returning from %system name% for overhaul
  3: Perform overhaul

4: Idle
  1: Send message "Survey ship has no orders"
  2: Wait 30 days
  3: Send message "Survey ship going to sleep"
  4: Wait forever

So this would accomplish what the current system does, but has a few benefits.

1: Ideally these orders would be savable into a template which can be copied to fleets and tweaked as necessary.
2: We can combine many of the conditions into a single mission (like the overhaul, which normally takes up both your conditional orders)
3: You can have extra conditional orders and more complicated ones. Fleets on training missions could refuel/overhaul as needed, or return to base/tanker to refuel and activate shields if hostiles interrupt them. Tankers could automatically distribute fuel around a system by having a series of "Move to X and unload fuel" orders based on target fuel levels (might take more work though).
4: Missions could have state attached to them, so a hostile contact might send your survey ship back home, but you could tell it to return to the original system and Resume Mission.
5: Consolidates the various order types (standard, primary/secondary, conditional) into a single system which can make things easier from a developer perspective (of which I am one), a UI designer (since you only have one UI to implement) and a player perspective (again, single system to learn and understand, even if it's more complicated)

And importantly, it could grow over time. Conditions can be added in one place and apply to any mission type. Same with orders, now conditional orders have full access to anything normal orders can do (within reason given it's hard to set destinations when you don't know what system you'll be in). But a conditional order could tell a freighter to kill its transponder and slow down if the enemy is far enough away to avoid detection, but move at full speed if it's closer.

You could even add in more advanced functionality like having an order to "Launch parasite group X and set their mission to Engage Enemy" which tells the fighters to activate shields and move towards nearest enemy contact.

It would be a ton of work, and it's basically a limited scripting engine. But I think it would eliminate a lot of the repetitive "paperwork", especially for common tasks like tanker->harvester interactions and survey ships. Players could build up and trade order templates, so when you start a new game, you can just build some survey ships, import their orders and go. No more going to each ship and selecting "Survey Nearest", "If Fuel < 30%", etc.

This has been my Ted Talk and I think it was partly finally typed out just to delay having to go play Overwatch 2 with my friends.
Title: Re: Suggestions Thread for v2.0
Post by: Ghrathryn on November 25, 2022, 12:24:26 PM
One hopefully fairly minor addition that could be useful for people following along with forum let's plays or wanting to try duplicating a ground formation from the "C# Bureau of Design" subforum.

Please add a bit of code to the "Temp as Text" in the Ground Force Formation Templates screen to output the type, armour and components for units.

EG: At present I've got a Line Infantry Battalion formation set up and the Temp as Text gives me:

Code: [Select]
Infantry Battalion
Transport Size: 4,997 tons
Build Cost: 120.2 BP
4x Infantry - Supply Team
1x Infantry - Headquarters Squad
24x Infantry - Machine Gun Team
24x Infantry - Anti-Tank Team
24x Infantry - Bombard Team
16x Infantry - Anti-Air Team
2x Infantry - Forward Fire Director
24x Infantry - Sniper
420x Infantry - Rifleman
12x M12 Striker

While most of that particular unit is fairly easy to figure out give it's nearly purely 'Infantry' of different types and I've named them as such, other, vehicle heavy units, can be a bit more annoying to work out from that.  Maybe something like this would be useful:

Code: [Select]
Infantry Battalion
Transport Size: 4,997 tons
Build Cost: 120.2 BP
4x Infantry - Supply Team (INF, LIA, LOG)
1x Infantry - Headquarters Squad (INF, LIA, HQ - 5k)
24x Infantry - Machine Gun Team (INF, LIA, CAP)
24x Infantry - Anti-Tank Team (INF, LIA, LAV)
24x Infantry - Bombard Team (INF, LIA, LB)
16x Infantry - Anti-Air Team (INF, LIA, LAA)
2x Infantry - Forward Fire Director (INF, LIA, FFD)
24x Infantry - Sniper (INF, LIA, PWI)
420x Infantry - Rifleman (INF, LIA, PW)
12x M12 Striker (VEH, LVA, MAC/CAP)

This is probably more for people trying to decipher what a randomly named vehicle unit is actually running more than the general player, but it could be a useful bit of UI tweaking for them or those trying to get feedback on ground units when people otherwise can't actually tell what a full unit is without the person having to post each unit design in addition to the force design.
Title: Re: Suggestions Thread for v2.0
Post by: RaidersOfTheVerge on November 26, 2022, 02:50:49 PM
Can the ground unit list in the Load Ground Unit list be sorted the same way they are in the Ground Forces screen?

I never want to load the 1st of everything, but often want to load several Geo/Xeno/Marine/PDC units on the same transport.
Title: Re: Suggestions Thread for v2.0
Post by: RaidersOfTheVerge on November 26, 2022, 02:53:43 PM
Is there a reason that a shipyard with 6 slipways takes much longer to upgrade itself (using continual capacity) than one with a single slipway?
Sure you are adding more capacity, but you also are using more capacity.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on November 26, 2022, 07:00:21 PM
Is there a reason that a shipyard with 6 slipways takes much longer to upgrade itself (using continual capacity) than one with a single slipway?
Sure you are adding more capacity, but you also are using more capacity.

The yard have the same modifying capacity no matter the number of slips it have. So, the more slips there is the longer it take to add increase the size of the yard.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on November 27, 2022, 11:08:01 AM
This is a QoL suggestion to reduce the number of clicks needed to set up civilian shipping contracts.

Currently there are 2 drop downs and 3 panels of information, with buttons at the bottom.  When quantities are entered, this is done in separate popup windows.  I think this could all be replaced with a single panel.

There aren't all that many installations in the game - they fit easily on screen without scrolling.  So rather than have to choose the one you want with drop downs, just have them all listed no matter whether the selected colony has them present.

Then you just have columns for the Quantity Present, the Demand Amount, Demand Assigned, Supply Amount, Supply Assigned.  And have the Supply Amount and Demand Amount be directly editable - just click into them, and edit the numbers as desired. Like setting the Maximum Atm on the Environment window. 

You'd only need the Scrap Installation button still at the bottom, and all the current functionality would be there, and it would require a lot fewer clicks to use.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on November 30, 2022, 06:07:57 PM
One very minor thing that I've meant to suggest for ages:  The differentiation between Habitable Worlds and Low Colony Cost Worlds is at colony cost 2.  Anything below that is classified as Habitable, and is coloured in blue rather than cyan.

As soon as you research the first level of Colony Cost Reduction, all previously cost 2 worlds drop a little below that, and get classed as Habitable - it makes the different colouring, particularly on the galaxy map, a lot less useful. 

I suggest setting the Habitable classification level at just below the tech adjusted score for a base colony cost 2 world.  Or just dropping it by a chunk if that's easier.
Title: Re: Suggestions Thread for v2.0
Post by: Blacklight on December 03, 2022, 08:35:54 AM
Any chances of the carronades damage drop off being levelled a bit in coming updates?

Currently it does have alot of non weapon related buffs which are fair to consider, but having its drop off so anemic makes it a near useless weapon outside of jump point ambushes i feel.   If it had a flat or at least a much softer damage curve i think it would become much more versatile in use while still staying fairly balanced against other weapons capabilities and its other uses.   
a 30cm carronade does 24 damage every 60 seconds vs a 12cm laser doing 4 damage every 10 at Capacitor 2. 
so 450 tons to do 24 damage every 60 seconds vs 200 tons to do 24 damage every 60 seconds. 
but at 40000kms its 450 tons to do 6 damage every 60 seconds vs 200 tons to do 12 damage every 60 seconds.   quite literally double for half the hull space and practically the same cost. 

I think it should be changed to a flat damage curve, so that the carronade does 20 damage at 40000km for 450 tons while the laser would need 2 at 400tons total to deal 24 damage every 60 seconds.   The laser is still superior, which you do pay a cost in research and resources, but get a significantly more space efficient and still more effective weapon with a much better armour penetration profile than a carronade.   The carronade would make up for it by being simpler to research, slow firing and less space efficient.   It would also allow it to be used as a more general shock weapon rather than an incredibly short ranged one off weapon. 

alternatively i wouldnt mind some kind of macro cannon type weapon that replicates the carronade but a bit weaker or more expensive to research which has the carronades ability minus the incredibly drop off.   But i believe the carronade should have this so its not purely a jump point ambush ship or similar. 

Edit: fixed a typo
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 03, 2022, 11:44:46 AM
Plasma is already pretty strong, to the point where I have advocated for bumping up the RP cost by 50% due to how incredibly strong it is for ground forces. I think some people get too obsessed with comparing raw DPI/DPS and neglect the critical importance of a powerful alpha strike, not even just for jump point defense but in general.

As it currently stands, plasma works the same as a laser of the same caliber with infrared (i.e., minimum) range tech, except for the armor penetration gradient profile, but it is half the RP cost and with the same BP cost it is pretty cheap to build too (note that your 12cm laser will be comparatively more expensive if you want to get the same range, since the weapon cost scales as sqrt(power) but linearly with range modifier). That's already pretty damn good, and it gives plasma a very well-defined niche as a cheap beam weapon with a high alpha strike. It will not be a very good primary weapon type, but there is no reason why every beam weapon should be viable as a primary weapon. What I like to do with plasma is use them as secondary or emergency beam weapons to support a missile-based or carrier-based fleet. In particular you can combine them with the also very cheap basic 10cm railguns for point defense as carrier escorts, system patrol ships, emergency jump point defenders, commerce raiders, and numerous other roles besides main fleet combatants.

If you want to go beam-primary, then plasma is simply not the correct choice in most cases, you should be using lasers, railguns, or particle weapons and probably Gauss turrets for PD. But not every doctrine or situation calls for a beam-primary battle fleet and it is these other cases where plasma is highly effective. And again, this is already on top of the tremendous benefits for ground forces particularly if you are a bit cheesy and use a PWL-heavy infantry arm which benefits the most from "over-researching" plasma tech.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on December 03, 2022, 07:05:11 PM
Yes, plasma carronades is in a pretty good place as is... it has both pro and cons. In my opinion it does not need fixing in any way.

It certainly is a strong choice as secondary weapon for a missile/fighter centric fleet. It can also be combined with gauss and/or railguns for point defence.

Plasma weapons is also quite effective planetary defence weapons due to them having such cheap build cost for their size and destructive powers. You can also build quite cheap and effective bombardment platforms for ground invasion purposes.

You need to look past only one or a few isolated uses of any weapon system.
Title: Re: Suggestions Thread for v2.0
Post by: Blacklight on December 03, 2022, 08:01:40 PM
@Nuclearslurpee I dont understand how you can say their alpha strike is strong outside of a jump point defence.  Have you seen how drastically their damage drops off, to use them you HAVE to be faster than the enemy, you HAVE to be able to survive the entire distance closing from whatever your max range is to under about 20000km, and then when you do deploy your "alpha strike" youre still failing to out DPS nearly any other weapon in the game.  It does not have alpha strike capability outside of a jump point defence.  Not to mention what would happen if they offset their jump.

also if you think Carronade range is good youre insane.  the one i described, 30cm C2, has theoretically 24 damage at point blank with a range of 240000km.  which sounds good until you realise it fires once every 6 seconds and is doing 6 damage beyond 40000km, which is a quarter of its damage at quite literally a quarter of its range.  Literally any other weapon can out dps it, and not to mention that you dont even have the fire control tech to use that long range at that level.  The 12cm Laser is the same cost but half the tonnage, if you stack two it costs slightly more than a carronade but completely out competes it, it has better armour pen stats, it has better dps, it is more weapons capable of independent targetting.  Its only at literally point blank range that the Carronade even comes close to breaking even, which i think is a bit ridiculous.

If you have that much of a concern about its use in buffing ground forces attack then we can argue about increasing its RP, but honestly the negatives even if it got its range flattened would still make the Laser or literally any other weapon system a much more desirable option.

Also i dont know how youd justify them being used as point defence.  literally any other weapon, the least being a laser, outperform them in point defence and system defence roles.  i dont know what system defence boats you have that are both fast enough to chase down enemy incursions AND armoured enough to survive to 20000km range.


I really fail to understand how you can even pretend Plasma is an effective niche weapon, and honestly it makes me suspect that you dont actually understand how their range scales or something.

30 cm C2 Plasma Carronade   Range 80,000km     TS: 2,012 km/s     Power 24-2     RM 10,000 km    ROF 60        24 12 8 6 4 4 3 3 0 0
this is with an 80000km fire control, at C2 and a 30cm carronade, Range bands are set to 10000km.

so at 10000km, it does 24, 20k km 12, 30kkm 8, 40kkm 6.

Meanwhile, a 12cm Visible light laser. 
Single 12cm C2 Visible Light Laser Turret (1x1)    Range 80,000km     TS: 4000 km/s     Power 4-2     RM 20,000 km    ROF 10        4 4 2 2 1 1 1 1 0 0

Keep in mind the laser fires literally 6 times as fast.
It out dpses the Carronade at literally any range, and takes half as much tonnage, and a 12cm visible light C2 laser is not a very hard thing to research.
You can fit two of these easily, and its not like youre going to go bankrupt doing so, and start to massively out dps a carronade.

There is literally no situation except against maybe maybe maybe against armoured fac's that a carronade would outperfom, and again only at literally point blank range.  Its brute force armour pen at short range might give you an advantage, but beyond that it might as well not exist.  And god forbid you need to close the range over distance.

The carronade would be a barely viable weapon system if it had a flat damage curve, 1 damage per 10000km.  With the current damage drop off its near useless aside from being a tech to pad your ground forces weapons.

Also the only reason it even pretends to be a good STO is that the AI is dumb enough to come and sit perfectly in orbit of your planets.  Not to mention the insane amount of fiddly micro it takes to hold fire carronade STO's if you have any large number of them to wait until the enemy gets into range.  and that also assumes that the enemy doesnt wipe the formations on approach to the world where chances are theyre going to wildly outrange the carronades.


Please, if you disagree give me a detailed answer as to how Plasma is a viable weapon in any circumstance and dont just quote the same "its good for ground units and thats about it" stuff at me, ive been reading a literal ton of these comments and i respectfully disagree that this is all the weapon needs to be good.  I dont like researching a weapon solely so i wont use it.
It sucks.  And if you actually look at the stats etc, youll realise that it really does. 
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 03, 2022, 11:36:42 PM
The main reasoning behind Blacklight logic is sound. "A shipborne weapon should be good at being a shipborne weapon."

A niche use as a planetary defense weapon or useful to ground forces strengthens Blacklight argument.

simile It like you created an elixir of youth but it's terribly at that purpose but works great as super LSD without side effects.
Title: Re: Suggestions Thread for v2.0
Post by: ranger044 on December 03, 2022, 11:46:01 PM
Nowhere did nuclear say that the carronades are a good primary choice weapon. He literally used over half of his post explaining how they're cheaper to research as a backup/emergency weapon. He directly said that they are simply not the best choice for beam primary designs. Their main advantage is that they are powerful at short range, like his example as a point defence weapon or alpha strike (ie fighter swarm at short range), while being cheap to research.

Also, they don't need to be the best or the most viable. Aurora is a game designed to drive story telling. Theyre great as a RP friendly weapon if nothing else. Not every option is the best option.

I swear the hostility in the forum is getting out of hand

Edit: And for the record, there's probably less than ten people that know the ins and outs of Aurora better than @nuclearslurpee
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on December 04, 2022, 12:13:23 AM
I'm strongly against balancing all weapons to the point where it doesn't really matter which one you use and all are equally good. That's fine for competitive PvP games but doesn't fit single player games, and definitely doesn't fit the character of Aurora. This like trying to make Gauss work as a primary weapon.

Plasma is fine as it is. It works for ambushes and as cheap backup if you're not doing lot of EW research. If you don't need it for those niches, then don't research it. We already have lasers, rails, and particle beams (+ lance) to use as primary weapon, each with their own pros and cons. I don't understand this obsession of adding plasma carronades as a fourth one. 
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 04, 2022, 12:46:16 AM
I'm strongly against balancing all weapons to the point where it doesn't really matter which one you use and all are equally good. That's fine for competitive PvP games but doesn't fit single player games, and definitely doesn't fit the character of Aurora. This like trying to make Gauss work as a primary weapon.

A ship solely equipped with Gauss turrets will likely have an excellent to acceptable chance at accomplishing it's primary mission in pretty much all standard combat conditions. A ship equipped with plasma has a middling to low chance of accomplishing any mission objective in the best of combat conditions. A baseline squadron jump (50k) with starter drives neutralize the emergency plasma weapons role (60k range) unless the opposition has terrible luck.

Plenty has been said about thinking outside "The ship weapon box" for using Plasma by many of our fellows.
Blacklight and the others who have written before, makes a reasonable argument that inside the "The ship weapon box" Plasma is objectively terrible at any role outside of luck based encounters or RP Encounters niche. It's heavy, can't be turreted, slow to fire, and terrible damage falloff. It has the flaws of every other Energy weapon type.

is it unreasonable to ask for an in-game mechanic to have a purpose? Should the consensus that mostly seems to be "don't research it or research it for ground forces weapon tech/STO batteries" be appropriate response to this request?
Nobody is forcing anybody to have to use Plasma however They do current exist and people would like to try something different. More options are typical better than few, no?

Can we all have fun and enjoy the game/tool/story generator in many different ways?

I swear the hostility in the forum is getting out of hand

Edit: And for the record, there's probably less than ten people that know the ins and outs of Aurora better than @nuclearslurpee

I interpreted no hostility from any writer here, I do see friction from differences of opinions and that usually leads to better outcomes from exchanges of thoughts and compromise.

Nobody is infallible and everyone is entitled to their own assessment.   
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 04, 2022, 02:03:15 AM
Have you seen how drastically their damage drops off,

Yes.

Quote
to use them you HAVE to be faster than the enemy, you HAVE to be able to survive the entire distance closing from whatever your max range is to under about 20000km,

Yes, there are requirements that have to be met to get the most out of the weapon. A lot of these conditions, for what it's worth, also apply to railguns, and nobody has called for a buff to railguns around here in quite some time.

Quote
and then when you do deploy your "alpha strike" youre still failing to out DPS nearly any other weapon in the game.

Well, yes, that's how an alpha strike works. If you had a weapon which could deal a huge alpha strike and maintain very high DPS, it would be patently absurd, a word which in Aurora means "Steve here is an idea for the next new spoiler race."

DPS is not the be-all, end-all of Aurora beam combat. A strong alpha strike, when successful, will cripple or kill a large part of the enemy force before they can bring their DPS to full effect, particularly if you hit the right ships of their fleet composition. Naturally, such a strong tactic should have rather challenging requirements to execute successfully.

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also if you think Carronade range is good youre insane.

Remind me to have a chat with my therapist about doctor/patient confidentiality...  :P

We need to be careful what we compare against a given carronade design. A 30cm carronade requires 7k RP to develop (7.5k in a conventional start) and costs 4.9*C per weapon where C is the capacitor tech used. First of all, note that the direct comparison is a 30cm Infrared laser, with the same cost but requiring 59k RP to develop (60k in a conventional start). Already, we see that there is a significant strategic advantage to carronades in that you can deploy your massive alpha-striking weapon in a fraction of the research time, or while saving 52k RP at the start of the game to dump into propulsion, missile, shielding, etc. techs in your initial setup. The downside, of course, is that lasers can also improve the range modifier while plasma cannot, but this does requires further research investment which not every player or campaign wants to do. If I'm already going heavy into missiles + Gauss PD, I may not want to spend a lot of time and research points getting good lasers when I can get passable plasma as a secondary weapon for much, much cheaper.

Now turning to the more general comparison with lasers: If we want that 12cm laser which we claim is so superior, then in the interest of fairness we also need to reach the same 240,000 km range. This requires a range modifier of 60,000 km, which is a tech requiring a total of 59k RP (60k in a conventional start) to unlock, plus the 2k RP for 12cm lasers. Again, there is a major strategic benefit to carronades if (and only if) we do not want to invest so many RPs into lasers. Now, yes, there is damage falloff to consider, which means we can probably consider the 12cm laser equal or "better" than the plasma at a lower range modifier (perhaps 40,000 km?), but this still comes at an increased price in RP. We might also achieve a better balance with 15cm or 20cm lasers (20k total RP for equal or better range, in each case), but as these larger calibers require more HS to mount we are closing the DPS gap while the 30cm carronade maintains its high alpha strike capability.

The summary here is: everything in Aurora has a corresponding cost for its benefits. Carronades have the benefit of being tremendously cheap to research, but tremendously limited such that they are almost never a suitable choice as a main anti-ship weapon - but in a secondary role, they can suffice and their cheapness makes them suitable to support a fleet which uses a different main weapon type, as you can dedicate more of your valuable RPs into developing that main weapon. You could, of course, use lasers, but the RP requirement for strong lasers will mean your main weapon type is correspondingly less effective. Alternatively, we have the option to research much larger carronades and spend those RP we would otherwise save - I won't analyze this in detail as the options start to broaden considerably, but I will note that for about 60k RP total, we can have the 50cm carronade which is a truly frightening alpha strike (64 damage!) if you can land it from close enough range.

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Also i dont know how youd justify them being used as point defence.

At no point did I suggest such a thing. What I did suggest is that, in an extreme example, you could use plasma as an anti-ship beam weapon and 10cm railguns as a dirt-cheap beam PD option as opposed to the more expensive Gauss tree, which would give you weapons for serviceable, if clearly second-line or escort-quality, beam warships to support, e.g., a missile-based or carrier-based fleet.

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I really fail to understand how you can even pretend Plasma is an effective niche weapon, and honestly it makes me suspect that you dont actually understand how their range scales or something.

There is a handy plot for this (http://aurorawiki.pentarch.org/index.php?title=File:DamagePerShot.jpg), albeit it uses very specific cases which may not be the best cross-comparisons - but it suffices to illustrate the mechanics.

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And god forbid you need to close the range over distance.

Again this is how railgun warfare works and no one is complaining about railgun balance - except me, because I think the reduced-shot railguns are too strong, but that is neither here nor there.

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Please, if you disagree give me a detailed answer as to how Plasma is a viable weapon in any circumstance and dont just quote the same "its good for ground units and thats about it" stuff at me,

Fortunately for me this was an easy requirement to meet as I did not even say this in my first response.


Also, they don't need to be the best or the most viable. Aurora is a game designed to drive story telling. Theyre great as a RP friendly weapon if nothing else. Not every option is the best option.
I'm strongly against balancing all weapons to the point where it doesn't really matter which one you use and all are equally good. That's fine for competitive PvP games but doesn't fit single player games, and definitely doesn't fit the character of Aurora. This like trying to make Gauss work as a primary weapon.

This is the correct broader point. "Balance" in Aurora is not about every choice being equally good in every situation, but about creating interesting decisions which strike balance between tactical and strategic factors. The current design of plasma weapons promotes this design goal quite effectively.

I swear the hostility in the forum is getting out of hand

This seems to come usually from new posters/members who are used to the standards of discussion in other, more lawless parts of the Internet. Most folks who stick around here do eventually adapt to the standards of discussion we like to maintain. In this case, OP has only three posts here so I assume there is a bit of an adjustment period going on, but it is not such a big deal I think.

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Edit: And for the record, there's probably less than ten people that know the ins and outs of Aurora better than @nuclearslurpee

You said it, not me...  ;)


A baseline squadron jump (50k) with starter drives neutralize the emergency plasma weapons role (60k range) unless the opposition has terrible luck.

Like many things in Aurora this can be worked around, for example by using fast FACs or few-kiloton attack craft which can close the distance and strike at point-blank before the enemy fleet can recover from transit. There are options here.

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Blacklight and the others who have written before, makes a reasonable argument that inside the "The ship weapon box" Plasma is objectively terrible at any role outside of luck based encounters or RP Encounters niche. It's heavy, can't be turreted, slow to fire, and terrible damage falloff. It has the flaws of every other Energy weapon type.

I mean, bluntly, this is largely accurate: in a purely tactical view, plasma is almost always the worst beam weapon as long as no one has invited Mesons to the party - provided that we are ignoring the research and build costs of the different weapons being compared. In practice, given that these costs are actually very low, carronades have many strategic benefits that make them a viable choice in a wide range of cases. I think it is okay if the cheapest weapon to develop and deploy also has the most flaws, that seems pretty fair to me honestly.

One case I like to use plasma for is as a secondary beam weapon for carrier escorts. I can put a couple of decent-caliber carronades on my DEs or CLEs, which allows me to use them to destroy vulnerable targets when I don't want to waste missile ordnance, and using the Gauss turrets which are the primary payload of the DE/CLE class would consume significantly more MSP to do the job (due to the 2% failure rate on weapon firing outside of final fire situations). It is a relatively minor benefit, I admit, but saving ordnance and MSP makes the fleet logistics for a long campaign that much less demanding.

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I interpreted no hostility from any writer here, I do see friction from differences of opinions and that usually leads to better outcomes from exchanges of thoughts and compromise.

Nobody is infallible and everyone is entitled to their own assessment.   

I think usually, the tone tends to seem hostile once the discussion veers away from plain facts and measured opinions, and starts to involve questions about the character or intellect of other posters. For example, asserting that another poster is "insane", "pretending", or "[doesn't] actually understand" the game mechanics at hand tend to come across as hostility to many readers. I think it is an easy mistake to make, particularly for newcomers, but it is also easily correctable.
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 04, 2022, 03:01:19 AM

I mean, bluntly, this is largely accurate: in a purely tactical view, plasma is almost always the worst beam weapon as long as no one has invited Mesons to the party - provided that we are ignoring the research and build costs of the different weapons being compared. In practice, given that these costs are actually very low, carronades have many strategic benefits that make them a viable choice in a wide range of cases. I think it is okay if the cheapest weapon to develop and deploy also has the most flaws, that seems pretty fair to me honestly.

One case I like to use plasma for is as a secondary beam weapon for carrier escorts. I can put a couple of decent-caliber carronades on my DEs or CLEs, which allows me to use them to destroy vulnerable targets when I don't want to waste missile ordnance, and using the Gauss turrets which are the primary payload of the DE/CLE class would consume significantly more MSP to do the job (due to the 2% failure rate on weapon firing outside of final fire situations). It is a relatively minor benefit, I admit, but saving ordnance and MSP makes the fleet logistics for a long campaign that much less demanding.

How big of a destroyer escort if you're using one of the heaviest weapons for secondary batteries? We're not planning the same fleets but that's the beauty of Aurora many ways to play and enjoy yet...

we're still having this conversation about limiting somebody else because it makes subject sense to some to have an objectively known to be worst use of tonnage in combat range of opposing forces.

Railguns recently had a buff, particle as well. There's still two underperforming energy weapons -
meson (I only use as a Small fast craft killer ) which was one of the best weapons of VB6.

Plasma may we suggest a few ideas to make this actually useful in a standard tactical use case besides being a rocket-powered deathtrap for crews. You're a prolific author of ideas on this forum, think of it as a thought exercise. Maybe damage falloff, maybe rate of fire, damage pattern, weight or something else?

Energy weapons are strategically more flexible than missile weapons, I don't think having a weapon which serves best as a planetary assault/defense/secondary is the best use of an entire designable ship weapon just from a game mechanic prospective. Imo which counts for nothing.

Btw I Intentional limit my fleets to not exceed sizes of equivalent NPR hulls. So most of my fleets are small ships.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on December 04, 2022, 05:59:37 AM
I'm strongly against balancing all weapons to the point where it doesn't really matter which one you use and all are equally good. That's fine for competitive PvP games but doesn't fit single player games, and definitely doesn't fit the character of Aurora. This like trying to make Gauss work as a primary weapon.

A ship solely equipped with Gauss turrets will likely have an excellent to acceptable chance at accomplishing it's primary mission in pretty much all standard combat conditions. A ship equipped with plasma has a middling to low chance of accomplishing any mission objective in the best of combat conditions. A baseline squadron jump (50k) with starter drives neutralize the emergency plasma weapons role (60k range) unless the opposition has terrible luck.
Except it would have all the same problems as a ship with plasma carronades - it must be faster than the opponent and protected strongly enough to survive crossing the enemy's field of fire since their beam weapons will outrange your gauss even easier than they outrange plasma.

JP defence/ambush situations are not rare and as has been said by others, the point we're trying to make isn't that plasma is great but that if your fleet focuses on missiles, for example, or carries/fighters, which both require a lot of research to develop, then choosing the RP-cheap plasma carronades as your secondary weapon is not a bad idea and it can do the job.

Anyway, I can split these posts off into their own thread if folks want to continue discussing the pros and cons of plasma carronades as otherwise it'll clutter up the Suggestion thread too much.
Title: Re: Suggestions Thread for v2.0
Post by: Agraelgrimm on December 04, 2022, 10:03:52 AM
Seems i got here in the middle of a heated argument... Rare thing to see here in Aurora.
But anyway, i am having little time to look at everything, so i just have a small question here, if no one minds answering me:
Has someone suggested a easy way to replace Ground Forces and if not, is it already on the table for the next update? Cause in the state of the game right now, that seems to me to be the more pressing matter.

Also, since i am already here, a simple suggestion here would be to have the *option* of having ships using missile ammunition while they are on patrol and training missions, as they already have the chances to experience equipment failure, having them using ammo would be a nice RP touch and extra requirement into having the patrol and training benefits.

*Edit:*

Also, it would be nice if Orbital Miners could have the minerals deposited into their cargo holds instead of the asteroid/system body. It would improve logistics and RP, as we can send a fleet of Orbital Miners and have them come back and forth when their cargo holds are full. So actually having tiny cargo holds on them starts making sense. Especially since a mining operation is a complex thing. It involves a lot of logistics, equipment and etc, so its a bit weird that they would just leave the minerals dumped on the asteroid instead of using small drop ships to bring it back.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 04, 2022, 11:55:41 AM
How big of a destroyer escort if you're using one of the heaviest weapons for secondary batteries? We're not planning the same fleets but that's the beauty of Aurora many ways to play and enjoy yet...

I do like my big ships... I think the last campaign I did this my DE/CLEs were 18k tons with 2x carronades, but you can just as well use a <10k ton DE with a single carronade. In my mind, it is not very different from putting a spinal laser on such ships for a similar purpose. I generally believe that it is good to mount secondary capabilities on most ship classes above a few kilotons - my offensive ships or fleet carriers will include a couple of Gauss turrets so they contribute to PD and are not so easily hamstrung by losing escorts, by the same token.

By the way, 18k and 9k are upper limits for NPR CLEs and DEs respectively, so while these are big ships for some players I think they are reasonable sizes. My WH40K settings on the other hand...

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we're still having this conversation about limiting somebody else because it makes subject sense to some to have an objectively known to be worst use of tonnage in combat range of opposing forces.

From the flip side: if we remove these limitations by making plasma tactically competitive - and, necessarily, rebalancing this by removing some or all of what makes plasma strategically attractive, otherwise we're just breaking the game - we may be in the process removing an interesting decision point from the game.

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Plasma may we suggest a few ideas to make this actually useful in a standard tactical use case besides being a rocket-powered deathtrap for crews. You're a prolific author of ideas on this forum, think of it as a thought exercise. Maybe damage falloff, maybe rate of fire, damage pattern, weight or something else?

I would not change most of these things as I think they work consistently with the rest of the game mechanics, damage falloff for instance works exactly as it does for other beam weapons. However, I think having some option to reduce the size would be very interesting - actually, I would take away the reduced-size lasers and give that capability to plasma along with buffing the tech somewhat, which would lean more into the alpha-strike and secondary beam weapon roles while making plasma bombers viable beyond the 15/20cm tech level, which personally I think is a really cool fighter concept I would like to use.

However - this is important - if we buff plasma we must separate ground unit racial attack from shipborne weapons techs. Frankly I think being able to cheese ground unit attack with plasma weaponry unbalances the ground combat and eliminates a lot of the tactical interest by making PWL+CAP so incredibly optimal versus any other composition that it is not even funny. The VB6 approach of having dedicated GU attack/defense techs was I think the correct one - at least, having a dedicated GU attack tech also allows tweaking balance vs the armor tech which in turn would allow rebalancing higher-tier armor against shields, another topic of discussion on this forum. Also, this would provide GU researchers something to do in the late game after UHV are developed, as right now most of the GU techs are in that 4k to 6k range and can be developed pretty quickly once you have a couple of strong GC researchers. This all is a bit outside the narrow topic of plasma carronades, but because of the interaction with ground combat it has to be addressed simultaneously.

Quote
Railguns recently had a buff, particle as well. There's still two underperforming energy weapons -
meson (I only use as a Small fast craft killer ) which was one of the best weapons of VB6.

Mesons actually have a useful niche as they ignore shields entirely. I have also done analysis (not published on this forum) showing that a moderate buff to the attenuation techs can make mesons quite viable as a main anti-ship weapon in general, although I am unsure if such a buff is needed since the anti-shield role is already quite a good niche - albeit not very important against NPRs which only rarely use shields effectively.


Anyway, I can split these posts off into their own thread if folks want to continue discussing the pros and cons of plasma carronades as otherwise it'll clutter up the Suggestion thread too much.

Sounds like that might be necessary, if nothing else the topic of plasma carronades always is perilously close to the question of ground combat balance, which nearly always leads to a heated discussion of its own.


Also, it would be nice if Orbital Miners could have the minerals deposited into their cargo holds instead of the asteroid/system body. It would improve logistics and RP, as we can send a fleet of Orbital Miners and have them come back and forth when their cargo holds are full. So actually having tiny cargo holds on them starts making sense. Especially since a mining operation is a complex thing. It involves a lot of logistics, equipment and etc, so its a bit weird that they would just leave the minerals dumped on the asteroid instead of using small drop ships to bring it back.

I actually have sometimes used a design with a cargo hold and shuttle enabling OM/OMPs to carry a mass driver from site to site. Not that sending out a freighter to move the Driver around is too much trouble for how infrequently it is done, but it is an interesting tweak and works well in 2.0+ with the changes to commander assignment so that such designs will correctly request a Mining-skill commander rather than Logistics-skill.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on December 04, 2022, 02:58:23 PM
I agree that ground weapon strength and armour tech probably should be their own tech line in ground tech area.

Though, the difference in cost is not super great as weapon strength is only tied to one of the primary weapon techs... so increasing range increasing tech will not impact ground weapon strength for example. If you invest RP in such technology it is your choice, just like any other technology that does not increase ground weapon strength.

Plasma weapons only give a slight cheaper ground weapon strength... even other weapon tech have varied impact on the cost.

In general I find most weapons to give interesting choices from a strategic sense... there should not be a balanced primary weapon balance... there is no need for this. If you wan't to invest the RP and build cost to use lasers you can do that... but it will cost other things you could have done instead. This is a strategic decision worth making.
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 04, 2022, 10:42:26 PM
Ground Force Suggestion - New ground forces tech lines.

To adds some granularity to ground combat units and more tech lines in a small research category is always great imho.

Regarding Plasma Carronades:
I don't recall this discussion of plausible strategic benefits over actual tactical applications about Railgun changes. Just sole consideration of the argument in merits that reduced sized railguns were a good idea for Role play, story generation and game play despite arguments that some players would overoptimize their ships and that for some reason  should be a primary argument in a single user game with a SM mode. 

It's virtually throwing a red herring to derail this conversation to constantly refer to ground balance every single time people are talking about ship weapons. It's not relevant to the subject at hand and let's consider this Space war in isolation from Ground war while we all can assume Steve is bright enough to delve into anything he considers an issue.  :)

So Let's suggest methods to make it an effective ship weapon in some form or another and work back from there instead of shrugging while shouting Es así.

Nuclearslurpee
Made a great suggestion of decreasing the size of Plasma Carronades.
Which gives me a great idea further down that line of reasoning.

I suggest that:

It's a tweak that increase options & a meaningful decision, do boost the size of the system to increase Efficiency but risk a massive explosion or go smaller for strikecraft and "secondary batteries".
What any opinion on such a suggestion or an alternate proposal?

Closing Statement:

This is a Suggestion Thread not a Dissuasion Thread, yes?
Title: Re: Suggestions Thread for v2.0
Post by: Blacklight on December 04, 2022, 11:45:25 PM
This is gonna be a long ass reply, ill try be chill etc and cover everything but itll likely end up being a ramble. 
I have lurked in the forum for 2 years fyi and am active on both the discord and the reddit, well not that active but i am around, so while im not as worldly as some of you, im not the most fresh faced noob. 

So first off, the whole reason ive brought up carronades is that i want to use them, knowing that they arent very good, i like how the sound and the kind of damage etc they deal, it clicks in my head and i want to use them cause theyre cool.   My issue is theyre literally so bad that taking them isnt putting myself at a disadvantage, its straight up not even trying to win.   It forces a very specific fleet build where you have to be faster, tougher and out tonnage literally any other fleet you fight, which isnt very fun in restricting role play options, and also falls flat when spoilers *exist* and if you play on anything higher than base difficulty its not out of the question that the ai will still be faster than you. 
This is why ive come here, i want to use a weapon but i literally cant.   its like nuking my own planet, just guaranteed to not be a fun experience and force me to play a very set way and then still lose. 

That out of the way, my next step was i just want 1 change.   Remove the dramatic damage drop off and make it linear like every other weapon in the game.   So a 30cm carronade would do 24 damage at 0 range and 1 damage at 240000km, but also do 12 at 120000km.   This is already balanced as there is still a 60 second reload time to consider at C2 at least, and it takes twice the hull space as just about any other weapon at that tech level.   This wouldnt even make it a good weapon, it would just make it an alright one.   Which i think is fine, as long as its actually vaguely competitive with the other weapon types. 

So with all those out of the way and hopefully a clearer picture of what im trying to achieve, im gonna dive into replies and rebuttals. 

Agreed with alot of Papents comments. 

Carronades are not good or effective as backup weapons.   Not only are they incredibly space inefficient, which basically instantly disqualifies them from being a secondary weapon, they also suck so hard you might as well not even carry them for how much theyll actually help you.   Even on a carrier fleet which has them because it also utilises Carronade bombers, chances are theyll die without a shot fired because if your carriers are tanky enough to get within 40kkm of an enemy fleet then you must be doing something insane. 
Also sorry if i come off as hostile, its meant to be more incredulous and more based on fundamental disagreements i believe. 
And no they are not good as an RP friendly weapon, if you mean roleplay.   Unless you mean great for RP in the same way "Miscellaneous Components" are, you know, those things that do literally nothing but look pretty. 

Quote from: Garfunkel link=topic=13020.  msg163297#msg163297 date=1670134403
I'm strongly against balancing all weapons to the point where it doesn't really matter which one you use and all are equally good.   That's fine for competitive PvP games but doesn't fit single player games, and definitely doesn't fit the character of Aurora.   This like trying to make Gauss work as a primary weapon.   

I disagree with this.   Aurora is a game where its entire research tree is all about gradual upgrades, theres nothing revolutionary, theres no new discoveries beyond maybe the very basics of a conventional start.   There is no room for weapons that are useless.   All it means is that literally no one touches them with a 10 foot pole unless theyre new or insane. 
Weapons dont all need to be 100% 1:1, but they do need to be at least some what effective, which is something the carronade completely fails at. 
Again, Railguns and lasers are easily the best weapons in the game and im not arguing for us to make Plasma compete with them in that category, i just want it so that a carronade fleet vs a rail or laser fleet isnt a complete and instantaneous loss.   If someone wants to run a duel sometime id bet 150 AUD that they couldnt make a Plasma only fleet that could beat a Rail or Laser only fleet at the same cost and research cost. 

Plasma doesnt need to be great, good or excellent, it just has to be good enough, and currently, It is not. 

Also gauss is good for PD, and honestly, If i saw a plasma fleet versing a gauss fleet, my money would be on the gauss.   Much higher DPS, arguably better range at low tech, much much much faster firing, smaller.   The list goes on.   Gauss is good for pd and thats its niche, it can operate outside it but it has that 1 thing to fall back on that everyone needs.   What does plasma have that everyone needs to make up for its complete ineptitude at doing literally anything else.   "it can maybe jump point ambush an enemy if they dont squadron jump, and it can maybe kill something if the ai is dumb enough to close to point blank, its not cheese i swear! oh and it can maybe act as a decent STO, provided the enemy doesnt just bombard you from max range or kill them all before they even make orbit.  "

Quote from: nuclearslurpee link=topic=13020.  msg163299#msg163299 date=1670140995
Yes, there are requirements that have to be met to get the most out of the weapon.   A lot of these conditions, for what it's worth, also apply to railguns, and nobody has called for a buff to railguns around here in quite some time. 

The difference here is that railguns are, get this, actually good.   Much longer range, much more consistent DPS over range, faster firing, can be used as DPS, are good at long and short range.   a 4 shot railgun at max range does AT LEAST 4 damage.   The same cannot be said for a carronade at the same range.   And the railgun is doing that every 10-20 seconds or whatever, vs a carronade doing it once every 60+ seconds. 
Comparing these two weapon systems is a complete non starter mate, theyre worlds different and railguns are way more effective for that broad range of applications theyre good for.   And again, im not saying Plasma needs to be able to do everything railguns can, i just wish that in a straight gun fight, it stood a chance.   So i could actually justify using them in a fleet instead of them literally being a comedy choice. 

Also your RP cost comparisons werent great, there is no need for lasers to somehow also reach 240000km of a 30cm carronade and then using that to compare the RP costs is silly.   I cant be assed making 20 quotes and fiddling with that as im not the most forum formatting savy, but i generally disagree with your assessment. 
I think youll find and equal RP cost laser to just about any carronade etc will be vastly more effective. 

Also didnt reduced shot railguns get nerfed in the recent update? or am i misremembering.   

And yes aurora is a story generator more than an actual game, that doesnt mean carronades should suck so bad that i dont think ive ever seen anyone but a noob use them.   Again, im not asking for them to out compete lasers and railguns etc, i just want them at least able to stand behind them.   Currently theyre coming like 11th place in 10, i wish theyd come 4th place in 10, figuratively, compared to railguns and lasers and what not.   Figuratively being the key word.   

And the side benefits of carronades, while useful, dont really weigh on this conversation.   And if you think they do then they should be separated into a separate tech.   Theyre minimal at best anyway.  Ground combat doesnt exist if you cant make orbit.

And again, take any perceived rudeness on my part as exasperation.   to me the problem and solution seem like night and day, so its hard to understand how you disagree with me, try as i might.   and why im here trying to convince you of my point. 

Quote from: nuclearslurpee link=topic=13020.  msg163304#msg163304 date=1670176541
I would not change most of these things as I think they work consistently with the rest of the game mechanics, damage falloff for instance works exactly as it does for other beam weapons.   

What do you mean damage fall off works exactly the same as it does for other beam weapons.   Plasma does a quarter of the damage at a quarter of the range, whereas literally every other beam weapon does 3 quarters of its damage at a quarter of the range.   I dont understand how this is really in anyway comparable, i could be misinterpreting tho perhaps. 
Miscommunication is likely why i sound like a lunatic asking if youve even looked at range stats, i suspect theres some key point me, or one of us at least, is missing in this case. 


In any case i agree with lots of Papents last posts comments, surely im not the only one that sees plasma is completely incapable of not only competing with the meta weapons like railguns and lasers, but actually also completely incapable of being a credible weapon.   Building a plasma fleet if basing the future of your interstellar empire on a dice throw and some cheese hoping that you can game then AI into blind jumping a jump point.   Thats not fun.   Thats not roleplay.   Thats cheesing the AI cause its the only way to make your weapon choice work. 

Quote from: Garfunkel link=topic=13020.  msg163301#msg163301 date=1670155177
Anyway, I can split these posts off into their own thread if folks want to continue discussing the pros and cons of plasma carronades as otherwise it'll clutter up the Suggestion thread too much. 

If we want to continue to carry on then this may be a good idea. 

And god i need to login to my forum account on my phone.   I had to stew on all this all day after reading your responses when i woke up.   Positively agonising i tell you :P
And again, as rude as i may come off despite how i try, there are never hard feelings at the end of the day, just heated impassioned discussion. 
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 05, 2022, 12:14:23 AM
Ground Force Suggestion - New ground forces tech lines.
  • Ground Unit Weapon Strength - increase empire weapon strength
  • Ground Unit Armor Strength - increase empire armor strength
  • [...]

I would probably just keep it to these two lines, for a couple of reasons: (1) it is easier to balance since it is just relocating some existing "techs" into a more sensible place, and (2) with too many techs the GC category can become oversized relative to its importance in the game mechanics. This plus the build rate tech gives 3 techs which can scale into the late game, which is on par with the typical research load to maintain a single major ship system type.

We could probably add more (2-3 more lines I think would be fine) but I'm not sure which new tech lines would be the least likely to throw the ground combat balance out the window by accident. Some kind of ECM/ECCM analogue would be great whenever Steve figures out the planned rework for ship-based EW, but in the current state it would be too much of an I-win button I think, given how polarizing the ship-based modules already are.

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Regarding Plasma Carronades:

For a size reduction tech line, I would suggest a line that looks like:
The astute observer will note that the size and recharge multipliers are the same as the reduced-size missile launcher options, and the suggested RP costs are the same as for Gauss weapon ROF. I chose this progression as simply doubling the tech cost at each point made it a bit too accessible early on. The given progression is still better than what we currently have for reduced-size lasers (which IMO we should just remove from the game I think as no one uses it and it is not a well-balanced pair of techs) for the RP investment, which fits into the general purpose of the plasma line. The last, optional tech level would require recharging in a hangar bay or at a maintenance facility, just like box launchers for missiles - and as such you don't need a capacitor for the weapon.

My goal here is that at each tech point, a carronade of caliber with comparable RP cost can be reduced and loaded into a fighter to enable the fun, but probably suboptimal, "plasma bomber" class to be used at most stages of the game where fighters are viable. If the recharge time works the same as it currently does for the laser tech, the capacitor requirement will be minimal which will help balance the ~200 ton size compared to 150 tons for the 10cm railgun fighters. My major balance concern is that this enables putting a large number of carronades onto a ship and building up a massive alpha strike, but given the costs I've imposed, the hideous vulnerability of such a ship if it fails to destroy the entire enemy fleet in the first volley of fire, and the general challenge in using plasma as a main offensive weapon, I think it will not prove to be too great of an exploit.

I would not readily go into the larger sizes, because that crosses over with the spinal lasers and I think it is better to keep the roles of each weapon type distinct from one another as much as possible.

Quote
This is a Suggestion Thread not a Dissuasion Thread, yes?

I think it is valuable for folks who do not agree with a suggestion to say so and explain why. If nothing else, it helps Steve by providing more food for thought and giving a rounder perspective on what community members might like to see in the game. The resulting discussion can also often lead to improving a suggestion and/or generating a stronger basis behind a suggestion.

That being said, any lengthy or heated discussions should be continued in a dedicated thread. Personally, I think all salient points from both sides have been raised, and as no one is eager to change their minds on the subject it is perhaps best left for Steve to decide on in his own time as always.  :)


[words]

Keeping to the above, I won't touch most of these unless and until the discussion branches off, primarily so that this post doesn't have to be moved around if so as I think the reduced-size carronade tech line above is a worthwhile suggestion on its own.

That said, there are a few mechanics points to clarify:

Quote
That out of the way, my next step was i just want 1 change.   Remove the dramatic damage drop off and make it linear like every other weapon in the game.
Quote
What do you mean damage fall off works exactly the same as it does for other beam weapons.

The damage falloff works identically to every other weapon in the game. Beam weapon damage falloff is either (a) nonexistent (PBs and 1-damage weapons), or (b) scales with (range_modifier / range_to_target) capped of course at 100%. The catch is that plasma has a built-in range modifier of 10,000 km which never improves with tech, by design. No beam weapon in the game has linear damage falloff. See plot for reference on this mechanic. (http://aurorawiki.pentarch.org/index.php?title=File:DamagePerShot.jpg)

Quote
Also didnt reduced shot railguns get nerfed in the recent update? or am i misremembering.   

It was discussed but I haven't seen it in a patch note and it is not in the game as of v2.1.1. IIRC, the change Steve settled on in that thread was to reduce the capacitor power by the same fraction as the number of shots to prevent cheesing the ROF on large-caliber railguns, but I may be incorrect and again it has not yet made it into the game AFAIK.
Title: Re: Suggestions Thread for v2.0
Post by: Ghrathryn on December 05, 2022, 06:56:26 AM
Some potential suggestions for fleets, if they're viable.

Breaking off from that to the plasma carronades discussion.  My personal suggestion is that there should be a 10cm and 12cm versions, with the 10cm starting at 6-9 dmg and scaling from there, keeping the short range bar a few scattered upgrades.  The reason being it's plasma, super high temperature gas that's on the edge of fission/fusion that's being shoved into a magnetic bottle and tossed at other ships.  It's probably harder to contain that, especially away from the firing ship, than keep a beam of light from an overpowered torch/flashlight focused or maintain the momentum of a bunch of solid slugs.

What could happen is it's made into the 'anti armour' weapon.  Close range, but even on the lowest size, it'll melt a wide 2-3 deep hole through armour.  It's not as useful vs shields, and possibly there's a defence tech to counter some of the damage (probably shield to have it mirror mesons), but the concept is that while you're running a risk having to rush in much closer than normal, if you manage it, you can rapidly cripple or kill other ships as even a few volleys can burn large holes in hulls and the components under them.
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 05, 2022, 11:20:03 AM
Jump drive ideas

Squadron jump distance for outbound jumps i.e with 100k  jump tech your ship departs from the system 100k from the jump point and arrive 100k from arriving jump point.

Lagrange point transitions incur jump shock.

Ships may transition between Lagrange and jump points.

Some suggestions to the jump mechanics, please let me know what you think.

Some potential suggestions for fleets, if they're viable.
  • Have a Standing Order to allow transports your transports to respond to Civilian Orders (Supply/Demand Facilities)
  • Allow fleets to interact with other fleets without merging (tankers can refuel, tugs can tractor ships/stations, etc as their own fleet)
  • Clarifiy the Unload Colonists/Passengers standing orders for the potential target (lowest pop colony, etc)
  • Add a variant of the Move to System Requiring Grav Survey for systems that aren't fully Geo surveyed.  Preferably have both prioritise systems that are already partially completed over untouched ones
  • Have a setting that allows Standing Orders to interrupt manually set orders without wiping the list and allow ships to continue with manual orders after clearing a standing order (generally the conditionals are the interrupters)
  • Add a Civilian Supply/Demand for the minerals and allow both Shipping Companies and player built civilian ships to respond.  You can potentially add colonists to that if you want to have a colony grow a certain amount before switching to stable after reaching the point you can switch off colonist transfers, which might be a useful way of prioritising colonies for growth



Ground Force Suggestion - New ground forces tech lines.
  • Ground Unit Weapon Strength - increase empire weapon strength
  • Ground Unit Armor Strength - increase empire armor strength
  • Ground Unit Countermeasures - (To-hit modifier) decrease ground unit classes chance to be hit, possible a tech line per unit class or a standard % increase for all unit types
  • Ground Unit Toughness - (Hit Points) increase ground unit classes hit points, possible a tech line per unit class or a standard % increase for all units types
  • Ground Unit Entrenchment - (Fortification) increase ground unit max fortification level, possible a tech line per unit class or a standard % increase for all unit types
  • Ground Unit Armament Munitions Improvement - (Supply Use) decrease ground unit weapons supply use, possible a tech line per weapon class or a standard % decrease for all types
  • Ground Unit Armament Penetration Improvement - (Penetration) increase ground unit weapons penetration, possible a tech line per unit class or a standard % increase for all types
  • Ground Unit Armament Rate of Fire Improvement - (Shots) increase ground unit weapons shots, possible a tech line per unit class or a standard % increase for all types
  • Ground Unit Capability Training- decrease cost modifier for additional ground unit capabilities

I would probably just keep it to these two lines, for a couple of reasons: (1) it is easier to balance since it is just relocating some existing "techs" into a more sensible place, and (2) with too many techs the GC category can become oversized relative to its importance in the game mechanics. This plus the build rate tech gives 3 techs which can scale into the late game, which is on par with the typical research load to maintain a single major ship system type.

We could probably add more (2-3 more lines I think would be fine) but I'm not sure which new tech lines would be the least likely to throw the ground combat balance out the window by accident. Some kind of ECM/ECCM analogue would be great whenever Steve figures out the planned rework for ship-based EW, but in the current state it would be too much of an I-win button I think, given how polarizing the ship-based modules already are.


More choice is better, yes? Perhaps i'm building a Starship Trooper analogy force and only need to focus on PIW & LAV and improving only those tech lines.
Balance in a game with DM options is not exactly the highest of priorities imo. if a user intentional takes away their own fun, that's a cause for self reflection.
ECM/ECCM isn't exactly what i was thinking with countermeasures it could be simple low-tech techniques or whatever the Plot of your campaign requires it to be, I only mention mechanics and how they operate.

Breaking off from that to the plasma carronades discussion.  My personal suggestion is that there should be a 10cm and 12cm versions, with the 10cm starting at 6-9 dmg and scaling from there, keeping the short range bar a few scattered upgrades.  The reason being it's plasma, super high temperature gas that's on the edge of fission/fusion that's being shoved into a magnetic bottle and tossed at other ships.  It's probably harder to contain that, especially away from the firing ship, than keep a beam of light from an overpowered torch/flashlight focused or maintain the momentum of a bunch of solid slugs.

What could happen is it's made into the 'anti armour' weapon.  Close range, but even on the lowest size, it'll melt a wide 2-3 deep hole through armour.  It's not as useful vs shields, and possibly there's a defence tech to counter some of the damage (probably shield to have it mirror mesons), but the concept is that while you're running a risk having to rush in much closer than normal, if you manage it, you can rapidly cripple or kill other ships as even a few volleys can burn large holes in hulls and the components under them.

That's an interesting take on the concept. If I may further suggest your line of reasoning:

It's a simple tweak and may be worth exploring in detail.

Quote
Regarding Plasma Carronades:

For a size reduction tech line, I would suggest a line that looks like:
  • Size 0.75x, recharge time 2x, tech cost 1,500 RP
  • Size 0.6x, recharge time 5x, tech cost 5,000 RP
  • Size 0.4x, recharge time 20x, tech cost 15,000 RP
  • Size 0.3x, recharge time 100x, tech cost 45,000 RP
  • (Optional) Size 0.15x, recharge time N/A, tech cost 135,000 RP
The astute observer will note that the size and recharge multipliers are the same as the reduced-size missile launcher options, and the suggested RP costs are the same as for Gauss weapon ROF. I chose this progression as simply doubling the tech cost at each point made it a bit too accessible early on. The given progression is still better than what we currently have for reduced-size lasers (which IMO we should just remove from the game I think as no one uses it and it is not a well-balanced pair of techs) for the RP investment, which fits into the general purpose of the plasma line. The last, optional tech level would require recharging in a hangar bay or at a maintenance facility, just like box launchers for missiles - and as such you don't need a capacitor for the weapon.

My goal here is that at each tech point, a carronade of caliber with comparable RP cost can be reduced and loaded into a fighter to enable the fun, but probably suboptimal, "plasma bomber" class to be used at most stages of the game where fighters are viable. If the recharge time works the same as it currently does for the laser tech, the capacitor requirement will be minimal which will help balance the ~200 ton size compared to 150 tons for the 10cm railgun fighters. My major balance concern is that this enables putting a large number of carronades onto a ship and building up a massive alpha strike, but given the costs I've imposed, the hideous vulnerability of such a ship if it fails to destroy the entire enemy fleet in the first volley of fire, and the general challenge in using plasma as a main offensive weapon, I think it will not prove to be too great of an exploit.

I would not readily go into the larger sizes, because that crosses over with the spinal lasers and I think it is better to keep the roles of each weapon type distinct from one another as much as possible.

It's a idea, I think reduced weapon sizes is good, that mechanic is utilized on very many weapon systems already, however there are few uses of enlarged weapon systems and that mechanic could be used more, and Most importantly choice is always good

Overall I think our understanding of Aurora is fundamental different, To me It's a Story Generator like Starfire, D&D, Dwarf Fortress, Or Rule the Waves.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 05, 2022, 12:15:42 PM
Add a variant of the Move to System Requiring Grav Survey for systems that aren't fully Geo surveyed.  Preferably have both prioritise systems that are already partially completed over untouched ones

We already have a Move to System Requiring Geosurvey order, although a priority option for partially-completed surveys could be useful.

Quote
Have a setting that allows Standing Orders to interrupt manually set orders without wiping the list and allow ships to continue with manual orders after clearing a standing order (generally the conditionals are the interrupters)

This would be very useful in some cases, such as not interrupting a survey in progress when deployment time ticks over.


More choice is better, yes?

From a game design perspective, not always. It is also important that choices which are presented are meaningful and not merely present, otherwise you get a lot of meaningless options that make no practical difference which you choose. Aurora is after all a game, not just a roleplay engine, it does follow a particular design philosophy and needs to work well according to those principles.

Quote
Balance in a game with DM options is not exactly the highest of priorities imo.

I'd disagree on this. It is true that "competitive" balance, as in the context of PvP games, is unnecessary for and in fact detrimental to Aurora. However, there is a concept of game balance which is critical for Aurora, which I often refer to as promoting "interesting decisions". This is balance not in the sense that system A is on even footing with system B, but in that the player feels that choosing system A over system B will lead to an appreciably different gameplay experience, and vice versa, with neither experience being strictly preferable to the other.

A key part of balance in this sense is that a feature should not be added unless it demonstrably promotes interesting decision-making. Adding a lot of tech lines just to give researchers more things to do does not necessarily accomplish this, so we have to evaluate which tech lines would accomplish this and to what degree. Decision-making balance is important because when interesting decisions are present in the game, they become focal points for roleplay as well - roleplay motivations and choices have tangible in-game impacts, which is highly rewarding for the player.

This doesn't really directly connect with my thoughts on the proposed GU tech lines, but I think it is an important point, as many people will say "Aurora isn't balanced!!!1!" as justification for their suggestions when this is not really a true statement.

Quote
Overall I think our understanding of Aurora is fundamental different, To me It's a Story Generator like Starfire, D&D, Dwarf Fortress, Or Rule the Waves.

I don't really think it is that fundamentally different. Every one of those examples has mechanics, rules, and some measure of balance which is not competitive in nature but rather tries to ensure that a range of choices is interesting and worth playing no matter which path the player(s) pursues. I don't play Aurora in even a remotely competitive way most of the time, so I couldn't give fewer damns about "competitive" balance in the way that many players who build "optimized" ships with overboost engines, 20 armor layers, and spinal lasers apparently do - but I do strongly appreciate the various tradeoffs between different choices, systems, and strategies that makes roleplaying different empires in different ways feel consequential from one game to another.
Title: Re: Suggestions Thread for v2.0
Post by: Ghrathryn on December 05, 2022, 12:48:27 PM
We already have a Move to System Requiring Geosurvey order, although a priority option for partially-completed surveys could be useful.

I'll be honest, I did not see that standing order until you pointed out that it was there. Maybe we need to have the standing order listing cleaned up as well

Quote
This would be very useful in some cases, such as not interrupting a survey in progress when deployment time ticks over.

Yeah, primarily when trying to get civilian ships to do something long winded like setting up a colony with a minimum of facilities and colonists which requires a lot of back and forth, or the same for starting up automine sites. Or surveys in other systems than the one your nearest base/colony is in.

  • I would absolutely love this options
  • In the next update some of what you purposed has been added, check out the changelog and see if that is what you were thinking about
  • Like adding more variants of the unload standing order? may you clarify this.
  • That's interesting/may be useful and possible a mirror one to go Geo Survey fully Grav surveyed systems?
  • Idk if that is feasible with how the order system is built. Perhaps it could do the conditional order and return to the location is was prior but you might run into a loop for something like refuel at 50% as the ship was already at the end of it's operating range. this one is a technical toughy on initial glance.
  • this is one i've previously suggested and would love to have available. Simple movement of minerals and colonist movement.
    I would even go farther allow movement of ship components, Missiles, and Ground Unit by Series (Only from formations that are listed as replacements and placed in a formation on the receiving colony named {Colonyname_Replacement_Pool} to allow for easier replenishment of Ground Unit Formations


That's an interesting take on the concept. If I may further suggest your line of reasoning:
  • 2 weapon sizes to choose from
  • only tech improvement line is for raw damage. Increases damage, power needed, and resource cost But does not increase tonnage.
  • Weapon Gradient 2 or 4

It's a simple tweak and may be worth exploring in detail.

Not exactly what I was thinking. More along the lines of Plasma Carronades start at the same size as other direct fire weapons (mostly so fighters/bombers can rack a second one in), however they're more powerful on direct damage and shorter ranged, or at least they've got a shorter effective range, maybe a slower refire rate as well. This results in them having a larger size selection, potentially ending up larger than anything bar a max-tech spinal weapon of any other type and maybe their own spinals are even larger.

The big thing is their damage dispersal. I don't recall what the set up for each weapon is currently, but I know missile warheads need to be a square number for their damage dealt to pen an additional armour layer. I think lasers have a deep but tight penetration, meaning each hit can potentially kill internals, but it's like sticking a needle into a foam ball. What I'm thinking for plasma is that they're a splash anti-armour. Minimum of two layers penetration on their lowest damage, with at least a similar area covered ala:

-xxx-
-xxx-

-xxxxx-
--xxx--

-xxx-
-xxx-
-xxx-

One of those patterns on the 10cm where the x is the destroyed armour block. Larger carronades go wider and deeper meaning even a few can in theory strip a ship of its hull PDQ or melt the internals given there's some RNG on where damage goes.

On the flipside, they're less effective on shields where mesons completely bypass those, maybe the armour as well.

For range, by max tech, they're probably half or less the range of the other weapons, maybe an outside of 80% due to the fact the magnetic bottle is a PITA to keep stable. Whether that's an effect of the size increases or a range tech that crops up around half as often as the ones for the other weapons is up to Steve.
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 05, 2022, 01:48:26 PM
Couple of suggestions:


Not exactly what I was thinking. More along the lines of Plasma Carronades start at the same size as other direct fire weapons (mostly so fighters/bombers can rack a second one in), however they're more powerful on direct damage and shorter ranged, or at least they've got a shorter effective range, maybe a slower refire rate as well. This results in them having a larger size selection, potentially ending up larger than anything bar a max-tech spinal weapon of any other type and maybe their own spinals are even larger.

The big thing is their damage dispersal. I don't recall what the set up for each weapon is currently, but I know missile warheads need to be a square number for their damage dealt to pen an additional armour layer. I think lasers have a deep but tight penetration, meaning each hit can potentially kill internals, but it's like sticking a needle into a foam ball. What I'm thinking for plasma is that they're a splash anti-armour. Minimum of two layers penetration on their lowest damage

Currently PC's are using gradient #1 http://aurorawiki.pentarch.org/index.php?title=C-Beam_Weapons#Armour_Damage_Templates (http://aurorawiki.pentarch.org/index.php?title=C-Beam_Weapons#Armour_Damage_Templates)
If I understand correctly you're suggesting:

Please let me know if that's closer to what you was thinking.
Title: Re: Suggestions Thread for v2.0
Post by: jatzi on December 05, 2022, 08:14:09 PM
Just a thought that came up recently in the discord as we were talking about mines since they work again.  Someone said static spoilers used to have minefields and I was wondering if ppl would like the idea of Precursors having minefields.  I don't know how feasible this is but what if part of the precursor template was a mine, and a minelayer.  I imagine some work on their behavior would have to be done to ensure they use them correctly.  But the precursors are almost purely defensive so it makes sense to me that they'd use mines.  Or defensive stations around JP's.  It'd be cool to see them fortify their systems a bit more.  Perhaps this behavior would only activate on higher difficulty settings, like if you cranked it up past 2 or 300%? Just a thought
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on December 06, 2022, 02:00:46 AM
 --- In the Ship Design window, it would be nice to have the option of armoring individual components. An idea I had for implementing this would be as such: You right click a component on the design. This generates an option called "Add Armor". When this option is selected, it generates a dialogue prompt where you put in an integer. This then adds that many HTK to the component. Likewise, a nice QoL feature would be to allow players to right click a category instead, like fuel for example. This would allow us to armor all of the fuel tanks. Cost wise, it should simply add 20% per HTK added, in wealth AND in whatever minerals your armor uses. So Duranium and / or Neutronium. The mineral cost will be equal to 20% of the components own mineral cost. So for example a component costing 100 wealth and 100 mercassium would cost 200 wealth, 200 mercassium, 100 duranium and 100 neutronium for 5 HTK of "armoring" if you use an armor that requires both.

 --- This right click function could also maybe allow things like bulkheads and whatnot, but I'm tired and so will leave such elaborations up to you guys. :) Bed time~
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on December 12, 2022, 06:25:03 AM
I like what is added for mining in the Empire Mining section of the new version. But what I really need is also a break down in the mining page for "yearly" production not just total production cost as it currently only shows. It is often much easier to see overal long term cost of any resource when I see the current yearly consumption of any planets industry.

It should not be difficult to add a selection on the mining page where there is an option to see the production in either total amount (current values) or yearly consumption of said resource instead. The same goes for the Empire mining page.

As mining is shown in yearly production I want to also see the yearly consumption rate based on current production.
Title: Re: Suggestions Thread for v2.0
Post by: Froggiest1982 on December 12, 2022, 06:05:46 PM
So we now have the Load Colonist, unload colonists options for Colony Ships, which is an excellent addition if you play without Civvies.

As the commands shall be there, I assume it is relatively easy for the following to be implemented:

Freighters command to fulfil Civilian Contracts (Automated)
Freighters to be able trading Trade Goods (Automated)

While I like for some plays to use civilians, I prefer to "Run" my own, especially now that through automated Admin assignments you can pretty much have officers be the CEO of the companies.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on December 14, 2022, 07:12:33 AM
So we now have the Load Colonist, unload colonists options for Colony Ships, which is an excellent addition if you play without Civvies.

As the commands shall be there, I assume it is relatively easy for the following to be implemented:

Freighters command to fulfil Civilian Contracts (Automated)
Freighters to be able trading Trade Goods (Automated)

While I like for some plays to use civilians, I prefer to "Run" my own, especially now that through automated Admin assignments you can pretty much have officers be the CEO of the companies.

That would be awesome.  I've played a no civvy game, and it was really a lot of fun managing huge fleets of freighters and colony ships.  But felt a bit lifeless without the shipping of trade goods creating trade routes.  To be able to have my own automated trade fleets doing that would make it really good, especially with raiders in the mix.

And making my own freighters for use with civilian contracts would be really handy even with civvies on...
Title: Re: Suggestions Thread for v2.0
Post by: nanomage on December 14, 2022, 10:49:35 PM
I would like to request a new ship component - Political Office, obviously staffed with a Political Officer, producing no benefits and having a token 5-10 ton mass cost.  The officer would be selected for Political Reliability, and the entire thing would be mostly for roleplay
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on December 15, 2022, 04:24:25 AM
Just use the current customs components and create a Political office of size 10 tons, thats what the feature is for adding things you want with no game effects
Title: Re: Suggestions Thread for v2.0
Post by: wedgebert on December 15, 2022, 08:55:48 AM
I would like to request a new ship component - Political Office, obviously staffed with a Political Officer, producing no benefits and having a token 5-10 ton mass cost.  The officer would be selected for Political Reliability, and the entire thing would be mostly for roleplay

I think it should have no benefits, but should inflict a penalty to crew morale. No one likes having an official narc on the ship after all
Title: Re: Suggestions Thread for v2.0
Post by: El Pip on December 15, 2022, 09:14:59 AM
I think it should have no benefits, but should inflict a penalty to crew morale. No one likes having an official narc on the ship after all
Penalty to morale but an increase to reaction time/fleet training because the political officer will ensure that the crew follow orders quickly, or else.

So the ships end up a bit bigger (need more space for the same deployment time) but can be rushed into combat a bit faster as they need less/no training.

Title: Re: Suggestions Thread for v2.0
Post by: mike2R on December 15, 2022, 10:04:22 AM
Perhaps it could give no bonuses, but give the appointed officer an improved chance to level up other skills.  So you'd use it to try and make these officers, who are going to get promoted to high rank, a little more useful when they get there.
Title: Re: Suggestions Thread for v2.0
Post by: nanomage on December 15, 2022, 11:41:14 PM
Quote from: Andrew link=topic=13020.  msg163372#msg163372 date=1671099865
Just use the current customs components and create a Political office of size 10 tons, thats what the feature is for adding things you want with no game effects
thanks, that actually gets me halfway there! Now if only we could add an officer post to those components, and specify the primary officer skill for appointment
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 16, 2022, 10:44:30 AM
Funny enough I've suggested something similar back in February & April of last year.
http://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509 (http://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509)

Quote
A minor suggestion and an expansion of the Misc component Idea

Miscellaneous Ship Officer Stations
You design the components on the Create Research Projects window by:
Choosing a size (from 1 HS to 10)
giving the component a name
Choosing an Officer Type ( Naval, Ground, Admin, Scientist)
Choosing an Officer Skill That will be the Primary selection Criteria
For Naval/Ground/Admin only: Rank Required (Racial Min +0/1/2/3/4)


  • Cost is equal to size in HS and the mineral requirements are split between 20% Duranium and 80% Corbomite.
  • The HTK is equal to the square root of the size.
  • Additional the officer improves the skill required by the ship station up to 1% or 1 per year per HTK of the component. [ballparking some figures]

2 examples of additional officer stations

Code: [Select]
Internal Security Control
Cost 100   Size 100 tons   Crew 15   HTK 1
Officer: Ground Force Officer
Rank: Major
Skill: Ground Combat Defence
Base Chance to hit 100%
Materials Required: Duranium  20    Corbomite  80   

Code: [Select]
Civil Logistic Liaison
Cost 200   Size 200 tons   Crew 30   HTK 2
Officer: Civilian Administrator
Rank: Admin Rating 1
Skill: Logistics
Base Chance to hit 100%
Materials Required: Duranium  40    Corbomite  160   

thoughts?

Edited: Change Rank Idea with RougeNPS input.
Title: Re: Suggestions Thread for v2.0
Post by: nanomage on December 16, 2022, 04:59:02 PM
Quote from: papent link=topic=13020.  msg163378#msg163378 date=1671209070
Funny enough I've suggested something similar back in February & April of last year. 
hxxp: aurora2.  pentarch.  org/index.  php?topic=10640.  msg158509#msg158509

Quote
A minor suggestion and an expansion of the Misc component Idea

Miscellaneous Ship Officer Stations
You design the components on the Create Research Projects window by:
Choosing a size (from 1 HS to 10)
giving the component a name
Choosing an Officer Type ( Naval, Ground, Admin, Scientist)
Choosing an Officer Skill That will be the Primary selection Criteria
For Naval/Ground/Admin only: Rank Required (Racial Min +0/1/2/3/4)


  • Cost is equal to size in HS and the mineral requirements are split between 20% Duranium and 80% Corbomite.   
  • The HTK is equal to the square root of the size.   
  • Additional the officer improves the skill required by the ship station up to 1% or 1 per year per HTK of the component.   [ballparking some figures]

2 examples of additional officer stations

Code: [Select]
Internal Security Control
Cost 100   Size 100 tons   Crew 15   HTK 1
Officer: Ground Force Officer
Rank: Major
Skill: Ground Combat Defence
Base Chance to hit 100%
Materials Required: Duranium  20    Corbomite  80   

Code: [Select]
Civil Logistic Liaison
Cost 200   Size 200 tons   Crew 30   HTK 2
Officer: Civilian Administrator
Rank: Admin Rating 1
Skill: Logistics
Base Chance to hit 100%
Materials Required: Duranium  40    Corbomite  160   

thoughts?

Edited: Change Rank Idea with RougeNPS input. 

yes, this is excellent
can i perhaps add it to my db?
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 16, 2022, 10:58:48 PM

yes, this is excellent
can i perhaps add it to my db?

Unfortunately my proposed system will not do anything at this time as there is no way to have additional components that create officer positions to ships via DB editing.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 16, 2022, 11:10:55 PM
If we are willing to accept no actual bonus (or malus), it would be neat if Steve exposed a variable to the Misc. Component creation allowing officer assignment based on X skill. This would probably mean some extra work under the hood (exposing Misc. Components at the officers window, adding Misc. Components to the auto-assignment logic) but it would satisfy a lot of roleplay needs without upsetting game balance in any way (as gaining benefits would make Misc. Component-stacking a meta exploit).
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 17, 2022, 12:17:34 AM
If we are willing to accept no actual bonus (or malus), it would be neat if Steve exposed a variable to the Misc. Component creation allowing officer assignment based on X skill. This would probably mean some extra work under the hood (exposing Misc. Components at the officers window, adding Misc. Components to the auto-assignment logic) but it would satisfy a lot of roleplay needs without upsetting game balance in any way (as gaining benefits would make Misc. Component-stacking a meta exploit).

If somebody is willing to build a training station filled with Additional Officer Stations to increase officer stats on a yearly basis why not allow?

 
Benefit of Proposal:
Cons of Proposal:
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 17, 2022, 12:27:36 AM
If somebody is willing to build a training station filled with Additional Officer Stations to increase officer stats on a yearly basis why not allow?

I am thinking more of tricks like putting a bunch of Tactical Officer desks to stack tactical skill and cheese weapon accuracy, or stacking a bunch of mining/terraforming desks to make uber-miners/harvesters/terraformers, and so on. Notably, this shifts the "meta" balance (as little as this term means for Aurora) towards big ships which can stack a lot of officer bonuses, and people already complain enough about big ships being too favored and I'd prefer not to introduce changes which push the decision about ship size further away from the region of "interesting decisions". There is also in the latter example the potential to shift the economic balance, and I know Steve has said he prefers to keep an economic balance where mineral scarcity is a motivating problem in the gameplay loop, so that's one we want to be particularly careful with even if Aurora is a single-player game.

Of course there are ways to deal with this, e.g., programming a limitation to one desk of each type, but at that point we might as well ask to just add hardcoded command components for every skill, which gets suggested quite often already.
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 17, 2022, 01:00:17 AM
The consensus of suggestions I'm reading here is in favor of no benefit to the vessel itself but rather improving the specified selection skill of the assigned officer.

Thoughts on that?
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 17, 2022, 11:26:51 AM
The consensus of suggestions I'm reading here is in favor of no benefit to the vessel itself but rather improving the specified selection skill of the assigned officer.

Thoughts on that?

I'd probably want a minimum size requirement to activate that mechanic (50 tons/1 HS) but otherwise I don't think that's a problem. Officers already skill-up even if unassigned so this is just paying a premium to accelerate that by a bit. As long as the bonus is not too large and is limited to a single skill it shouldn't be extremely exploitable, obviously in the long term (t -> infty) it is clearly optimal but in the immediate term it is an expenditure of resources that could be used for more immediate impact.
Title: Re: Suggestions Thread for v2.0
Post by: Norm49 on December 21, 2022, 07:22:47 PM
Having a tab were we can see all event type and edit there colour in the log so we can edit it before a actual event happen. For example if i want to edit the back colour for a ship out of fuel warning i need a ship to actually run out of fuel before i can edit it. With this tab i could edit the colour at any time.
Title: Re: Suggestions Thread for v2.0
Post by: AbsolutelyNoFires on December 21, 2022, 11:04:55 PM
1.  When refiting ships at a SY, the "Refit details" gives a count of components needed to complete a refit.  This screen could do with a column showing how many components are in the planetary stockpile.

2.  When a troop transport is loading troops from a planet with lots of different types, the list is very cluttered, and the "2nd Surveyor Team" comes below the "21st" through "29th Archaeology Team".  The list presentation in "GU / Stockpile" is a lot better to navigate, because the unit's short designation is prefixed.

3.  Not sure if you consider it cheating, but maybe an indicator for whether or not I should "Disassemble" a looted alien part.  Perhaps an indicator for parts which I've already disassembled and learned nothing.

4.  I would get a lot of use out of a way to push a tech to the top of the research queue without cancelling and reapplying the whole backlog.

5.  Likewise, a way to push new industrial tasks to the top of the queue, without pushing the existing tasks down first.  And the same for GF too I guess,

6.  I don't think there's currently a way to bulk-apply STO targetting settings, which leads to a lot of clicking when setting up a new batch.

7.  If a task group has only one ship, then the "Ship Combat" tab could be that ship's, removing the need to click the "+" then the ship.

8.  Add controls for monthly vs yearly view to the "Mining" screen - like in the "Wealth/Trade" tab. 

9.  When giving a task group orders, using an "Order Template" removes the existing order queue.  Instead, the template set should be applied after the existing queue with an error if the first system of the template doesn't match the last order in the queue. 

10.  The default order for double-clicking on a location is currently the same for every type of ship.  It would save some clicks for the default order to dependant on ship type (using the same logic as auto-assignment of staff).

11.  It can take around a decade to produce 10 kilotons of static, beam-armed STO ground forces.  Even when the beam components are sitting around in the planetary stockpile.  Maybe there are balance reasons for STO production not to draw from the planetary stockpile - but I feel like it currently takes too long to produce STO units.

12.  Systems I discover get a name from the theme, but if I don't like the name, I pick another.  However, each new system from then on, gets the bad name.  So the name choice should be random from the theme list, instead of predetermined.

13.  Tractored ships should remember which admin command they belong to, and return to it when released.  Currently they stay in the tug's admin command.

14.  Say I have a task group in Earth orbit.  If I order them to enter overhaul, I'll get an interruption after 5s to confirm their order to enter overhaul is completed.  I feel like I ought not to get the interruption for completion of the entering overhaul order, but then again I can see how it would be helpful to know that a group which has travelled far to enter overhaul has arrived.

15.  Currently the ordering of the "History" tab of a task group shows the earliest dates first, and I have to scroll down to the newest dates.  Because my main usage of this tab is a reminder of what these ships are up to, it would save clicks if this ordering was reversed so the most recent dates are on top.


Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 21, 2022, 11:15:57 PM
Yes more QoL please.

Regarding #11, you can work around this by splitting your STO formation into smaller batteries and building them separately, then combining them once all are built. Not ideal but helps with the build time problem. Really the long-term solution should be changing ground forces training to be the same as every other factory type, you get the same total BP either way so it is not a huge change IMO.

Special support for #12, and the option to use a name theme even in Real Stars games as sometimes I like the system generation of Real Stars but want thematic names instead of Gliese 18264182635217.
Title: Re: Suggestions Thread for v2.0
Post by: Vandermeer on December 22, 2022, 04:43:25 AM
Talking about Qol, there is one thing that I recently needed:

Information about the colony body directly in the colony window.
I run two different kinds of strip mining fleets, - one with asteroid miners, one with a holds full of automines. The second one supports by collecting all high access but low amount (10-100k) resource fields that aren't accessible to the asteroid miners because of high diameter. To check for their next target, I constantly have to switch between the system and colony window to cross compare information about my marked/remembered mining site targets, so I don't accidentally send the wrong fleet to the wrong colony.
I can currently circumvent this by putting a note for me into the colony name itself, but
I think it would generally be a nice touch if most body information were to be more prominent in the colony window - even if just for RP fluff. ...The terraforming tab has a whole third of it completely empty, where it would fit both spatially and thematically.*winkwink *fudgenudge

Edit: I just realized the body diameter can actually be found on the environment tab already, albeit in unexpected place, but nonetheless. Then that only leaves RP data, which is not really Qol anymore I guess.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on December 22, 2022, 05:55:07 AM
QoL for me would be to go from the Galaxy map directly to the tactical map.

It is generally easier to navigate through the Glaxay map than the list in the tactical map.

Make it so if hold down shift and double click on a system the tactical map change to that system.
Title: Re: Suggestions Thread for v2.0
Post by: wedgebert on December 22, 2022, 03:56:58 PM
4.  I would get a lot of use out of a way to push a tech to the top of the research queue without cancelling and reapplying the whole backlog.

What I think would be helpful is if there was the concept of something like a Research Institute or Research Agency or something. Instead of assigning projects and labs to scientists, you assign them both to the Research Institute (RI from here on). Projects would be in a queue like the production queue (except no percentage allocation) where they can be moved up/down and paused.

Then you'd assign scientists to the RI. One of those scientists would do the research, any others would just be there in case the primary scientist died or retired.

This would both let you mess with research order without having to remove everything to pick a new priority as well as avoiding the queue being clear on loss of a scientist.



More advanced version

Same as above with two changes

1. You can set the priority of projects like your production queues and the research points would be allocated accordingly
2. You can assign multiple active scientists and a focus (like Logistics). It would then rank the scientists by their research bonus in the specialty assigning labs until either are all allocated or there are no scientists left.

For example, if you have 30 labs and three scientists: A 25%/5 labs, 10%/20 labs, 0%/ 10 labs and 100 RP per lab, you'd get 5*100*1.25 + 20*100*1.1 + 5*100*1.0 RP, or 625+2200+500 = 3325 total RP.

Maybe to balance things, have some sort of penalty for multiple scientists so you can't go crazy. Maybe only the best scientist gets the specialization bonus and everyone else uses their base bonuses.
Title: Re: Suggestions Thread for v2.0
Post by: YABG on December 23, 2022, 05:05:08 AM
11.  It can take around a decade to produce 10 kilotons of static, beam-armed STO ground forces.  Even when the beam components are sitting around in the planetary stockpile.  Maybe there are balance reasons for STO production not to draw from the planetary stockpile - but I feel like it currently takes too long to produce STO units.

This would be cool also because you could repurpose obsolete/salvaged weapons for orbital defence. A lot of coastal defence guns (to my knowledge) were repurposed ship guns that nations couldn't build hulls for.
Title: Re: Suggestions Thread for v2.0
Post by: serger on December 24, 2022, 01:52:23 PM
Medal condition of achieving 30% and 50% levels for selected bonus, which adds 2 additional features:
1. Story-wise - filling officers with planks (if you are ready and eager to see many medals) without too much micro.
2. Decision-wise - a tool to manage specialists career growth (for example - slow down Fighter Combat and Engeneer specialists in their fighter pilot and engeneer roles, while boosting Reaction for your beam-heavy fleets).
Title: Re: Suggestions Thread for v2.0
Post by: M_Gargantua on December 24, 2022, 02:49:37 PM
Quote from: wedgebert link=topic=13020. msg163422#msg163422 date=1671746218
Maybe to balance things, have some sort of penalty for multiple scientists so you can't go crazy.  Maybe only the best scientist gets the specialization bonus and everyone else uses their base bonuses.

I would really love this as a filler for all my scientists.  It feels weird that i've got dozens of useful minds but can only use a small number at any given time.

Maybe like a 1% bonus for each scientist assigned outside of their specialty, and a 3% bonus for each one in specialty.  So you'd have like a 15% project lead, 3 specialists, and 2 generalists, would be 15% + 9% + 2% = 26% total research bonus.

Sure you can end up cheesing it at the end if you have 100's of scientists, but that is rare and they aren't immortal.  Maybe a LUT with diminishing returns after the initial few.
Title: Re: Suggestions Thread for v2.0
Post by: Kiero on December 27, 2022, 03:43:39 PM
Drones (no crew), with an associated tech that can incise their size.
Title: Re: Suggestions Thread for v2.0
Post by: Gabrote42 on December 28, 2022, 08:39:10 PM
Drones (no crew), with an associated tech that can incise their size.

Sadly, more than 10 messages like this one exist:
It is a very flavorful idea, but the concept has come up many times and the general sense is that Steve does not want to remove the need to man ships with a crew as a resource that is managed and balanced by current mechanics. Adding robotic/drone crews basically bypasses several mechanics which isn't really a design pattern that works well for Aurora.

While I would love the inclusion, I don't think it's going to happen.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on December 29, 2022, 10:50:14 AM
Drones (no crew), with an associated tech that can incise their size.

Sadly, more than 10 messages like this one exist:
It is a very flavorful idea, but the concept has come up many times and the general sense is that Steve does not want to remove the need to man ships with a crew as a resource that is managed and balanced by current mechanics. Adding robotic/drone crews basically bypasses several mechanics which isn't really a design pattern that works well for Aurora.

While I would love the inclusion, I don't think it's going to happen.

While I agree it does not fit well within the design philosophy of the game mechanics I could see a reason to include it at least for fighter craft sized ships... this would be great for RP reasons in my opinion. Of course you can't use officers for such crafts either so it will mostly be useful for scout crafts. But I could see swarms of beam armed fighter crafts as drones being a thing from a RP standpoint.

Some sort of crew reduction technology could be interesting though... you don't have to make this into a 100% crew reduction so full automation. If this was included we could start with say twice the current crew requirements and then some techology that reduce the needed crew to about from 100% down to about 20% from that high... or something.

I also always argued that bigger ships should need less crew in general... so there should be some mechanic that reduce the crew requirement based on the amount of crew that all the components of a ship require. larger crews will be able to better cross train in different fields or work in rotational schedueles and so on. It probably should be based on an S curve formula.
Title: Re: Suggestions Thread for v2.0
Post by: KriegsMeister on December 29, 2022, 11:24:58 AM
We already have warheadless missiles that are capable of doing everything we would want drones to do and are often times RP'd as such. The only problem with them is they are not recoverable. Would it be oh so terrible to have drones be built using the current missile designer, but controlled like a ship. Possibly with a new Drone bay module that works pretty much like a magazine/hangar hybrid. Maybe as a balancing feature have a new FC tech line called Drone Director that limits how far away the drones can be operated from their mothership
Title: Re: Suggestions Thread for v2.0
Post by: Froggiest1982 on December 30, 2022, 08:04:02 PM
Detaching a fleet to retain the Standing orders.

In this way, we could just set up the first GEO or GRV ship and then just split without multiple clicks. It can be used also in many other instances.
Title: Re: Suggestions Thread for v2.0
Post by: Vandermeer on December 30, 2022, 11:49:29 PM
Detaching a fleet to retain the Standing orders.

In this way, we could just set up the first GEO or GRV ship and then just split without multiple clicks. It can be used also in many other instances.
In VB Aurora we used to be able to copy conditional orders by simply starting all survey parasites as one fleet, setting orders there, and then hit a "split fleet" button which would turn them into individual ships, but retain all conditional orders.
So bringing back either split fleet would solve this problem the same way as copying conditionals from the mothership would, and make survey carriers viable once more.
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 31, 2022, 09:18:10 PM
Detaching a fleet to retain the Standing orders.

In this way, we could just set up the first GEO or GRV ship and then just split without multiple clicks. It can be used also in many other instances.
In VB Aurora we used to be able to copy conditional orders by simply starting all survey parasites as one fleet, setting orders there, and then hit a "split fleet" button which would turn them into individual ships, but retain all conditional orders.
So bringing back either split fleet would solve this problem the same way as copying conditionals from the mothership would, and make survey carriers viable once more.

It still possible to do so by using the Divide Fleet into Single Ships order, The fleet will split into individual ship fleets and retain the conditional and standing orders.

That's how I set up my Survey ships and Auto Colony Ships.
Title: Re: Suggestions Thread for v2.0
Post by: Vandermeer on January 01, 2023, 03:09:17 AM
In VB Aurora we used to be able to copy conditional orders by simply starting all survey parasites as one fleet, setting orders there, and then hit a "split fleet" button which would turn them into individual ships, but retain all conditional orders.
So bringing back either split fleet would solve this problem the same way as copying conditionals from the mothership would, and make survey carriers viable once more.

It still possible to do so by using the Divide Fleet into Single Ships order, The fleet will split into individual ship fleets and retain the conditional and standing orders.

That's how I set up my Survey ships and Auto Colony Ships.
Ahh, so it is an order now, good to know.

Old VB was also able to copy orders down from the lead ship of the parasites to the rest, so re-docking survey ships was just as easy as spreading them. There is already a "land on assigned mothership" conditional order, but it is lacking a trigger of the kind "no standing orders left to do" to make it work here. If that could come however, it would be an even superior solution to the VB setting, since it would run completely without clicks.
Title: Re: Suggestions Thread for v2.0
Post by: papent on January 01, 2023, 02:43:44 PM
Ahh, so it is an order now, good to know.

Old VB was also able to copy orders down from the lead ship of the parasites to the rest, so re-docking survey ships was just as easy as spreading them. There is already a "land on assigned mothership" conditional order, but it is lacking a trigger of the kind "no standing orders left to do" to make it work here. If that could come however, it would be an even superior solution to the VB setting, since it would run completely without clicks.

That would be an awesome addition to the standing orders.

Another useful order to add would be a shore leave conditional order.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on January 03, 2023, 08:10:55 AM
We already have warheadless missiles that are capable of doing everything we would want drones to do and are often times RP'd as such. The only problem with them is they are not recoverable. Would it be oh so terrible to have drones be built using the current missile designer, but controlled like a ship. Possibly with a new Drone bay module that works pretty much like a magazine/hangar hybrid. Maybe as a balancing feature have a new FC tech line called Drone Director that limits how far away the drones can be operated from their mothership

You could just build a tiny ship and call it a drone. I don't think there is a need for a new type of object between missile and ship.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on January 03, 2023, 08:56:09 AM
Regarding #11, you can work around this by splitting your STO formation into smaller batteries and building them separately, then combining them once all are built. Not ideal but helps with the build time problem. Really the long-term solution should be changing ground forces training to be the same as every other factory type, you get the same total BP either way so it is not a huge change IMO.

This change is already in v2.2.
http://aurora2.pentarch.org/index.php?topic=13090.msg162293#msg162293
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on January 03, 2023, 09:25:12 AM
2.  When a troop transport is loading troops from a planet with lots of different types, the list is very cluttered, and the "2nd Surveyor Team" comes below the "21st" through "29th Archaeology Team".  The list presentation in "GU / Stockpile" is a lot better to navigate, because the unit's short designation is prefixed.

3.  Not sure if you consider it cheating, but maybe an indicator for whether or not I should "Disassemble" a looted alien part.  Perhaps an indicator for parts which I've already disassembled and learned nothing.

15.  Currently the ordering of the "History" tab of a task group shows the earliest dates first, and I have to scroll down to the newest dates.  Because my main usage of this tab is a reminder of what these ships are up to, it would save clicks if this ordering was reversed so the most recent dates are on top.

Added the following
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on January 03, 2023, 12:44:29 PM
This change is already in v2.2.
http://aurora2.pentarch.org/index.php?topic=13090.msg162293#msg162293

I can't believe I forgot about such a groundbreaking change!!   :P
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on January 03, 2023, 07:13:25 PM
Some things I would like added to formation order and escorts would be that formation orders are remembered for Squadrons not just for sub-fleets. When I order recalling escorts they only join as Sub-fleets not as squadrons... they should then default to "Land on Assigned Mothership/Squadron" instead of "Join as Sub-Fleet".


You should also be able to set sub-fleets as anchor points and they would automatically default to the parent fleet when in the fleet... if a sub-fleet is detached then all currently deployed escorts would update its anchor to the newly detached sub fleet as it now is a proper fleet.


It might also be good if I was warned about scouts having low fuel or if the conditional order of low fuel could trigger and land the parasite on it's assigned mothership.

I frequently use recon scouts that is in a ships hangar.... most often I also have ships in their own sub fleets so I can name them properly if I detach them from the fleet they are in. Currently it is just easier to have them as sub fleets to the ship rather than as squadrons for that reason (or both). I also have to continually monitor their fuel levels so I can dock them with the carrier to refuel and send out another recon scout in it's place... so allot of manual labour that could be automated with just a few new tools in the toolbox.

What I really would like to have is a more robust formation and escort tool where I can assign escorts to certain areas around a fleet and then escorts would rotate in and out for refuel automatically... I could also assign say two or even more scouts to the same mission but only one will be on station at any one time. As soon as one need to head back for fuel a new one would automatically launch to cover the now empty spot.
Title: Re: Suggestions Thread for v2.0
Post by: Rook on January 04, 2023, 08:07:25 PM
Drag-and-drop Ground Units for Transport

One of the current difficulties is sorting and loading numerous combat formations on a fleet. If you want specific units on specific ships, you have to move a ship out of a formation, give them an order to load specific units, then repeat the process for each ship in the fleet. While this works, it is an extremely tedious endeavour. Unless I'm missing something.

Some examples, where the current system is good and bad.
Situation A (awesome)
You're moving a garrison brigade from point A to point B, using large troop transports. With this situation, it is rather convenient with the current system. In fleet orders, you instruct the fleet of transports to load the highest level HQ and all subordinate formations. You don't care about load times, or which subordinate formations are on which ship. Just cram on there and go when ready. You're needed to bash some heads on the unruly Colony of Yap, I don't care how you get there, just get there.

Situation B (for bad)
You have units designed for specific roles, with specific Table of Equipment needs, Chain of Command, and Order of Battle, that necessitates specific units being on ships with each other during the deployment phase. If you have a Division designed to the Battalion level, or heck, an Army Corps designed to the Regimental level, you're going to be sifting through the orders and ships for a long time, to make sure that everyone is where they need to be for the cruise and deployment phase of the operation. Don't get me started on Platoon or Company sized Fleet Marine Forces (I try to make sure all of my combat ships have some contingent of Marines onboard).


My suggestion would be to add a drag-and-drop functionality somewhere in the interface (probably the ground force section), where you can drag-and-drop units onto ships in orbit (or expected to be in orbit?). This drag-and-drop functionality could then automatically generate load orders, that, when completed, would have all units loaded onto their respective ships.

Thoughts:
The load order wouldn't be a standard load unit order, the order would automatically generate a load-time based on the number (and size?), of units being transferred, and the number of ships involved in the transfer. A generic "embarkation" order would then be submitted to the fleet(s) when they next arrive in orbit of the planet where the ground units are awaiting pickup, or immediately, if the ships are already in orbit. An additional thought, this Embarkation menu would have a "submit" button. So, you could start dragging and dropping troops, to plan the load, then press a submit button. This would then queue the embarkation order for the ships involved.

This same menu could be used to deploy ground forces for invasion. By selecting a destination, the player could select which units are going to be dropped/disembarked for combat, then submit the order. As soon as the ships are in orbit, the order is given and carried out. Allowing the player to easily plan waves for their invasion.

I know there are some issues with this suggestion. Some I probably haven't even thought, or have the experience to consider. But it's been bouncing around my head for a while and I wanted to get it out before it consumes me.

There is so much room for detail in Aurora, but sometimes there aren't tools for easy handling of the details.

Alrighty, take care.

  - Rook
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on January 04, 2023, 08:45:10 PM
 --- What if we just allowed Troop Transports to have specific loadout templates? We could set them from the Fleet Organization tab and have a "Load to Template" order. Trying to choose a formation that exceeds troop transport tonnage will throw up a dialogue box telling the player "Error: Formation Size cannot exceed Transport Capacity!"
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on January 05, 2023, 12:19:19 AM
--- What if we just allowed Troop Transports to have specific loadout templates? We could set them from the Fleet Organization tab and have a "Load to Template" order. Trying to choose a formation that exceeds troop transport tonnage will throw up a dialogue box telling the player "Error: Formation Size cannot exceed Transport Capacity!"
Already exists for 2.2
Title: Re: Suggestions Thread for v2.0
Post by: Kiero on January 05, 2023, 01:22:50 AM
New tech:Jump point creation
field of study:
- time limit (after which the jump point will collapse)
- distance in LY (how far can JP can reach)
Optional:
- ship size that can pass through
- energy demand (power plant size)
Title: Re: Suggestions Thread for v2.0
Post by: Droll on January 05, 2023, 10:01:57 AM
New tech:Jump point creation
field of study:
- time limit (after which the jump point will collapse)
- distance in LY (how far can JP can reach)
Optional:
- ship size that can pass through
- energy demand (power plant size)

If you add the ability to target a specific system I like the idea of this as a way of shifting the focus of defense a bit away from JPs or even as way of reworking invaders and/or raiders. Obviously such an event would be loud and I would probably have it so that the JP is quite far from the primary as far as JP distances are concerned - both for response time and to add a consideration regarding the range of warships/amount of tankers.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on January 06, 2023, 05:08:05 PM
A simple thing that would make things easier for me is on the Research screen... when you play with the limited admin for scientists you will eventually have allot of science projects going at the same time. I sometimes struggle to get a good overview of what projects I have runinng and their progress in a specific field. I would like if I could limit the projects shown in the overal assigned currently worked projects based on the the field I selected for creating a new project.

Just add a selection box to filter the "Research Project" and base it in the field selected.
Title: Re: Suggestions Thread for v2.0
Post by: paolot on January 06, 2023, 07:12:25 PM
In the Environment tab of the Economics window,  is it possible to show more clearly these two information: if the atmosphere is breathable (as in the Summary tab), and if the body environment is habitable.
Reading 0.000 in the list at the right side of the tab, for the colony/body conditions, is not very effective instead of "Yes" or "No",  imho.

P.S.
A Happy 2023 for you all.  :-)
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on January 19, 2023, 06:44:36 AM
Reinforcement Building or feature on existing recruitment building. 

I'm not sure if its possible to implement with the current ground force mechanics or even with the  2. 2 changes

But could there be a new building or feature in the ground units building to slowly reinforce existing ground units stationed on the planet with the building. 
The current reinforcing mechanics would stay in place and be crucial in reinforcing front line positions fast. 

But more for peacetime or light spoiler engagements.  The ability to have a building set to reinforce at a trickle speed to bring armies back up to full strength over time would be a nice QOL improvement. 
Multiple buildings speed up the process but have diminishing returns.  This would allow for the creation of recruitment worlds where dedicated reinforcement armies go back to resupply and be ready for the next large scale fast reinforcements, this would save having to rebuild new reinforcement armies each time. 

It could be that the reinforcement building is "loaded" with a new (2. 2) organization or template and in the background has every unit already built in a sort of ghost reinforcement unplayable army.  this way when you land your real army on the planet the two armies react the same way as they do now just at a much slower rate. 

Population of a body could also be a factor in reinforcement speed. 
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on January 22, 2023, 06:00:59 AM
Reinforcement Building or feature on existing recruitment building. 

I'm not sure if its possible to implement with the current ground force mechanics or even with the  2. 2 changes

But could there be a new building or feature in the ground units building to slowly reinforce existing ground units stationed on the planet with the building. 
The current reinforcing mechanics would stay in place and be crucial in reinforcing front line positions fast. 

But more for peacetime or light spoiler engagements.  The ability to have a building set to reinforce at a trickle speed to bring armies back up to full strength over time would be a nice QOL improvement. 
Multiple buildings speed up the process but have diminishing returns.  This would allow for the creation of recruitment worlds where dedicated reinforcement armies go back to resupply and be ready for the next large scale fast reinforcements, this would save having to rebuild new reinforcement armies each time. 

It could be that the reinforcement building is "loaded" with a new (2. 2) organization or template and in the background has every unit already built in a sort of ghost reinforcement unplayable army.  this way when you land your real army on the planet the two armies react the same way as they do now just at a much slower rate. 

Population of a body could also be a factor in reinforcement speed.

Why not use the Ground Force complexes for this... we just need to be able dedicate a certain percentage of its capacity to replenish troops on the planet. For planets with no population there could be automated ground force complexes just like auto mines who is much more expensive to build just like auto mines.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on January 25, 2023, 05:21:43 AM
Quote from: Jorgen_CAB link=topic=13020. msg163709#msg163709 date=1674388859
Quote from: Ush213 link=topic=13020. msg163697#msg163697 date=1674132276
Reinforcement Building or feature on existing recruitment building.   

I'm not sure if its possible to implement with the current ground force mechanics or even with the  2.  2 changes

But could there be a new building or feature in the ground units building to slowly reinforce existing ground units stationed on the planet with the building.   
The current reinforcing mechanics would stay in place and be crucial in reinforcing front line positions fast.   

But more for peacetime or light spoiler engagements.   The ability to have a building set to reinforce at a trickle speed to bring armies back up to full strength over time would be a nice QOL improvement.   
Multiple buildings speed up the process but have diminishing returns.   This would allow for the creation of recruitment worlds where dedicated reinforcement armies go back to resupply and be ready for the next large scale fast reinforcements, this would save having to rebuild new reinforcement armies each time.   

It could be that the reinforcement building is "loaded" with a new (2.  2) organization or template and in the background has every unit already built in a sort of ghost reinforcement unplayable army.   this way when you land your real army on the planet the two armies react the same way as they do now just at a much slower rate.   

Population of a body could also be a factor in reinforcement speed. 

Why not use the Ground Force complexes for this. . .  we just need to be able dedicate a certain percentage of its capacity to replenish troops on the planet.  For planets with no population there could be automated ground force complexes just like auto mines who is much more expensive to build just like auto mines.


Ya ether way is fine really.  I was thinking the new building would be expensive to build and be stackable which would encourage the creation of reinforcement worlds.  Which would then make the player have to still use reinforcement armies, and have to move those armies back to the reinforcement worlds to resupply.  Like the way shipyards work, their expensive to build/upgrade and are usually only on core worlds if not just Terra/Earth.  If you want to repair a fleet fast you have to bring it back to the shipyard with enough slipways, it should be the same for armies. 

Otherwise the alternative is you stack cheap GFCC buildings on every planet reinforce quickly and never have to use reinforcement armies again other then for RP reasons.  It makes it easier sure but then what's the point to reinforcement armies at all. 

Also if the planet has no population where are the new troops going to come from?
Title: Re: Suggestions Thread for v2.0
Post by: sneer on January 25, 2023, 11:32:08 AM
I would like to have an order of refill/retrain
and you put order in GF complex in slot until unit is filled back to original oob
it would be much shorter than anything
and would save micromanagement that adds little to gamplay
Title: Re: Suggestions Thread for v2.0
Post by: Kiero on January 25, 2023, 11:33:45 AM
1) I would love to see a Research module, so we can have proper science stations that can take advantage of dormant constructs on Venusian-type planets. Scientist should be on board such a station to perform studies.

2) Government structure like Naval organization.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on January 26, 2023, 08:46:01 AM
1) I would love to see a Research module, so we can have proper science stations that can take advantage of dormant constructs on Venusian-type planets. Scientist should be on board such a station to perform studies.

2) Government structure like Naval organization.

(1) We can already do this with Ark Modules and shipping research labs to planets.
(2) Maybe not as fully fleshed out as Naval Organization (we'd need more admins for that, and actual admin ranks) but having a "System Governor" layer between sector and planet would be interesting.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on January 26, 2023, 10:18:28 AM
Suggest that when terraforming, liquid water increases thermal stability i.e. hydrographic extent modifies thermal min max extremes and range, decreasing range.

I noticed this because I have this problem with a small planet I am terraforming that whan I add more water vapour the min-max range increases instead of decreases as it would in reality since we know the liquid oceans on Earth act as a thermal buffer, adding warmth to or absorbing heat from the atmosphere.

The in-game result of adding water threatens to make the planetoid uninhabitable without infra even when it has 20 hydro and breathable atmo as the more hydro I add the greater the min max temperature range gets taking it outside the human comfort zone and incurring a temperature factor penalty that I cannot resolve. (I tried adding every non toxic gas and they all do the same, the temperature range increases when really it should decrease as for water.)

If you look at the two screenshots, these are successive in the process of adding water vapour to Proxima Centauri II. You can see the Hydrographic Extent increases from 5.51 to 6.56.

Min Max thermal range changes from (-11.136 <> 54.498, which is a range of 65.634) to (-9.256 <> 56.849 range 66.105). So the range has increased not decreased and the temperature factor has gone from zero to 0.123 though it fluctuates quite a bit.

I recognise there are limits to the model and in this example I have been unlucky and will have to choose my terraforming candidates more carefully in future but since the terraforming has been showing some interesting touches like the ice sheet albedo and the condensing of water vapour simulating a water cycle, I thought I would suggest it in case it appeals to Steve i.e. that liquid water could dampen (hehe) temperature fluctuations.

I added the current save in case it helps to take a look at this particular example.
Title: Re: Suggestions Thread for v2.0
Post by: kyonkundenwa on January 26, 2023, 12:58:50 PM
If you look at the two screenshots, these are successive in the process of adding water vapour to Proxima Centauri II. You can see the Hydrographic Extent increases from 5.51 to 6.56.

Min Max thermal range changes from (-11.136 <> 54.498, which is a range of 65.634) to (-9.256 <> 56.849 range 66.105). So the range has increased not decreased and the temperature factor has gone from zero to 0.123 though it fluctuates quite a bit.

You need to let all that water vapor condense down to equilibrium, which will take ages from 0.5 atm. The increased range you're seeing is simply because you increased atmospheric pressure with water vapor which increased the body's greenhouse effect.
Title: Re: Suggestions Thread for v2.0
Post by: RagnarVaren on January 26, 2023, 01:52:50 PM
Don't know if this has been suggested yet but I think it would be fantastic if the ship overview showed the total bonus for each skill. Right now it only shows the individual skills from each officer but it would be nice if there was a summary for all naval admin command + officers for a ship for each skill. That way it would be much easier to see how big the tactical/crew training/engineering etc bonuses actually are.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on January 27, 2023, 04:38:27 AM
If you look at the two screenshots, these are successive in the process of adding water vapour to Proxima Centauri II. You can see the Hydrographic Extent increases from 5.51 to 6.56.

Min Max thermal range changes from (-11.136 <> 54.498, which is a range of 65.634) to (-9.256 <> 56.849 range 66.105). So the range has increased not decreased and the temperature factor has gone from zero to 0.123 though it fluctuates quite a bit.

You need to let all that water vapor condense down to equilibrium, which will take ages from 0.5 atm. The increased range you're seeing is simply because you increased atmospheric pressure with water vapor which increased the body's greenhouse effect.

At the same time Hydrographic extent increased by 20% 5 to 6 ish but didnt seem to help and to the best of my knowledge does not have an effect, which is why I am suggesting liquid water could have an effect too.

I completely understand temperature increasing temporarily due to water vapour makes sense and the range of extremes increasing due to global warming also make sense as it is current meteorological science dogma and is considered to be due to the increased level of the energy equilibrium in the atmosphere causing higher wind speeds and thereby increased mixing of equatorial and polar weather systems in the atmosphere causing particular locations on the surface to experience a greater range of extremes.

But the global warming model does not include adding water to the system which would buffer the whole system as well as cause sea levels to rise of course.

In the example you could add Frigusium to counter the water vapour warming but that would only lower temperatures and shrink the range a little as a result, there is no way to change range independently of temperature so you are stuck with a fixed scale of range per temperature per body, as I understand it. On Proxima there is no way to bring the range inside tolerable though you might get away with straddling it.

If you are adding liquid water to a body then in theory the temperature range should decrease due to the buffering effect of liquid water's high SHC and bring about a reduction in temp range, which does not seem possible by any means in Aurora C# as things stand but might be worth having as you could use the hydrographic extent >20 to buffer the temperature range and reduce fluctuation due to eccentric orbit, at the cost of max population supportable. Alternatively you could invent a TN Reductium gas to do the same but since the hydrographic model already exists I just thought it would be a more interesting suggestion to make the most of it.
Title: Re: Suggestions Thread for v2.0
Post by: gamemonger56 on January 28, 2023, 08:42:24 PM

I would like to see autofactories, maintenance and fuel. drop them on a planet with auto miners, tell the factories what to build and come back in a couple of years.

I would make them to be medium to high tech. starting imperium would not have access to to them.
Title: Re: Suggestions Thread for v2.0
Post by: DawnMachine on January 30, 2023, 02:08:08 PM
It would be great to be able to adjust the amount of research points from the salvaging of enemy ships. Or have the science multiplier effect it automatically.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on January 31, 2023, 04:58:11 AM
Lifepod endurance tech.

Suggest that with higher tiers of key techs a logistics tech for lifepod endurance could allow increasing lifepod endurance.

e.g. 14,28,42,56 days.

Key techs could be any or all of terraforming / charge rate / colony cost / armour. The lifepod tech only appearing once all prerequisites have been researched.
Title: Re: Suggestions Thread for v2.0
Post by: gamemonger56 on January 31, 2023, 06:42:37 PM

Maybe, just maybe the design and construction of the tech could be improved. meaning, i launch a ship and within 30days something has broke, jump engines, drive engines, all manner of things.
Would scotty put up with that? would kirk? ships should not break less than a month out of the SY.

Just sayin'
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on January 31, 2023, 09:14:43 PM

Maybe, just maybe the design and construction of the tech could be improved. meaning, i launch a ship and within 30days something has broke, jump engines, drive engines, all manner of things.
Would scotty put up with that? would kirk? ships should not break less than a month out of the SY.

Just sayin'

 --- Have you tried using more Engineering Spaces?
Title: Re: Suggestions Thread for v2.0
Post by: gamemonger56 on February 01, 2023, 05:59:09 AM

More engineering spaces? i can put more than one in a ship?
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on February 01, 2023, 06:12:45 AM
Yeah usually you put a lot of those into the same ship.  You can see the maintenance rating thingy go up as you add more.

If you were using only one I would bet you that is your main issue.
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on February 01, 2023, 02:28:35 PM

More engineering spaces? i can put more than one in a ship?

I can't find something more recent right this minute, but this page covers the key concepts: http://aurorawiki.pentarch.org/index.php?title=Ship_Maintenance (http://aurorawiki.pentarch.org/index.php?title=Ship_Maintenance)
Title: Re: Suggestions Thread for v2.0
Post by: gamemonger56 on February 01, 2023, 10:17:37 PM


yep, that "fixed" my problem!  many thanks!
Title: Re: Suggestions Thread for v2.0
Post by: Kiero on February 03, 2023, 08:37:28 AM
An ability to designate a sector in the mineral search window.
Title: Re: Suggestions Thread for v2.0
Post by: TurielD on February 05, 2023, 02:39:24 PM
Ships connected to FFD units are so ineffective so as to be actually comical.

A ship that can fire every ~5-20 seconds, which could wipe out the entire ground force in an hour or so if we didn't care about collateral damage, fires once in an 8-hour window. Then its durasteel and energy-shield penetrating, WDM-scale firepower can apparently 'miss' by not being able to handle fortification level. A light vehicle can dodge the blast while being actively target-painted by the FFD unit.

Also this target painter unit is 1.25 the tonnage of a heavy anti-vehicle cannon, and it takes the same logistical burden to sync it with a ship as it does to direct an entire support-artillery battalion (it's a bit of a pain to manually assign ships to FFD-equipped formations). As it is, it's hardly worth the effort to set it up.


It would probably be good if we could get some kind of modeling of space-based weaponry acting with some kind of 'AOE' - in the sense that a single shot from a spinal-mounted railgun is probably going to leave a half-mile wide crater, and a laser will actively turn the atmosphere to plasma in a significant radius of the targeted soldier.

To model this we might see any of these from FFD'd ship fire:
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on February 05, 2023, 05:09:14 PM
Ships connected to FFD units are so ineffective so as to be actually comical.

A ship that can fire every ~5-20 seconds, which could wipe out the entire ground force in an hour or so if we didn't care about collateral damage, fires once in an 8-hour window. Then its durasteel and energy-shield penetrating, WDM-scale firepower can apparently 'miss' by not being able to handle fortification level. A light vehicle can dodge the blast while being actively target-painted by the FFD unit.

Also this target painter unit is 1.25 the tonnage of a heavy anti-vehicle cannon, and it takes the same logistical burden to sync it with a ship as it does to direct an entire support-artillery battalion (it's a bit of a pain to manually assign ships to FFD-equipped formations). As it is, it's hardly worth the effort to set it up.


It would probably be good if we could get some kind of modeling of space-based weaponry acting with some kind of 'AOE' - in the sense that a single shot from a spinal-mounted railgun is probably going to leave a half-mile wide crater, and a laser will actively turn the atmosphere to plasma in a significant radius of the targeted soldier.

To model this we might see any of these from FFD'd ship fire:
  • the number of shots multiplied by some factor. Perhaps dependent on a quadratic function based on HS - 1 HS (small gun) weapon = 1 impact, but 4HS weapon (big gun) = 16 impacts
  • fire as many rounds as their ROF allows in ~120-600 seconds. Perhaps a variable number dependent on some measure of the intensity of the engagement
  • these shots might ignore entrenchment, and/or miss chance entirely. What's a target painter good for otherwise?

Rate of fire here are probably totally irrelevant as the fire is all about opportunity. Using the FFD is all about directing effective fire from the ship and avoiding as much collateral damage as possible. You also have the option of indiscriminate bombardment.

I do agree that ships probably should be able to fire their guns more than once per 8 hour but that should have no connection to rate of fire what so ever. You could give each weapon dedicated the ability to add ten shots or any other arbitrary number that seem more appropriate for support bombardment operations.
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on February 06, 2023, 12:15:54 AM
Almost completely missing the point I think, that once in 8 hours is indeed kindof ludicrous.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on February 08, 2023, 04:46:32 AM
Change so cargo modules don't have weight until there actually hauling cargo. Meaning empty cargo vessels are faster when empty. Also the inclusion of a dump cargo button.

With raiders now a common joy to encounter. I was thinking about other sci fi shows were the captain has to drop cargo to be able increase speed to attempt an escape. This would be a cool feature now when your cargo haulers detect a raider you can dump cargo and make a run for the nearest jump point.
maybe the cargo also become salvageable as to attract the raiders to it thus giving you a better chance to save the ship.



Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on February 08, 2023, 05:26:34 AM
Change so cargo modules don't have weight until there actually hauling cargo. Meaning empty cargo vessels are faster when empty. Also the inclusion of a dump cargo button.

With raiders now a common joy to encounter. I was thinking about other sci fi shows were the captain has to drop cargo to be able increase speed to attempt an escape. This would be a cool feature now when your cargo haulers detect a raider you can dump cargo and make a run for the nearest jump point.
maybe the cargo also become salvageable as to attract the raiders to it thus giving you a better chance to save the ship.

You know about tractor beams and cargo barges, right?
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on February 08, 2023, 11:30:10 AM
Change so cargo modules don't have weight until there actually hauling cargo. Meaning empty cargo vessels are faster when empty. Also the inclusion of a dump cargo button.

With raiders now a common joy to encounter. I was thinking about other sci fi shows were the captain has to drop cargo to be able increase speed to attempt an escape. This would be a cool feature now when your cargo haulers detect a raider you can dump cargo and make a run for the nearest jump point.
maybe the cargo also become salvageable as to attract the raiders to it thus giving you a better chance to save the ship.

You know about tractor beams and cargo barges, right?

Ya i know i did a whole playthrough as a space trucker. It was great but there is higher element of micro with that playstyle. plus it got messy when i had to attach and detach for various empire operational reasons. This time around i went back to straight cargo ships and fuel haulers for a simpler life. well as simple as Aurora will allow. ha
I think this change to cargo would be good for QOL reasons to because an empty hauler going on a run will get there faster thus meaning faster moving of resources.
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on February 08, 2023, 12:29:54 PM
Ya i know i did a whole playthrough as a space trucker. It was great but there is higher element of micro with that playstyle. plus it got messy when i had to attach and detach for various empire operational reasons. This time around i went back to straight cargo ships and fuel haulers for a simpler life. well as simple as Aurora will allow. ha
I think this change to cargo would be good for QOL reasons to because an empty hauler going on a run will get there faster thus meaning faster moving of resources.

Sweet as, just checking you knew about that option.

I wonder where your suggestion would end though: Should tankers get faster with less fuel in the tanks? Other ships as well? Could carriers ditch their small craft to lighten up and go faster? Missiles in magazines? etc.
Title: Re: Suggestions Thread for v2.0
Post by: Kiero on February 09, 2023, 04:12:44 AM
It would be great to have some kind of DB cleaning tool (for player and NPR), like fleet history and so on.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on February 09, 2023, 06:00:02 AM
It would be great to have some kind of DB cleaning tool (for player and NPR), like fleet history and so on.
Agreed!
Title: Re: Suggestions Thread for v2.0
Post by: Borealis4x on February 09, 2023, 10:02:19 AM
Would it be possible to make it so characters are only eligible for promotion if they are located at a population center and don't have any mission assigned to them?

I hate how my dashing explorer captain suddenly gets promoted to admiral and he's teleported back to Earth to do a boring desk job.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Zax on February 09, 2023, 10:06:07 PM
 In the VB version there was a switch you could flip that required ferry ships to move commanders from their former assignments to their new assignments, I THINK it got removed because many players said they never used it.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on February 09, 2023, 10:42:37 PM
You can work around this to an extent by manually promoting flag officers, if you're willing to forego use of auto-assignment for the naval admin commands. Low-rank guys will still promote and relocate magically, but your survey captain can return to Earth before moving into her cushy corner office in Survey Command that way.

I would note though that in support of this suggestion we now have DSPs, so that makes it more viable to have such a feature whereas before a fleet might be away almost indefinitely being supported by a deep space fleet base.
Title: Re: Suggestions Thread for v2.0
Post by: Borealis4x on February 22, 2023, 11:00:17 PM
Adding in medal award conditions for being assigned to different positions like XO/Commanding Officer/Commandant/Admin/Planetary Governor would be nice.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on February 23, 2023, 09:39:37 AM
This is relevant to the ongoing missile rebalance discussion (http://aurora2.pentarch.org/index.php?topic=13191.0), but I don't want to pull that thread too far off-topic so I'm putting this here as it is a shorter suggestion:

Suggestion for ECM/ECCM rework:

Currently, ECM/ECCM work as a +/- modifier to hit chance. That is,
Code: [Select]
Hit% = base_hit% + 10 * (ECM - ECCM)This has a lot of problems, mostly when low base hit% is involved such as for reduced-size Gauss cannons or point defense scenarios, where even 1-2 levels of ECM have an outsize impact of completely negating fire.

I propose the simple rework of:
Code: [Select]
Hit% = base_hit% / (1 + ECM - ECCM)(with appropriate bounding of ECM - ECCM). This means that ECM will never render a low-accuracy weapon useless, and makes electronic warfare investment most important for near-peer conflicts (i.e., pushing ECM research against an opponent when you already outmatch their ECCM capabilities handily will provide minimal benefits, rather than providing an unbeatable advantage as currently).

My physical basis for this is the idea of countermeasures as creating a decoy target. If we imagine, for the sake of gross oversimplicity, ECM 1 = one decoy, then incoming fire being split evenly between the decoy and real target gives a 50% effective accuracy reduction. The proposed rework is a reckless extrapolation of this concept.

As usual I am not married to any numbers here. For example, maybe something like
Code: [Select]
Hit% = C * base_hit% / (C + ECM - ECCM)is preferable where C could be 2 or 3, etc. This means the effect of a single level of ECM is only a 33% or 25% (respectively) reduction in effective hit rate. We could also start throwing powers and roots around but I prefer to keep things simple if possible.

This is in addition to the current ECM effect against fire control ranges which I think is a good mechanic as it is and does not need to be changed.
Title: Re: Suggestions Thread for v2.0
Post by: villaincomer on February 24, 2023, 12:26:45 PM
Variable ship (or fleet speeds)  Perhaps 1% and then 10% increments to simplify. 
With a view to scaling thermal output to ship speed.
Adds an element of stealth.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on February 24, 2023, 12:30:26 PM
Variable ship (or fleet speeds)  Perhaps 1% and then 10% increments to simplify. 
With a view to scaling thermal output to ship speed.
Adds an element of stealth.

You can already set specific fleet speeds.
Title: Re: Suggestions Thread for v2.0
Post by: villaincomer on February 24, 2023, 12:32:29 PM
My bad.  Thanks Steve :)
Does the thermal output scale to the speed?
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on February 24, 2023, 03:04:02 PM
My bad.  Thanks Steve :)
Does the thermal output scale to the speed?

Yes, down to a minimum which is 5% of the ship size (in HS - or 1 per 1,000 tons which may be easier to figure mentally, in practice).
Title: Re: Suggestions Thread for v2.0
Post by: Golem666 on February 25, 2023, 04:35:22 PM
With all the improvements coming to missiles in the next version, could we also get missile series? So that one doesn't have to destroy all ammo or tediously make partial reloads?
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on February 25, 2023, 04:37:16 PM
With all the improvements coming to missiles in the next version, could we also get missile series? So that one doesn't have to destroy all ammo or tediously make partial reloads?

Seconded!
Title: Re: Suggestions Thread for v2.0
Post by: kilo on February 26, 2023, 01:42:03 AM
With all the upcoming changes to missiles, it would be nice to get passive missiles and MFCs. This would give fleets another stealth option. At the moment, you have to either give your position away when you intend to launch or bring a fighter with an active sensor, Both things give away your intention minutes to hours before your missiles strike.

Additionally, I was thinking about alternative missile fuels. What we have right now is a regular liquid fuel engine only. What might be an interesting addition is solid and hybrid rocket motors. They do have a significantly worse fuel efficiency, aka Engine power hours per fuel mass, but they are easier to manufacture and store. In terms of Aurora that could be translated into a tradeoff between range & speed vs build cost and resource requirements for the engines. Hybrid motors would require less Gallicite and fuel and solids would require none at all, but they would burn maybe Tritanium.
Title: Re: Suggestions Thread for v2.0
Post by: Akhillis on February 27, 2023, 10:56:13 PM
It would be nice if the ship and admin command auto-assignment systems could be merged.

From my understanding, atm the two run entirely separately and the lowest priority admin command will take precedence over the high priority ship command. Usually this is desirable, but sometimes I'd like to be able to set the captaincy for my shiny new battleships to a higher priority than the admin command controlling a pair of anti-raider corvettes in a backwater mining colony.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on February 28, 2023, 04:58:08 AM
With all the upcoming changes to missiles, it would be nice to get passive missiles and MFCs. This would give fleets another stealth option. At the moment, you have to either give your position away when you intend to launch or bring a fighter with an active sensor, Both things give away your intention minutes to hours before your missiles strike.

Additionally, I was thinking about alternative missile fuels. What we have right now is a regular liquid fuel engine only. What might be an interesting addition is solid and hybrid rocket motors. They do have a significantly worse fuel efficiency, aka Engine power hours per fuel mass, but they are easier to manufacture and store. In terms of Aurora that could be translated into a tradeoff between range & speed vs build cost and resource requirements for the engines. Hybrid motors would require less Gallicite and fuel and solids would require none at all, but they would burn maybe Tritanium.

The game probably should emulate real world fire controls more accurately in general... which means that each fire control have capacity of how many missiles they can control and how many targets they can track. This would also be needed if we could guide missiles to targets without having an active lock on them. You also would need the missile itself to have either an active or passive ability to lock onto and track target in the terminal phase.

Missiles should gain accuracy bonuses from having passive and or active abilities as well as the new module for accuracy bonus.

Missiles should be able to be fired at a passively identified object... if an object somehow is lost the missile should just continue on the same path and able to require anything it detect on the way, not just stop dead in it's track. If the object is required it should then be able to require the target or even change to a new target while in flight if the missile have that ability.

There are allot of things you could do with missile combat to make it a bit more realistic.

I would also not mind if ships would need to be data linked with each other and there was limitations on the distance for sensor fusion to occur between ships, but this might be beyond what Aurora could do for complexity reasons. But it would open up more interesting uses for electronic warfare etc which are highly effective in real life.
Title: Re: Suggestions Thread for v2.0
Post by: papent on February 28, 2023, 09:28:38 AM

The game probably should emulate real world fire controls more accurately in general... which means that each fire control have capacity of how many missiles they can control and how many targets they can track. This would also be needed if we could guide missiles to targets without having an active lock on them. You also would need the missile itself to have either an active or passive ability to lock onto and track target in the terminal phase.

Missiles should gain accuracy bonuses from having passive and or active abilities as well as the new module for accuracy bonus.

Missiles should be able to be fired at a passively identified object... if an object somehow is lost the missile should just continue on the same path and able to require anything it detect on the way, not just stop dead in it's track. If the object is required it should then be able to require the target or even change to a new target while in flight if the missile have that ability.

There are allot of things you could do with missile combat to make it a bit more realistic.

I would also not mind if ships would need to be data linked with each other and there was limitations on the distance for sensor fusion to occur between ships, but this might be beyond what Aurora could do for complexity reasons. But it would open up more interesting uses for electronic warfare etc which are highly effective in real life.

Most NATO IAMD systems can track and control over 100 missiles. I doubt that would be a limit in future systems, after all original AEGIS was capable of this over 40 years ago.

The ability to retarget missiles was removed from aurora years ago, I doubt it would return as it still has the same issues.

Agreed on all of your other points.
Title: Re: Suggestions Thread for v2.0
Post by: AlStar on February 28, 2023, 10:28:54 AM
[...]
Missiles should be able to be fired at a passively identified object... if an object somehow is lost the missile should just continue on the same path and able to require anything it detect on the way, not just stop dead in it's track. If the object is required it should then be able to require the target or even change to a new target while in flight if the missile have that ability.
[...]
I agree with these changes. It could potentially fit well with the rework of cloaking systems that Steve has mentioned. An add-on part for your missiles that allows them to track thermal signatures would potentially allow for a stealth ship that can sneak up on its targets using nothing but sensitive passives, fire a volley of missiles, then fade back into the black.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on February 28, 2023, 11:01:44 AM
Ya i know i did a whole playthrough as a space trucker. It was great but there is higher element of micro with that playstyle. plus it got messy when i had to attach and detach for various empire operational reasons. This time around i went back to straight cargo ships and fuel haulers for a simpler life. well as simple as Aurora will allow. ha
I think this change to cargo would be good for QOL reasons to because an empty hauler going on a run will get there faster thus meaning faster moving of resources.

Sweet as, just checking you knew about that option.

I wonder where your suggestion would end though: Should tankers get faster with less fuel in the tanks? Other ships as well? Could carriers ditch their small craft to lighten up and go faster? Missiles in magazines? etc.

Well in my mind yes. That's how it is in the real world. But I have no idea how containers are programmed in Aurora so its probably a lot for effect or problem causing then its worth. It would be pretty cool to dump cargo and make a run for it when raiders show up instead of wishing the freighter hauler the best ha.
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on February 28, 2023, 11:31:34 AM
No particular reason to expect ships with no cargo or empty fuel to travel at a different speed than when full.(I use speed not velocity specifically)
Newtonian/Einsteinien mechanics are not in effect, there is no accelleration and ships have no velocity so the equations learned at school and universty with mass in them bear no relationship to the activities of ships in this game. In the Newtonian aurora Steve considered at one point they would make sense, but the rocket equations which were developed to model the activity of rockets as they burn fuel are horrendous and not something you want to be carrying out multiple instances of on a normal pc.
We can explain tugs by the drive generating a field over a volume (ship displacement) and when operating without a tow creating a stronger field on the tug. So if you want to be able to dispose of empty fuel and cargo space you need to use tugs ,
Title: Assign system but for standing orders
Post by: SpaceMarine on March 01, 2023, 12:33:04 PM
Hello steve gonna keep this suggestion short it is right what it says on the tin, so I was doing my standing orders for my survey ships recently and i released what a pain it is to go into each one and do the exact same set of orders for 7 different fleets, what if we took the assign fleet option in the ship combat UI for fire controls and applied it to standing orders, put it in that window and hit "assign system" or assign All and it would copy paste those orders to all ships of the same class within the same system or across the galaxy. this would reduce RSI and be a QOL improvement id imagine is somewhat easy to introduce since the concept and idea as well as implementation exists elsewhere.

thanks :)
Title: Re: Assign system but for standing orders
Post by: nuclearslurpee on March 01, 2023, 08:28:27 PM
Hello steve gonna keep this suggestion short it is right what it says on the tin, so I was doing my standing orders for my survey ships recently and i released what a pain it is to go into each one and do the exact same set of orders for 7 different fleets, what if we took the assign fleet option in the ship combat UI for fire controls and applied it to standing orders, put it in that window and hit "assign system" or assign All and it would copy paste those orders to all ships of the same class within the same system or across the galaxy. this would reduce RSI and be a QOL improvement id imagine is somewhat easy to introduce since the concept and idea as well as implementation exists elsewhere.

thanks :)

Seconded. This is doubly a huge problem if you try to play with survey carriers since you constantly have to redo the orders for your parasites.

It would also be nice if "Assign All" (for fire controls and standing orders) applied to all future ships of that class as well, but that would be more work so one thing at a time is good.  :)
Title: Re: Assign system but for standing orders
Post by: Black on March 02, 2023, 12:09:56 AM
It would also be nice if "Assign All" (for fire controls and standing orders) applied to all future ships of that class as well, but that would be more work so one thing at a time is good.  :)

Maybe it could be set up in ship design window, same way as parasites and other things can be set for design?
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on March 02, 2023, 02:18:32 AM
Hello steve gonna keep this suggestion short it is right what it says on the tin, so I was doing my standing orders for my survey ships recently and i released what a pain it is to go into each one and do the exact same set of orders for 7 different fleets, what if we took the assign fleet option in the ship combat UI for fire controls and applied it to standing orders, put it in that window and hit "assign system" or assign All and it would copy paste those orders to all ships of the same class within the same system or across the galaxy. this would reduce RSI and be a QOL improvement id imagine is somewhat easy to introduce since the concept and idea as well as implementation exists elsewhere.

thanks :)

Standing orders are assigned at the fleet level, rather than the ship level, so it wouldn't work simply for ship classes. It could potentially be done for fleets that only contain that ship class.
Title: Re: Suggestions Thread for v2.0
Post by: SpaceMarine on March 02, 2023, 06:43:51 AM
in the example case above this would work fine, make it conditional to the fleets containing only the same type of ship for it to work.
Title: Re: Suggestions Thread for v2.0
Post by: GrandNord on March 02, 2023, 08:17:15 AM
I have a suggestion about mines and sensor equipped missiles, I've played around a little with them and a problem I have is that, whenever more than one enemy ship enters into the range of the missiles they all end up targeting the same ship, resulting generally in massive overkilling.  Could missiles with their own sensors be changed so that, if several ships enters their targeting range in the same tick they choose a random target instead?
Title: Re: Suggestions Thread for v2.0
Post by: TheBawkHawk on March 02, 2023, 01:02:39 PM
For default standing orders, I would love the ability to set default standing orders in the class design screen. It should(?) be fairly easy to piggyback this off of the fleet detachment mechanics. There is already a system in place to automatically rename 1-ship fleets after the ship if it is individually detached from a larger fleet, or if a fleet is split using the "divide fleet into single ships" order. Why not piggyback off of that system, and have it also set the standing orders for those 1-ship fleets to that ship's default?

This would make survey carriers incredibly easy to use. Set the standing orders of the parasites on the class screen, load them into the carrier, and then order the carrier to transit and divide fleet into single ships on the other side. You could have the parasite's secondary standing order to re-dock at their mothership, for a completely automated survey process.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 02, 2023, 01:15:55 PM
For parasites, maybe a possibility is for the new Squadrons to remember standing orders somehow? That way, a Squadron of survey ships can be detached from their carrier, be given an order to split into single-ship fleets, and automatically carry those standing orders through.

For fleets, maybe a new movement order that sets standing orders from a template could work. E.., a survey ship can be ordered to move to a system and then given the "Adopt Standing Orders from Template" order once they jump in.
Title: Re: Suggestions Thread for v2.0
Post by: Scandinavian on March 02, 2023, 04:15:07 PM
Another option (which is compatible with the other excellent suggestions) is to let subfleets remember the standing orders they had when they were full fleets, and have a command (available to fleets that contain subfleets) saying "split into subfleets and set conditional orders".
Title: Re: Suggestions Thread for v2.0
Post by: Warer on March 03, 2023, 03:51:00 PM
Box select weapons in Ship Combat tab.
Title: Re: Suggestions Thread for v2.0
Post by: Vivalas on March 05, 2023, 10:40:05 AM
Would be really neat to get an option to award medals to not just "officers assigned to a command", but an option for "including any previous officers assigned to these commands." We especially have history now for ships which may help with this.

Because I like creating medals for "campaigns", including colonization campaigns where I give awards to any officers assigned to logistical ships, but then all the ones who were helping out earlier but then got promoted up don't get a medal, unless I track them down, which really isn't feasible. (I like having awards be a visual metric for me of what my officers have been involved in, to make it easier RP wise for me to visualize their exploits).
Title: Re: Suggestions Thread for v2.0
Post by: Warer on March 05, 2023, 10:44:27 AM
Capacitor Boosters a distinct component or design option that can be attached to beam weapons that boosts their RoF by increasing their capacitor charge rate by Capacitor Recharge Rate Tech per HS (ie a 10cm laser at CRR 1 would have a RoF of 15s but you can choose to add 100tons to it to boost it's RoF to 5s)
Title: Re: Suggestions Thread for v2.0
Post by: Serina on March 05, 2023, 05:43:10 PM
~Snip~

Standing orders are assigned at the fleet level, rather than the ship level, so it wouldn't work simply for ship classes. It could potentially be done for fleets that only contain that ship class.

Copy fleet orders/standing orders to all fleets under parent admin command?

The former only for fleets in the same system, if able to carry out those tasks, the latter only if able to carry out those standing orders.

Edit: A new disaster start/ countdown to a supernova, possibly even two, One option being a nearby star shows signs of going nova, gotta scoot, and the second being the sun is showing signs of going Nova, gotta flee.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on March 08, 2023, 04:24:26 AM
One thing I don't much like about beam combat is that the optimal tactics are to focus down one ship after another. 

On a practical level it adds to micromanagement in fleet battles (constantly reassigning fire controls, while having to calculate how many to assign to a target to kill but not overkill).  And it kind of just doesn't feel right - even if its arguably realistic, I want fleet engagements to be more of a naval battleship engagement where ships engage each other all along the line.

As I understand combat between dreadnaught and later twentieth century battleships (which admittedly comes entirely from watching Drachinifel on YouTube...), there are a couple of reasons why fleets didn't focus fire individual ships down despite having the range to do so, which could probably be modelled in Aurora, if desired.

Firstly a ship that was not receiving incoming fire itself was free to lay its own guns without distraction, and would shoot more accurately. So leaving a major enemy combatant unengaged was something to be avoided.  A non-stacking accuracy penalty for any ship that has taken more than a certain amount of damage could model that. The damage threshold would need to be high enough that it couldn't be cheesed by plinking - maybe a ratio to the ship's size.

Secondly was ships tracking their own hits by looking for the fall of their own shots to adjust their guns - more than one ship firing on a target made it much harder to do.  This doesn't make a great deal of sense in an Aurora context, but could be handwaved (confusion caused by multiple fire control returns or something).  Mechanically, each additional attacker on a single target could create an accuracy penalty for all attackers.  This could be set at a level where it is low enough that it is still well worth engaging with additional ships if you have them, but high enough that there is an incentive to attack an unengaged target if one is available.  And probably capped, so there is no further penalty for more than, say, 3 attackers so as not to cripple swarms of small craft.

With rules like that, a fleet engagement would be much more each ship picking a target (auto-assignment would work really well too..) and blasting at it.  It would feel much more like a slugfest, and many ships would accumulate damage. Rather than just ending a fleet engagement with one damaged ship, and all the rest either destroyed or pristine.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on March 08, 2023, 05:39:34 AM
I usually "fix" this by not moving all the ships in one fleet. A soon as one ship is focused on it will fall back. The choice is now to allow many enemy ships the opportunity to close and shoot more accurate and powerful on you and chase after the one retreating ship or change focus to another ship. If you have decent shields this works even better and is why shields is so damn important in beam combat.

In my multi faction games beam combat generally end up with ships spread out for that very reason as task-forces spread out in formations rather than all firing from the same position.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on March 08, 2023, 05:59:20 PM
One thing I don't much like about beam combat is that the optimal tactics are to focus down one ship after another. ..
But those things only make sense because of technological constraints at the time. Modern naval ships, well actually already in WW2, did not have those constraints. Radar was used to both track ships and shots. And then of course airplanes and missiles changed naval combat completely. Similarly, if you go back about a century from WW1-era battlewagon slugfests, you'll see that navies tried their best to focus fire on a single enemy ship and fired at multiple targets only if they were unable to 'cross the T' of the enemy fleet.

Now, what I would like to see is individual ship captains occasionally taking action on their own, whether it's firing at a different target, charging forward or even breaking off from the engagement, to make Aurora less of a God game where the player controls every little detail completely. But I also know that others would not like that sort of thing at all.
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on March 09, 2023, 03:40:37 AM
One thing I don't much like about beam combat is that the optimal tactics are to focus down one ship after another. ..
But those things only make sense because of technological constraints at the time. Modern naval ships, well actually already in WW2, did not have those constraints. Radar was used to both track ships and shots. And then of course airplanes and missiles changed naval combat completely. Similarly, if you go back about a century from WW1-era battlewagon slugfests, you'll see that navies tried their best to focus fire on a single enemy ship and fired at multiple targets only if they were unable to 'cross the T' of the enemy fleet.

I don't disagree about the realism side of it, I just wanted a somewhat plausible explanation for making the system feel better according to my own tastes  :)  For me, ships fighting a general engagement with each other feels like a naval battle, and entire fleets focusing down one ship after another feels more like an RTS.  Its always the default tactic because its the most efficient, it just feels gamey since I've done it in so many games... And its rarely how real battles have worked - while you make a good point about radar fire control, that only became available at the very end of the battleship age.  Apart from the end of the Pacific war, actual engagements that happened have always tended more towards ship against ship (I'm sure Napoleonic War era sea captains tried their best to co-ordinate their fire, but given the range limitations of cannon, in practice it was much more either line against line or a general melee).

And mechanically I would find it more fun.  For example it would make design redundancy a lot more useful.  Right now when fighting the AI, all that really matters in terms of defences is how many rounds it takes the enemy to totally destroy a ship and pick a new target.  How long it can keep firing while they batter its lifeless hulk is a minor consideration.  But if a close battle resulted in steadily increasing damage across the whole fleet, the ability of ships to keep fighting after taking damage, and jury rig repairs between engagements, would be much more critical.  We have this wonderfully detailed damage system in Aurora, but I think the battle mechanics tend to prevent it getting the prominence it deserves.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on March 09, 2023, 05:24:41 AM
The game is not realistic anyway so any mechanic you add can be handwaved with technobabble.
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on March 09, 2023, 05:35:02 AM
Seems like there has been kindof a hard swing away from 'realism'.  As cool as it is to do whatever you want, its not usually fun if its not in any way related to reality and totally contrived.

That being said, I personally think that engaging a target to throw off the accuracy of the target's shots is a pretty good and quasi-realistic idea to add some further consideration to beam combat.  Probably focusing targets will still be a major thing, but you will at least want to 'pay the bills' so to say on keeping a target sufficiently heavily engaged as to degrade its ability to shoot accurately.  Personally I think this should only really effect direct fire weapons.  There would also need to be some feedback on whether more firepower needs to be allocated (it should probably be more for bigger targets), otherwise it wont be particularly fun because there will be no clear way to know what effect you are having.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 09, 2023, 08:05:49 AM
That being said, I personally think that engaging a target to throw off the accuracy of the target's shots is a pretty good and quasi-realistic idea to add some further consideration to beam combat.  Probably focusing targets will still be a major thing, but you will at least want to 'pay the bills' so to say on keeping a target sufficiently heavily engaged as to degrade its ability to shoot accurately.  Personally I think this should only really effect direct fire weapons.  There would also need to be some feedback on whether more firepower needs to be allocated (it should probably be more for bigger targets), otherwise it wont be particularly fun because there will be no clear way to know what effect you are having.

To me, this sounds like a bunch of extra micromanagement. Having to set up your fire controls to allocate shots against every ship in the enemy fleet to degrade their targeting is tedious already, then having to adjust after every increment until you find the right sweet spot. Meanwhile the enemy is doing the same (assuming the NPR is capable of this... if not they are screwed!), so the net result is that the battles take much longer which means many more turns of clicking through 5-second increments and fiddling with BFC assignments. No thank you.

IMO, there is such a thing as having so much tactical detail that it drags the whole game down, even if it is in the name of "realism". I think Jorgen has given the better approach, if you want the tactical micro then manipulating engagement ranges with split formations is a better approach and carries the added risk of being vulnerable to a surprising missile attack against an isolated subformation, which I think with the 2.2 changes is a very present risk.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on March 09, 2023, 11:38:16 AM
 --- Could we have a Small Ship Tractor Beam? Maybe 50~100 Tons, and restricted to moving Fighters or FACs. I'd like to make recovery ships for my fighters and FACs that themselves are not much bigger so they can fit in with my carrier groups.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on March 09, 2023, 04:22:35 PM
If you want fire to degrade a ships ability to fire back then it should have diminishing returns for doing so. There could just be a simple formula for it where the more damage a ships takes, either on shields or hull that ship get a negative modification to fire back. This would be a major drawback for really large ship so it should perhaps be somewhat modified with the ship size, does not need to be linear if you want this to be more or less beneficial to smaller or larger ships.

This would incentivise you to not always focus fire.

There also could be an auto function that somewhat randomize and split fire naturally so we don't have to deal with this as much. The tactical skill of the fleet commander could also impact this where there is a bigger chance of a bit more focusing on one or a few ships and shifting focus away from ships that don't shoot back or whose fire is lower than other ships. I would personally like such a feature as it can be a bit tedious to manage FC in beam combat and the GOD power of efficiency are a bit extreme here. This could be an interesting feature for role-play as well in my opinion.

There could also be a tech line and component for beam fire-control to offset this penalty to some degree.

The current Auto-fire function is a bit simple and limited.
Title: Re: Suggestions Thread for v2.0
Post by: StarshipCactus on March 10, 2023, 05:06:32 AM
That being said, I personally think that engaging a target to throw off the accuracy of the target's shots is a pretty good and quasi-realistic idea to add some further consideration to beam combat.  Probably focusing targets will still be a major thing, but you will at least want to 'pay the bills' so to say on keeping a target sufficiently heavily engaged as to degrade its ability to shoot accurately.  Personally I think this should only really effect direct fire weapons.  There would also need to be some feedback on whether more firepower needs to be allocated (it should probably be more for bigger targets), otherwise it wont be particularly fun because there will be no clear way to know what effect you are having.

To me, this sounds like a bunch of extra micromanagement. Having to set up your fire controls to allocate shots against every ship in the enemy fleet to degrade their targeting is tedious already, then having to adjust after every increment until you find the right sweet spot. Meanwhile the enemy is doing the same (assuming the NPR is capable of this... if not they are screwed!), so the net result is that the battles take much longer which means many more turns of clicking through 5-second increments and fiddling with BFC assignments. No thank you.

IMO, there is such a thing as having so much tactical detail that it drags the whole game down, even if it is in the name of "realism". I think Jorgen has given the better approach, if you want the tactical micro then manipulating engagement ranges with split formations is a better approach and carries the added risk of being vulnerable to a surprising missile attack against an isolated subformation, which I think with the 2.2 changes is a very present risk.
Agreed, I'm personally not a fan of adding unfun extra micro. Less micro is better than more micro in 80% of cases.
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on March 10, 2023, 05:29:36 AM
A lot of the reasons for why splitting fire between Capital wet navy ships was a good idea really do not apply in Aurora (or space in general) unless you change the mechanics.
1) Confusion over fall of shot. In water navies radar and computer fire control mades this irrelevant, this is even more true for Laser/railguns in space where the shot goes in a straight line
2) 'Softening up' Most hits on Battleships partiularly at fairly long range do not penetrate the Citadel and so are not a risk to sinking the ship but lots of critical parts of the ship particularly Fire Control systems cannot be armoured. So ships fire control degrades as they take hits , an unengaged ship will still have fully effective fire control when it reaches decisive range. To make this a factor in Aurora it would be necessary to change the armour  model so that some ship systems are easy to take out with light hits at long range, worse at any range an Aurora ship does not degrade its fighting or maneuver ability until armour is breached and cumulative hits on armour shorten the time to breach it whereas it does not matter how many 8 inch shells hit a dreadnought they are never going to breach its armour.
2a) Fluke hits. At any range sheer bad luck can see a battleship killed or crippled by a single hit even when the armour should normally prevent damage(Hood , Bismarck, South Carolina, Scharnhorst) were all crippled or killed by one lucky hit and it was a contrubuting factor in the loss of several  other capital ships
3) Crew distraction, never sure how much of this actually happened given the limited awareness of the crew about what is happening around them. But in Aurora were 5 seconds is a long time in beam range combat the crew are probably not a factor, the ships guns are being directed by the computer systems following preset protocols, a fleet can die in a minute of beam fire there is no time for people to intefere . Computers don't care about incoming fire until they explode. Modern anti-missile engagements are handled by computers for the same reason, people just are not fsat enough
Title: Re: Suggestions Thread for v2.0
Post by: AJS1956 on March 10, 2023, 05:48:20 AM
Hi,

I have a few suggestions for things that would improve my game experience. None of them are at all necessary but all would be nice to have!

1) Can you alter the naming themes so that;

If the first line of the text file starts with a symbol (I suggest a semicolon) then whatever comes after will be the default theme name. that way, people can add their theme names in the files and spare a certain amount of typing by the player.

2) Can you add creation date to ship classes?

This would be set the first time the class was locked. I know that players can lock classes manually (and can unlock them retroactively - but that is up to the player and their own policy on using SM). If a class has a creation date it could be put on the Class Design tab below the range bands, for example.

3) I often use Reserve levels on the mining page to control the flow of minerals around each system. I know many players find this as too much micro management so I suggest the following changes/additions.
A) Between the word Reserve and the first reserve limit (for Duranium) put the word limit which, when clicked on allows the player to enter an amount and ALL mineral reserves levels are set to this.
B) Between the bottom reserve level (for Gallicite) and the Total line put the word clear which, when clicked on clears all reserve levels.

Since I often use individual levels for each mineral but some are repeated, these additions would allow me to set up my preferred levels quicker.

Thanks,

Andy
Title: Re: Suggestions Thread for v2.0
Post by: kilo on March 11, 2023, 12:17:57 PM
Hi,

I was thinking about STO elements again. What do you think about getting a new BFC choice? At the moment, there are  4x range / 1x tracking speed and vice versa as options. These are quite handy for dedicated long range and AMM weapons. There are kinds for which neither really fit, as they do neither have a long range nor can they be mounted in turrets. For those, a cheap x1 / x1 version would be very handy.

Title: Suggestions Thread for v2.0
Post by: Blacklight on March 11, 2023, 08:05:39 PM
Hey Steve, is there any chance NPR carriers will make a return with the changes to NPR fleets etc? it would be really awesome to see them make use of carriers once more.  And honestly having NPR's surprising you with large fleets of missile fighters or beam fighters etc would be really fun.  Especially with a missile revamp making their missiles more interesting.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on March 11, 2023, 09:13:04 PM
2) 'Softening up' Most hits on Battleships partiularly at fairly long range do not penetrate the Citadel and so are not a risk to sinking the ship but lots of critical parts of the ship particularly Fire Control systems cannot be armoured. So ships fire control degrades as they take hits , an unengaged ship will still have fully effective fire control when it reaches decisive range. To make this a factor in Aurora it would be necessary to change the armour  model so that some ship systems are easy to take out with light hits at long range, worse at any range an Aurora ship does not degrade its fighting or maneuver ability until armour is breached and cumulative hits on armour shorten the time to breach it whereas it does not matter how many 8 inch shells hit a dreadnought they are never going to breach its armour.

Doesn't Aurora already make the distinction between components protected/not protected by armor? Specifically I recall that turrets do not benefit from the armor belt, hence why they have an armor option to add HTK and make them more resilient. Or am I imagining things?
Title: Re: Suggestions Thread for v2.0
Post by: GrandNord on March 11, 2023, 09:20:52 PM
I've had a few thoughts about the changes to missiles.  Hopefully in 2. 2 Salvo size will not be the be all, end all of missile warfare and adaptability and versatility will become and important part of designing ships and missiles.

In that vein, maybe it would be very interesting to allow for hybrid missile launchers (or maybe just box launchers? Designing a reload system that would accept such a wide variety of sizes would be hellish IRL), that could allow for several different sizes of missiles to be put in a launcher, as long as the total missile size would be below the launcher size.

For the sake of balance this could be done at a size and cost premium, sacrificing firepower for versatility, and allowing us to create truly multirole fighters. 
Maybe to avoid any silliness like 20 size 1 missiles in a launcher there could also be a size cutoff under which the missile would not be accepted.  Something like 20% of the launcher size maybe?

That would allow us, for example in a size 20 launcher, to put something like 1 size 20, or 5 size 4, or 2 size 5 and a 10, so this seems reasonable.

I think that this would lead to some really interesting designs, as multirole fighters are not particularly viable currently, and mirrors the wide variety of possible loadout current aircrafts can mount.


Regarding chaff, flares and decoys, as you said you will probably allow them to be put on ships.  First I think there should be different versions for different types of detection, a thermal seeking missile shouldn't be fooled by a decoy generating a grav sensor return, with the inverse for direct control by MFC or integrated grav sensor.  This would allow for some interesting possibilities.

Second, I don't think they should be an infinite resource in a ship, since this would just be a boring flat hit chance decrease.  They should have a capacity in my opinion, and I guess a good way to refill them would be with hangars, supply ships and colonies, using MSP to refill them.

Maybe the chaff, flares, etc launchers could be designed component too? With the ability to choose the resolution or signature being imitated as well as the size of the launcher, influencing the chances of fooling fire control and the internal magazine of the launcher.  That would allow you to choose between bigger, but fewer launchers that would last longer in battle but have a lower chance to fool enemy hits and smaller, more numerous launchers that would increase their effectiveness but limit the amount available.

Also, since grav decoys will fool grav sensing MFCs, are you planning to make them fool BFCs also?
Title: Re: Suggestions Thread for v2.0
Post by: JacenHan on March 12, 2023, 12:52:18 AM
Doesn't Aurora already make the distinction between components protected/not protected by armor? Specifically I recall that turrets do not benefit from the armor belt, hence why they have an armor option to add HTK and make them more resilient. Or am I imagining things?
I'm pretty sure all components are protected by the armor belt (aside from shock damage, microwaves, and mesons, ofc). Turret armor only adds HTK for when the component starts taking damage.
Title: Re: Suggestions Thread for v2.0
Post by: Blacklight on March 12, 2023, 06:34:57 AM
@GrandNord
I believe you can already fire any missile from a launcher that is bigger than it FYI.   So you can fire size 1 missiles from size 2 launchers. 
You can only fire 1 at a time tho.  Whats to stop you just bringing a box launcher for each of the the missiles you mentioned?
Title: Re: Suggestions Thread for v2.0
Post by: GrandNord on March 12, 2023, 06:52:26 AM
The issue is that, as you said, you can only put one missile at a time inside, so using a variety of munition sizes in a bomber for example is actively detrimental to its performance, and the more useful thing to do is to create an entirely new bomber design with a different size of launcher, so in essence each craft will generally be specialized for one type of missile only. 

If you, for example, have a bomber with 5 size 5 box launchers you can only put 5 size 1 missiles in, when you could put 4-5 times that amount in a bomber equipped with size 1 launchers. 

In short, the feature of being able to put smaller missiles in a launcher than its designed size is so detrimental to the craft performance that it is basically unusable, when IRL aircraft don't really have this problem. 

Edit: Alternatively, putting several sizes of launchers on a craft doesn't really solve the issue at all, you're either limited to one, suboptimal static loadout with a few options or even more suboptimal loadouts when putting in smaller missiles in the big launchers. 

It might be something to be done in RP, but it's severely limiting the capacity of the fighters/bombers you make by essentially wasting a lot of space in them when you only need part of their loadout at any one time. 
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on March 12, 2023, 09:35:18 AM
The issue is that, as you said, you can only put one missile at a time inside, so using a variety of munition sizes in a bomber for example is actively detrimental to its performance, and the more useful thing to do is to create an entirely new bomber design with a different size of launcher, so in essence each craft will generally be specialized for one type of missile only. 
~snip snip~

 --- You can already do this. For example, build a size 12 launcher. Then build say a size 4 missile. Then take a new design that is nothing more than a second stage loaded up with no fuel, no engine and three of the those size 4 missiles as submunitions. Set that to separate at the size 4 missile's max range. Boom, can of size 4 missile. And doing the same process you can load two size 6 missiles, twelve size 1s, etc.

   An example I came up with a long time ago, something of a concept ship more than a practical design of it's own: http://aurora2.pentarch.org/index.php?topic=11761.msg138937#msg138937
Title: Re: Suggestions Thread for v2.0
Post by: Carthar on March 12, 2023, 06:23:50 PM
A small amount of damage reduction either through a tech or gained by having some number of armor layers or shields would balance against NPR AMM spam.   

I like playing beam only and AMM spam was always an issue, but the new PD and Missile changes look to make it less fun. 
Title: Re: Suggestions Thread for v2.0
Post by: Droll on March 13, 2023, 01:07:30 AM
A small amount of damage reduction either through a tech or gained by having some number of armor layers or shields would balance against NPR AMM spam.   

I like playing beam only and AMM spam was always an issue, but the new PD and Missile changes look to make it less fun.

You seem to be ignoring the fact that ships can also have decoys not just missiles. That change alone is going to make most AMMs, which cannot afford real-estate for most forms of ECCM/ECM outright miss your ships en-masse.

Though I do like the idea of some sort of damage absorption, I recall there being an absorption shield tech but I think it's unused? (and I don't know how they worked)
Title: Re: Suggestions Thread for v2.0
Post by: punchkid on March 13, 2023, 05:28:22 AM
I would love the possibilty to show population numbers for each system on the galaxy map view
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on March 13, 2023, 06:04:17 AM
Hey Steve, is there any chance NPR carriers will make a return with the changes to NPR fleets etc? it would be really awesome to see them make use of carriers once more.  And honestly having NPR's surprising you with large fleets of missile fighters or beam fighters etc would be really fun.  Especially with a missile revamp making their missiles more interesting.

Probably at some point, but not for v2.2.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on March 13, 2023, 01:39:00 PM
 --- Hey, so fighters can land on planets, yeah? So what if we had a fighter specific Troop Transport Bay? It would be more efficient than Standard ones, but could only be mounted on, and loaded / offloaded by, fighter craft. If a design is not flagged as fighter, the component would be hidden, and like Bridges being auto-added when tonnage is exceeded, these bays would be auto removed if the ship becomes flagged as a fighter.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 13, 2023, 02:25:22 PM
So what if we had a fighter specific Troop Transport Bay? It would be more efficient than Standard ones,

More efficient how???  What fantastical technology are we proposing that can cram, say, 500 tons of troops and equipment (and the majority of that tonnage is equipment, so don't say the word "cryogenic") into even 250 tons let alone anything smaller that is probably needed to be viable for a fighter?

Quote
but could only be mounted on, and loaded / offloaded by, fighter craft.

And then how do we justify this? One of Steve's key design points is that there needs to be a very, very good reason why something that can be mounted on a fighter couldn't also be mounted on a larger ship. I see no plausible explanation for why this hypothetical magical troop-compression technology could only work if the ship it is mounted on is exactly 500 tons or smaller.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on March 13, 2023, 03:04:39 PM
 --- Oops, I messed up. Standard bays are 1 to 1. Ignore that.
Title: Re: Suggestions Thread for v2.0
Post by: papent on March 13, 2023, 03:40:03 PM
I would like to request that fighter troop transports don't require a spaceport or cargo station to unload. some times I just want to sneak a few reinforcements or supplies on a disputed world.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on March 13, 2023, 03:51:51 PM
 --- They aren't supposed to, but it's bugged. You are supposed to be able to load / unload troops and/or colonists via fighters without a cargo shuttle bay.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on March 13, 2023, 09:33:43 PM
Maybe someone with more free time could trawl through the Bugs thread and double-check whether Steve has fixed that bug for 2.2
Title: Re: Suggestions Thread for v2.0
Post by: Borealis4x on March 14, 2023, 12:07:50 AM
I think an important thing to add to the next update would be to finish implementing the auto-assign feature for all the positions that still need it. I believe these are only Sector Admins and Academy Commandants. Automating Academy Commandants so you always have the right kind of leader in charge is especially important imo, since thats a major way you can control your recruitment.

Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 14, 2023, 12:40:22 AM
Maybe someone with more free time could trawl through the Bugs thread and double-check whether Steve has fixed that bug for 2.2

I see no response from Steve on the most recent post about it (http://aurora2.pentarch.org/index.php?topic=13078.msg164064#msg164064).

E: Looks like the last couple posts on the same topic have not been addressed by Steve. Candidly, I wonder if maybe he doesn't care to address it for whatever reason - certainly fighter-size colony ships are not terribly practical anyways so maybe he considers it a very low priority.


I think an important thing to add to the next update would be to finish implementing the auto-assign feature for all the positions that still need it. I believe these are only Sector Admins and Academy Commandants. Automating Academy Commandants so you always have the right kind of leader in charge is especially important imo, since thats a major way you can control your recruitment.

Doubly so because it's very difficult to find if your academies actually have commandants, so making it set-and-forget would be very useful.
Title: Re: Suggestions Thread for v2.0
Post by: Borealis4x on March 14, 2023, 01:11:23 AM
I'd also like to add options to Ground Unit HQs similar to Command Modules which would both incentivize you to tailor command units more based on what they are leading (currently I see no reason not to make them heavily armored static units) and to give more jobs to your officers that aren't just command positions.

For example, you add a Supply Command to your HQ and you then create a slot for a Supply Officer that can add their Logistics bonus to reduce consumption on Supply to the unit. These positions are for officers 2 ranks below the HQ Commander and adding any of them will also create an Executive Officer slot for an officer 1 rank below the HQ commander.

I'd even go so far as to expand this system into Admin Commands as well. It'd give your officers many more opportunities and as a result much richer service histories.

Oh, and I'd also like to be able to que up shipyard upgrades. So instead of only adding one slipyard at a time or a set amount of tonnage I can designate exactly how many and how much I want added in one order.
Title: Re: Suggestions Thread for v2.0
Post by: Warer on March 14, 2023, 08:19:13 AM
Single Shot Beam Weapons
-A compact beam weapon mean to provide a maximum damage profile for it's size at the expense of being expended on use. Basically ship/fighter mounted box launcher missiles that can't be intercepted by PD. Something like a design option for all/some beam weapons (except gauss cannons) that reduces the mass of the weapons by 75-90% ala box launchers, so a 10cm Laser would be a 15tons (MS6) pop of three damage at point blank that can't be intercepted. It's assumed they have an inbuilt precharged powerpack or they need power as normal.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 14, 2023, 08:57:29 AM
I'd also like to add options to Ground Unit HQs similar to Command Modules which would both incentivize you to tailor command units more based on what they are leading (currently I see no reason not to make them heavily armored static units) and to give more jobs to your officers that aren't just command positions.

For example, you add a Supply Command to your HQ and you then create a slot for a Supply Officer that can add their Logistics bonus to reduce consumption on Supply to the unit. These positions are for officers 2 ranks below the HQ Commander and adding any of them will also create an Executive Officer slot for an officer 1 rank below the HQ commander.

I'd even go so far as to expand this system into Admin Commands as well. It'd give your officers many more opportunities and as a result much richer service histories.

I'd love to have an admin command structure.  After the first 3-4 levels of actual combat units there's very little that having a formation in the field with HQ100,000,000 can actually contribute in combat - plus it would be nice to have unified system or even sector commands for the army.

For the command modules... I would love the roleplay aspect, but in practice as it currently stands these would be pretty much useless for me as I usually can build more formations than my commanders could control, so I would not have the officers to spare except maybe for the highest-level HQs (and then I would prefer an admin command structure anyways).
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on March 14, 2023, 11:46:18 AM
Maybe someone with more free time could trawl through the Bugs thread and double-check whether Steve has fixed that bug for 2.2

 --- I am that person, I have, multiple times. Two releases have seen Steve attempt to fix the bug, yet it persists. AFAIK, 2.2 has no such fix, and nothing of the sort is mentioned in the fix log.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on March 15, 2023, 10:39:46 AM
Maybe someone with more free time could trawl through the Bugs thread and double-check whether Steve has fixed that bug for 2.2
I see no response from Steve on the most recent post about it (http://aurora2.pentarch.org/index.php?topic=13078.msg164064#msg164064).

E: Looks like the last couple posts on the same topic have not been addressed by Steve. Candidly, I wonder if maybe he doesn't care to address it for whatever reason - certainly fighter-size colony ships are not terribly practical anyways so maybe he considers it a very low priority.

Maybe someone with more free time could trawl through the Bugs thread and double-check whether Steve has fixed that bug for 2.2

 --- I am that person, I have, multiple times. Two releases have seen Steve attempt to fix the bug, yet it persists. AFAIK, 2.2 has no such fix, and nothing of the sort is mentioned in the fix log.

Thanks for checking dudes, that's what I remembered too but wasn't 100% sure. Damn shame, having fighter-sized ships able to land & load/unload on planets would be really cool for mega-conventional RP games too, to simulate very early space stuff before shipyards can be built.
Title: Re: Suggestions Thread for v2.0
Post by: papent on March 15, 2023, 01:11:57 PM
Request for Fighter sized Cargo Holds (5HS or 2HS)
It would be nice to move small amounts of minerals around after all we can do GFs, MSPs, Fuel, & Colonist with large shuttles just need cargo to complete the tiny freighter set. 

 
I'd also like to add options to Ground Unit HQs similar to Command Modules which would both incentivize you to tailor command units more based on what they are leading (currently I see no reason not to make them heavily armored static units) and to give more jobs to your officers that aren't just command positions.

For example, you add a Supply Command to your HQ and you then create a slot for a Supply Officer that can add their Logistics bonus to reduce consumption on Supply to the unit. These positions are for officers 2 ranks below the HQ Commander and adding any of them will also create an Executive Officer slot for an officer 1 rank below the HQ commander.

I'd even go so far as to expand this system into Admin Commands as well. It'd give your officers many more opportunities and as a result much richer service histories.

I'd love to have an admin command structure.  After the first 3-4 levels of actual combat units there's very little that having a formation in the field with HQ100,000,000 can actually contribute in combat - plus it would be nice to have unified system or even sector commands for the army.

For the command modules... I would love the roleplay aspect, but in practice as it currently stands these would be pretty much useless for me as I usually can build more formations than my commanders could control, so I would not have the officers to spare except maybe for the highest-level HQs (and then I would prefer an admin command structure anyways).

Agreed Ground Forces could use admin commands and an a option for a Unified Combatant Command where an Naval Admin Command or Ground Admin Command can have lower level Admin Commands of either type assigned to each other.

Speaking of more positions for VIPs/Offiers
 
I always kinda headcanon'd that officers without a job were doing shore tours / staff type stuff, especially since staff jobs were removed after VB6. (Consequently, that may be a worthwhile thing to look back into now that we're constrained by only total officers now and nothing else for ranks, otherwise you could stack like 10 tiers over an admin command if you wanted to minmax: staff requirements would provide a cool rp tool while providing an actual coded disincentive)
~Snip~



~snip~
In that vein, maybe it would be very interesting to allow for hybrid missile launchers (or maybe just box launchers? Designing a reload system that would accept such a wide variety of sizes would be hellish IRL), that could allow for several different sizes of missiles to be put in a launcher, as long as the total missile size would be below the launcher size.
~snip~

This is an interesting idea and how USN derived VLS Missile launchers work IRL. usually with quad packing smaller ESSM missiles into larger cells.

My suggested mechanic to have something similar to this for Aurora is to have smaller missiles may be assigned to the larger launchers as suggested by GrandNord.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 15, 2023, 07:50:56 PM
Would like to suggest System Governors as a layer between colony and Sector.

+1.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on March 16, 2023, 07:56:38 AM
When you design a missile launcher there could be a "hybrid" option that is 10% larger then normal. That means you can load several missiles of the same type in one launcher and launch them separately as if in their own launcher. This way you could make a size 8 launcher and having launching 8x size 1 or 2x size 4 missiles if you want to.

I think it would be an interesting option to have.
Title: Re: Suggestions Thread for v2.0
Post by: lumporr on March 16, 2023, 09:52:59 AM
...40k ground forces theory crafting...
Bonus Generic Hit Chance Capability for Ground Forces

Per the post I made over here, and after a cursory search for similar suggestions, I'd like to propose some sort of appropriately expensive bonus Hit Chance modifier capability for ground forces across all terrains, as perhaps the last part of the Infantry Genetic Enhancement tech line. I am aware that the current meta is A Lot Of Dudes With Machine Guns, and that this would make that strategy perhaps even more dominant on paper after the requisite research, but I think it would go a long way in the representation of a special, elite force, alongside some horrific x8 (or more? less?) cost modifier to prevent wanton abuse. Furthermore, if the capability was not infantry only, I'd feel much better about the usefulness of a UHV superweapon or something to that effect, though I feel pretty strongly that the proposed tech would need to be gated behind some other capability.

Right now, there's many options for making a given unit more survivable - which indirectly contributes to overall deadliness given the lack of reduction in active forces over time - but there is no way to make a given unit directly more deadly (outside of terrain capabilites which usually apply under very specific circumstances). This sounds like something that is true for a good reason, but I'd love to know how bad it actually gets. The precedent for increased hit chance already exists with terrain modifiers as metioned, so it might not actually be too crazy unless one started stacking them all. If any proficient DB modders are out there, I'd love to test this capability out, but lack the know-how. Has anybody tried anything like this before?

Alternatively, and I'm even more sure that this has been suggested and that there are even better reasons to not do this (perhaps difficulty of implementation with regards to current balance?), but overkill effects would also go a long way in mitigating the feeling of heavy hitters being impotent.

Tangentially, does anyone know of actual numeric examples of Astartes kill rates/ratios? I know that it'd likely vary wildly between authors, but still, real numbers would be nice. My goal here is to be able to percieve a solid, meaningful difference between a 250kt battlegroup and a 250kt battlegroup plus a few ~2kt companies of Astartes, but maybe my initial assumption about Astarte potency is simply out of sync with the fiction. Per my original post, in ideal circumstances, an 8kt group of my Astartes would provide an equivalent of ~128kt generic troops. Does this feel sufficient to most people? I go back and forth. Mostly, I just want to do tests...
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 16, 2023, 10:53:06 AM
Tangentially, does anyone know of actual numeric examples of Astartes kill rates/ratios? I know that it'd likely vary wildly between authors, but still, real numbers would be nice. My goal here is to be able to percieve a solid, meaningful difference between a 250kt battlegroup and a 250kt battlegroup plus a few ~2kt companies of Astartes, but maybe my initial assumption about Astarte potency is simply out of sync with the fiction. Per my original post, in ideal circumstances, an 8kt group of my Astartes would provide an equivalent of ~128kt generic troops. Does this feel sufficient to most people? I go back and forth. Mostly, I just want to do tests...

There is no hard number because it varies wildly between authors/sources, but from what reading I've done I would consider the Astartes power armor to be roughly on par with standard tank armor (so in Aurora, 4x armor), so I think we could assume the same scaling for HP to keep things simple (4x HP). The standard weapons are nominally considered to be equivalent to the crew-served Heavy Bolters that the Guard uses, IIRC, so canonically you'd be using an INF+CAP or INF+HCAP unit class with the same basic killing power as the normal weapons (though I'm sure there's lots of room for fudging with tech levels if you want an even more powerful force).

With 4x Armor and 4x HP you do get that approximately 16x improvement in combat ability per ton (256x survivability reduced by 1:16 tonnage ratio per Lanchester's Square Law). Both of these could easily be added to the DB as techs, and personally I wouldn't mind expanding both of those tech lines anyways (maybe 2.5x, 3x, 4x for armor and 2.5x, 3.2x, 4x for HP, keeping in line with current tech progressions) to give something more to the late-game for ground units.
Title: Re: Suggestions Thread for v2.0
Post by: papent on March 16, 2023, 08:02:04 PM
I love the idea of a ground force bonus accuracy modifier tech line.

I think a system with more tech lines for ground forces would be neat and allow empires to have distinction with their ground unit organization with the options to specialize in heavy armor UHVs or glass cannons LVs.
Additionally decoupling of weapon / armor strength would allow for more incremental scaling in ground combat. 

Ground Force Suggestion - New ground forces tech lines.
  • Ground Unit Weapon Strength - increase empire weapon strength
  • Ground Unit Armor Strength - increase empire armor strength
  • Ground Unit Countermeasures - (To-hit modifier) decrease ground unit classes chance to be hit, possible a tech line per unit class or a standard % increase for all unit types
  • Ground Unit Toughness - (Hit Points) increase ground unit classes hit points, possible a tech line per unit class or a standard % increase for all units types
  • Ground Unit Entrenchment - (Fortification) increase ground unit max fortification level, possible a tech line per unit class or a standard % increase for all unit types
  • Ground Unit Armament Munitions Improvement - (Supply Use) decrease ground unit weapons supply use, possible a tech line per weapon class or a standard % decrease for all types
  • Ground Unit Armament Penetration Improvement - (Penetration) increase ground unit weapons penetration, possible a tech line per unit class or a standard % increase for all types
  • Ground Unit Armament Rate of Fire Improvement - (Shots) increase ground unit weapons shots, possible a tech line per unit class or a standard % increase for all types
  • Ground Unit Capability Training- decrease cost modifier for additional ground unit capabilities
~Snip~


When you design a missile launcher there could be a "hybrid" option that is 10% larger then normal. That means you can load several missiles of the same type in one launcher and launch them separately as if in their own launcher. This way you could make a size 8 launcher and having launching 8x size 1 or 2x size 4 missiles if you want to.

I think it would be an interesting option to have.

Agreed that it should be a cost to a launcher that can handle multipacks perhaps 5% increase in size and 5% increase in cost/minerals?
What did you think of the options I've listed for Firing Modes?
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on March 16, 2023, 11:25:47 PM
Its honestly pretty standard for nato box launchers to support quad or octuple stacking by default.  They are not MIRV they just put multiple missiles into the box in a 'bus' that holds the missiles and handles firing them individually.  So there is space inefficiency but they aren't constrained to 1 missile per tube or 'all at once'.
Title: Re: Suggestions Thread for v2.0
Post by: papent on March 17, 2023, 12:32:57 PM
Its honestly pretty standard for nato box launchers to support quad or octuple stacking by default.  They are not MIRV they just put multiple missiles into the box in a 'bus' that holds the missiles and handles firing them individually.  So there is space inefficiency but they aren't constrained to 1 missile per tube or 'all at once'.

I was thinking something like this:

~Snip~

My suggested mechanic to have something similar to this for Aurora is to have smaller missiles may be assigned to the larger launchers as suggested by GrandNord.
  • A Multi-packed Missile launcher utilize firing mode options (similar to the PD mode options) such as X missile per launch or launch all loaded missiles (with the default option being launch all loaded missiles).
  • A loaded launcher with missiles remaining rate of fire could be every 5 seconds or perhaps the racial ROF for whatever size missile is packed inside divided by 2 rounded up to the nearest 5 seconds.
  • Reloading multi-Pack Missile launcher is based on launcher size and perhaps with a extra delay of 1 second per missile rounded to the nearest 5 seconds.

Plus the additional suggestion by Jorgen_CAB to have minor size and cost increase as this launcher would be more sophisticated.

Combining all these great ideas: Would create a missile launcher that could launch 1 missile at a time, double-taps, or burst launch everything in the launcher. Flexibility for a increase in cost and size.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 20, 2023, 11:18:00 AM
A few small number tweaks that I think would clean up a few smaller "balance issues" and make certain options more feasible:

(1) Target: Armour tech line
Current values: (1 | 2 | 3) | 4 | 6 | 8 | 10 | 12 | 15 | 18 | 21 | 25 | 30 | 36 | 45
Suggested values: (1 | 2 | 3) | 5 | 6 | 8 | 10 | 12.5 | 16 | 20 | 25 | 32 | 40 | 50 | 64
Rationale: Armor as it stands right now falls off badly against shields in the mid-to-late game, in addition to the strategic benefits of shields it has been shown across the forum by now that shields start to become tactically superior around Epsilon tech level. This change puts the armor tech levels in line with the typical tech progression used in most tech lines and makes armor a little bit more competitive against shields (shields cap out at about 50% to 55% per-HS strength compared to armor, which still leans in favor of shields but much less so than currently). Additionally, the base Duranium Armour tech annoys me right now since for ground units the baseline armor and attack levels (4 and 5) do not match, so I fixed it.
Note: This would also require changing the ground unit attack tech levels to match the armor levels, or else making GU attack its own tech line (which I would strongly recommend).

(2) Target: Meson Armour Retardation tech line
Current values: 50% | 40% | 32% | 28% | 24% | 20% | 16% | 14% | 12% | 10% | 8.5% | 7%
Suggested values: 50% | 40% | 32% | 25% | 20% | 16% | 12.5% | 10% | 8% | 6.25% | 5% | 4%
Rationale: Mesons need help. This change brings the retardation tech into the same progression used by most other tech lines, improves relative meson effectiveness as tech level improves (a worthwhile return for such an expensive research direction with three techs required!), and keeps pace with the armor changes above if accepted.

(3) Target: Improved Personal Weapons (PWI) ground unit component
Current values: AP 1.25, attack 1.0, GSP 1.25
Suggested values: AP 1.25, attack 1.25, GSP 1.6
Rationale: Makes the PWI component more interesting and distinct from the standard PW component, both for flavor and as compensation for the reduced volume of fire from using PWI over PW.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on March 21, 2023, 04:06:47 AM
I'm not 100% sure that you need to change armour effectiveness, you need to consider the extraordinary amount of research you need to get those levels of shields. You can't just look at "level" of shield technology and compare as it they are equal just because they have the same cost individually. You MUST research armour technology regardless and almost all the time armour will be one or two levels above shields for the better part of most games.

Armour also give you better ground unit defence as well, shields don't. Armour is really important for smaller ships such as fighters/FAC where shields make no difference at all.

So... in my opinion the comparison between shields and armour is not really accurate. You need to research armour regardless for many different reasons, shields is not even necessary to research at all and you can possibly skip that for researching something else or even better armour technology.
Title: Re: Suggestions Thread for v2.0
Post by: Platys51 on March 21, 2023, 07:59:06 AM
New component: atmospheric thrusters.
Gives ship equivalent of 1 cargo shuttle, designed as hyperdrive, based on total size of the craft, remaining tiny for fighter sized crafts, but quickly scaling up after.

Fixes fighter transport ships, removes arbitrary limit.

Quick and dirty way to implement: just make it size 0, 1 or 5t module researched at beginning that gives 1 cargo shuttle but throws error if above 500t or 2 in design.

Would be nice to have fighter sized cargo bays to go with it.
1-2hs
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on March 21, 2023, 09:01:09 AM
New component: atmospheric thrusters.
Gives ship equivalent of 1 cargo shuttle, designed as hyperdrive, based on total size of the craft, remaining tiny for fighter sized crafts, but quickly scaling up after.

Fixes fighter transport ships, removes arbitrary limit.

Quick and dirty way to implement: just make it size 0, 1 or 5t module researched at beginning that gives 1 cargo shuttle but throws error if above 500t or 2 in design.

Would be nice to have fighter sized cargo bays to go with it.
1-2hs

Fighters already can land on planets and fly in the atmosphere of planets. That is also why you can build fighters with fighter factories on the surface of planets.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on March 21, 2023, 09:03:51 AM
New component: atmospheric thrusters.
Gives ship equivalent of 1 cargo shuttle, designed as hyperdrive, based on total size of the craft, remaining tiny for fighter sized crafts, but quickly scaling up after.

Fixes fighter transport ships, removes arbitrary limit.

Quick and dirty way to implement: just make it size 0, 1 or 5t module researched at beginning that gives 1 cargo shuttle but throws error if above 500t or 2 in design.

Would be nice to have fighter sized cargo bays to go with it.
1-2hs

Fighters already can land on planets and fly in the atmosphere of planets. That is also why you can build fighters with fighter factories on the surface of planets.

 --- Currently bugged.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 21, 2023, 09:35:19 AM
I'm not 100% sure that you need to change armour effectiveness, you need to consider the extraordinary amount of research you need to get those levels of shields. You can't just look at "level" of shield technology and compare as it they are equal just because they have the same cost individually. You MUST research armour technology regardless and almost all the time armour will be one or two levels above shields for the better part of most games.

I'm not sure that it's quite correct to claim that armor will be 1-2 levels above shields. There are a couple of factors to consider here: one is that you do not necessarily need to research the full set of shield techs to get the benefits versus armor, for example just researching the main tech + generator size will cost you about 150% to 160% of whatever the equivalent armor tier costs, the recharge tech can lag behind in many cases as having fast recharge for shields is not really essential, and the tactical benefits of shields over armor are reason enough beyond about Epsilon tier. The other factor is that since shield tech is split across several techs, it's not quite correct to compare based only on pure RPs required as you can have multiple DS scientists working on the tech lines. In fact, for me this is the normal situation since I use the reduced scientist admin option in all my games so I maintain a large number of scientists who all need something to do. Not all players use this option, of course, but there are plenty of other reasons why players would have multiple DS scientists needing things to do - leveraging Ancient Constructs for example, or on reduced research rate games it is possible for lab construction to outpace research rate quite easily and then you have a surplus of labs.

Note that even with a buff to armor, shields retain a slight tactical superiority (>50% per-HS effectiveness vs. armor) at "equal" tech level, and of course all the usual strategic benefits. The idea here is simply that using armor instead of shields at higher tech levels shouldn't be a clearly inferior decision unless the enemy uses mesons (which... LOL). Currently you can be 1-2 levels advanced in armor and shields are still tactically superior at mid-high tech levels, because they approach ~75% per-HS efficiency versus armor due to Size^(3/2) scaling.
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on March 21, 2023, 02:27:46 PM
Am I the only one who likes when the optimal strategy changes with technology, instead of staying flat and choices essentially being flavor for sake of 'all options being equally viable'.  It seems like the only retort to that is 'well with these changes its still slightly different its merely much more similar now'.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 21, 2023, 04:17:31 PM
Am I the only one who likes when the optimal strategy changes with technology, instead of staying flat and choices essentially being flavor for sake of 'all options being equally viable'.  It seems like the only retort to that is 'well with these changes its still slightly different its merely much more similar now'.

I prefer when there is not a clear "optimal" strategy at all, but each strategy is useful for different situations and doctrines rather than one strategy being optimal in the large majority or even totality of cases. This doesn't mean every option should be equally viable, for example even with my suggestion for armor changes shields will still remain superior in general, but the choice to prefer armor would have enough going for it that it can be viable in a good enough range of scenarios to create an interesting decision space that I don't feel exists currently.
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on March 21, 2023, 06:38:50 PM
Seems like a flat buff doesn't really have any of the nuance you claim it does.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 21, 2023, 10:56:42 PM
Seems like a flat buff doesn't really have any of the nuance you claim it does.

I'm not sure how you get that from what I've said.  ???
Title: Re: Suggestions Thread for v2.0
Post by: jatzi on March 26, 2023, 03:51:12 PM
Idk if this is the best place to suggest stuff anymore for 2. 2 but it'd be a nice little QoL feature to have populated systems be highlighted when you go to select a system to view on the left side of the screen.  The big drop down box.  After awhile it'll grow to be quite the list and it can be hard sometimes to quickly pick out the systems you might want to look at
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on March 27, 2023, 05:55:57 AM
Idk if this is the best place to suggest stuff anymore for 2. 2 but it'd be a nice little QoL feature to have populated systems be highlighted when you go to select a system to view on the left side of the screen.  The big drop down box.  After awhile it'll grow to be quite the list and it can be hard sometimes to quickly pick out the systems you might want to look at

That would be useful.  What I normally do is rename important systems to have a space at the front, which sorts them at the top of the list (and generally give Sol two spaces to put it right at the top).
Title: Re: Suggestions Thread for v2.0
Post by: lumporr on March 27, 2023, 09:31:31 AM
Idk if this is the best place to suggest stuff anymore for 2. 2 but it'd be a nice little QoL feature to have populated systems be highlighted when you go to select a system to view on the left side of the screen.  The big drop down box.  After awhile it'll grow to be quite the list and it can be hard sometimes to quickly pick out the systems you might want to look at

That would be useful.  What I normally do is rename important systems to have a space at the front, which sorts them at the top of the list (and generally give Sol two spaces to put it right at the top).

Another option is to have a System naming convention that organizes the list somewhat. I generally do [Number of jumps from Sol][Letter of first jump in branch]-[System Name], so it goes 0-Sol, or 1A-Alpha Centauri, or 1B-Barnard's Star, or 2A-Proxima Centauri for a system down the Alpha Centauri line. That way, all the close stuff is at the top, all the far stuff is at the bottom, branches are grouped together, and systems you haven't gotten around to taking a look at and renaming are at the very bottom. That being said, it would be nice to have populated systems highlighted in green or something, especially since I don't always want to use my naming convention.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on March 27, 2023, 12:01:25 PM
Idk if this is the best place to suggest stuff anymore for 2. 2 but it'd be a nice little QoL feature to have populated systems be highlighted when you go to select a system to view on the left side of the screen.  The big drop down box.  After awhile it'll grow to be quite the list and it can be hard sometimes to quickly pick out the systems you might want to look at

That would be useful.  What I normally do is rename important systems to have a space at the front, which sorts them at the top of the list (and generally give Sol two spaces to put it right at the top).

Another option is to have a System naming convention that organizes the list somewhat. I generally do [Number of jumps from Sol][Letter of first jump in branch]-[System Name], so it goes 0-Sol, or 1A-Alpha Centauri, or 1B-Barnard's Star, or 2A-Proxima Centauri for a system down the Alpha Centauri line. That way, all the close stuff is at the top, all the far stuff is at the bottom, branches are grouped together, and systems you haven't gotten around to taking a look at and renaming are at the very bottom. That being said, it would be nice to have populated systems highlighted in green or something, especially since I don't always want to use my naming convention.

I do something very similar to this and even a bit further. I use some form of coordinate system so I know where a system is (roughly) on the galaxy map and then systems are sorted in the lost appropriately.

I base it on my sectors and the have a coordinate system going from there based on if the planet is up, down, left or right from the sector seat system.

(https://www.dropbox.com/s/mcxqmq9lx8ds4rj/Screen5.PNG?raw=1)

This also makes each system very easy to find on the Galaxy map and makes everything easier to find in general. Adding a space or more before systems also sort important system to the top of the list which helps.
Title: Re: Suggestions Thread for v2.0
Post by: serger on March 27, 2023, 02:03:18 PM
It would be cool to have a checkbox for every racial name scheme designating if it's a scheme for a hereditary elite officers - for example, primarchs and their descendants in WH4K - so they'll have both "prominent" stats from the birth and their own naming schemes (the player will have an option to dilute this elites with any desirable percent of usual blockhead offspring by adding the same name scheme with a modified title and then add it without elite checkbox).
Title: Re: Suggestions Thread for v2.0
Post by: mike2R on March 28, 2023, 05:47:10 AM
Idk if this is the best place to suggest stuff anymore for 2. 2 but it'd be a nice little QoL feature to have populated systems be highlighted when you go to select a system to view on the left side of the screen.  The big drop down box.  After awhile it'll grow to be quite the list and it can be hard sometimes to quickly pick out the systems you might want to look at

That would be useful.  What I normally do is rename important systems to have a space at the front, which sorts them at the top of the list (and generally give Sol two spaces to put it right at the top).

Another option is to have a System naming convention that organizes the list somewhat. I generally do [Number of jumps from Sol][Letter of first jump in branch]-[System Name], so it goes 0-Sol, or 1A-Alpha Centauri, or 1B-Barnard's Star, or 2A-Proxima Centauri for a system down the Alpha Centauri line. That way, all the close stuff is at the top, all the far stuff is at the bottom, branches are grouped together, and systems you haven't gotten around to taking a look at and renaming are at the very bottom. That being said, it would be nice to have populated systems highlighted in green or something, especially since I don't always want to use my naming convention.

I do something very similar to this and even a bit further. I use some form of coordinate system so I know where a system is (roughly) on the galaxy map and then systems are sorted in the lost appropriately.

I base it on my sectors and the have a coordinate system going from there based on if the planet is up, down, left or right from the sector seat system.

This also makes each system very easy to find on the Galaxy map and makes everything easier to find in general. Adding a space or more before systems also sort important system to the top of the list which helps.

I did try prefix naming at one point, but the system I used was rather unwieldy and ended up looking ugly.  That looks a lot cleaner.

One thing that has worked quite well is naming systems with their first letter based on how far they are from Sol.  One jump away starts with an 'A', 2 jumps is a 'B'.  And then using a different naming scheme for major branches - so everything through one of Sol's wormholes is named after European cities, and another is Space Marine chapters or whatever.  The combination of the two systems makes it pretty easy to figure out where a system is based on its name.
Title: Re: Suggestions Thread for v2.0
Post by: Voltbot on March 29, 2023, 12:11:49 PM
I was thinking lately about a possible active stealth system.

The idea is to make ship system, that allows ship to completely disappear from sensors (not only active) for some time. During that time cloaked ship cannot engage enemies (eg. no detection, no boarding and no shooting). It could also have a timer (eg. Game would force this ship to decloak after some time), some recharge time (which might use powerplants from the ship, making it less effective in combat for some time) and/or giving the ship jumpshock after exiting.

It would make JP assault and commerce raiding more viable.
This idea is actually quite common in different games, so I wouldn't be surprised if someone already suggested it, but I'm to lazy to read all pages of this thread.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on March 29, 2023, 12:51:35 PM
I was thinking lately about a possible active stealth system.

The idea is to make ship system, that allows ship to completely disappear from sensors (not only active) for some time. During that time cloaked ship cannot engage enemies (eg. no detection, no boarding and no shooting). It could also have a timer (eg. Game would force this ship to decloak after some time), some recharge time (which might use powerplants from the ship, making it less effective in combat for some time) and/or giving the ship jumpshock after exiting.

It would make JP assault and commerce raiding more viable.
This idea is actually quite common in different games, so I wouldn't be surprised if someone already suggested it, but I'm to lazy to read all pages of this thread.

You run into a couple of problems with that.

One is from the lore/"realism" side of things. Outside of soft/fantasy sci-fi, stealth is not really possible in space as there is no way to hide the significant radiation a ship puts out even if it is not running active sensors, due to the fact that space has next to zero density (=no signal attenuation) and temperature (=no thermal background). Now, in principle you can hand-wave this as soft sci-fi always does, but given the fact that Aurora already has "hard" stealth (i.e., reduced radar cross section) as well as thermal signature reduction, it doesn't seem to fit the lore well to introduce some "soft" mechanism for total stealth - in theory you can of course come up with some explanation, but it would seem to clash with the tone the rest of the game has established.

The other issue is game balance, not in terms of minimax or being blatantly OP but rather from the game design perspective. If we introduce a mechanic which can render JP assault and defense basically moot, that's bypassing a significant core element of the game's design. Commerce raiding is one thing; sneaking a million tons of heavily-armed warships past a thick JP defense to lay waste to an enemy's vulnerable core systems is another. We have to think beyond just this mechanic, for example what kind of counterplay will a player (or NPR!) have against this tactic? An enemy who can show up anywhere, anytime, in great force is a big step up from the Raiders, which at least follow a predictable pattern of escalation that allows counterplay. Should we add anti-stealth tech? If so, how do we implement this in a way that doesn't trivialize stealth or create an arms race of must-have-X-to-counter-Y like how ECM prior to 2.2 has worked? And importantly, how can the NPRs handle this? It's easy to say "if this tactic is too exploitative, the player can just not use it", but then why add a new mechanic to the game if the player will just not use it because the NPR can't handle it?

These are not insurmountable problems, but I do think trying to solve these problems in Aurora specifically may be more work than it is worth, both for Steve and also for keeping the general philosophy and spirit of Aurora. In other words: total stealth may be a good idea in and of itself (I should hope it is, if many other games have done it!), but that doesn't mean it is a good idea for Aurora in particular.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on March 29, 2023, 05:53:12 PM
In terms of stealth I think that Steve once said that ships drives are not really using normal space to propel the ship but is taking advantage of some other substance not really in this plane of existance. He also said that this could be used to also formulate some true cloaking abilities or submarine like effects in space where ships can move through and submerge more fully into this subspace.

So... from a lore perspective stealth should be able to work, the question is how it will work.

Personally I would like to have a mechanic that can take ships undetected through jump points and back, but it need to be sufficiently expensive and unpractical you can't reasonably base an entire fleet doctrine around it. Much in the same way you can't use an entire submarine fleet in the real world as that just is not practical.
Title: Re: Suggestions Thread for v2.0
Post by: Scandinavian on March 29, 2023, 06:30:57 PM
Maybe they don't need to be undetected.

We already have a way to get into an unfriendly system through a lightly defended jump point: Squadron jumping through and then peeling off like a bat out of Hell. (Maybe we should have a "move directly away from target" command, so we can set up to move away in the same direction as the squadron jump offset immediately.) The trick to raiding is getting back out again without getting got, because you have to move all the way up to the jump point to exit the system.

But what if you didn't? What if you could squadron jump with an offset from the outbound JP as well? If the JP has a deep, layered defense then it won't help, of course, but... that's probably fine. It means the defenders have to be separated out to a range where they are not in easy beam support range of each other.

To further help the raiders get out, you could imagine a "jump homing beacon" ship component; a military component that you put on a ship that sits on the destination jump point, and which multiplies the outbound offset limit by 1 + [multiplier]*MAX(1, [component size]/[size of jumping vessel]).

So if you have a 5 thousand ton raider with a jump drive capable of 250 thousand km squadron jump offset, then it would squadron jump in the normal way, run away from the jump point picket, murder some merchant shipping, and come back toward the jump point. If you now have a jump tender sitting on the home side of the jump point with a 5000 ton multiplier 3 jump beacon, the raider could evacuate from a JP offset of 1 million km. With a 2500 ton beacon sitting on the other side, it'd have to get to within 500 thousand km, and with no return beacon, it would have to get to 250 thousand km.

It won't help your raiders if the jump point picket has some missile ships with a fifty million km range and sensor coverage and enough weight of fire to just swat your raider out of the sky sitting 25 million m away from the JP. But in that case the defender has made a strategic decision to expend part of the resources available for the JP picket to protect against raiders rather than build a brick wall for your battle fleet to beat itself silly against when it tries to force the JP in force. Which still is a way for your raider doctrine to impose costs on the JP defense doctrine of the other side.
Title: Re: Suggestions Thread for v2.0
Post by: IronRagnar on April 04, 2023, 04:46:48 AM
Hey, i don't know if this was suggested before or not but could we have a button to remove an awarded medal?
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on April 04, 2023, 10:34:17 AM
Maybe they don't need to be undetected.

We already have a way to get into an unfriendly system through a lightly defended jump point: Squadron jumping through and then peeling off like a bat out of Hell. (Maybe we should have a "move directly away from target" command, so we can set up to move away in the same direction as the squadron jump offset immediately.) The trick to raiding is getting back out again without getting got, because you have to move all the way up to the jump point to exit the system.

But what if you didn't? What if you could squadron jump with an offset from the outbound JP as well? If the JP has a deep, layered defense then it won't help, of course, but... that's probably fine. It means the defenders have to be separated out to a range where they are not in easy beam support range of each other.

To further help the raiders get out, you could imagine a "jump homing beacon" ship component; a military component that you put on a ship that sits on the destination jump point, and which multiplies the outbound offset limit by 1 + [multiplier]*MAX(1, [component size]/[size of jumping vessel]).

So if you have a 5 thousand ton raider with a jump drive capable of 250 thousand km squadron jump offset, then it would squadron jump in the normal way, run away from the jump point picket, murder some merchant shipping, and come back toward the jump point. If you now have a jump tender sitting on the home side of the jump point with a 5000 ton multiplier 3 jump beacon, the raider could evacuate from a JP offset of 1 million km. With a 2500 ton beacon sitting on the other side, it'd have to get to within 500 thousand km, and with no return beacon, it would have to get to 250 thousand km.

It won't help your raiders if the jump point picket has some missile ships with a fifty million km range and sensor coverage and enough weight of fire to just swat your raider out of the sky sitting 25 million m away from the JP. But in that case the defender has made a strategic decision to expend part of the resources available for the JP picket to protect against raiders rather than build a brick wall for your battle fleet to beat itself silly against when it tries to force the JP in force. Which still is a way for your raider doctrine to impose costs on the JP defense doctrine of the other side.

In my opinion this don't work well as a mechanic since it is too easy to counter it with just having some missiles which every JP defence should have in some form or another.

The point is they can get in undetected and you don't know about it, it also will force a more spread out defence network as an enemy raider can appear anywhere.

Such a system just have to be very expensive to use, especially while moving. It might require some very special drives that once used in this mode is using up 100 times the amount of fuel and can only move at half speed. So you can't use the cloak all the time or you will not really be able to go anywhere.

It also would be good to break up the meta of throwing tons of missiles at an opponent with box launchers. An opponent might have a cloak and can just disappear and make their entire missile swarm completely wasted and now you are vulnerable for a counter attack. It also would make beam weapons very important too. Although there might need to be an initiation time for engaging the cloak so missiles are not entirely useless.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on April 04, 2023, 08:12:00 PM
 --- Some random ideas I had:

 --- Regarding missile changes, the removal of missile agility ruffled quite a few feathers it seems, but I've given it a lot of thought and I think... after playtesting, that an avenue to reinstate it, IF NEEDED, could be as such:

 --- Missile Agility is rebranded to Missile Guidance. It has the same tech line as agility. Mechanically, the rebranded agility scales up with the missile, and the tech line, rather than giving more agility per msp dedicated to it, governs the agility cap. So bigger missiles would have more innate agility, but not more than the cap. Meanwhile, smaller missiles would need to add msp into guidance, and would still end up being capped by the tech. So, basically, if Missile Guidance Cap, the replacement for Missile Agility per MSP, was 16, a missile could never have more than 16 regardless of size or MSP invested, and bigger missiles would have more agility to start with, thus needing less MSP to get the same agility.

 --- Regarding beam ships:

 --- It struck me that a form of "Capacitor Bank" might be a helpful thing for diversify beam ship designs. Basically, this component would derive it's efficiency from the Capacitor tech. It would then incur a power requirement, like a beam weapon would, and would charge like a beam weapon too. The capacitor would discharge as part of the beam weapon firing phase, just like a beam weapon would, however, it would distribute it's available energy evenly across all beam weapons that are firing. This would work more or less identically to how power plants distribute their power, following the same priorities. The caveat is that these aren't power plants, but capacitors, and so count as extra capacitors for the purposes of weapon RoF.

 --- So for example, a weapon has 25 capacitors, and a RoF of 10s. A single capacitor bank of 25 would give it a 5s RoF instead. Another example, Three weapons with 10 capacitor and a 20s RoF with a single 15 capacitor bank would instead have a 15s RoF each. I'll do an effort post later, in it's own thread. Questions or thoughts are welcome in the meanwhile.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on April 05, 2023, 02:31:09 AM
--- Some random ideas I had:

 --- Regarding missile changes, the removal of missile agility ruffled quite a few feathers it seems, but I've given it a lot of thought and I think... after playtesting, that an avenue to reinstate it, IF NEEDED, could be as such:

 --- Missile Agility is rebranded to Missile Guidance. It has the same tech line as agility. Mechanically, the rebranded agility scales up with the missile, and the tech line, rather than giving more agility per msp dedicated to it, governs the agility cap. So bigger missiles would have more innate agility, but not more than the cap. Meanwhile, smaller missiles would need to add msp into guidance, and would still end up being capped by the tech. So, basically, if Missile Guidance Cap, the replacement for Missile Agility per MSP, was 16, a missile could never have more than 16 regardless of size or MSP invested, and bigger missiles would have more agility to start with, thus needing less MSP to get the same agility.

I already added something on those lines:
http://aurora2.pentarch.org/index.php?topic=13090.msg164114#msg164114
Title: Re: Suggestions Thread for v2.0
Post by: kilo on April 05, 2023, 06:03:33 AM

[...]

 --- Regarding beam ships:

 --- It struck me that a form of "Capacitor Bank" might be a helpful thing for diversify beam ship designs. Basically, this component would derive it's efficiency from the Capacitor tech. It would then incur a power requirement, like a beam weapon would, and would charge like a beam weapon too. The capacitor would discharge as part of the beam weapon firing phase, just like a beam weapon would, however, it would distribute it's available energy evenly across all beam weapons that are firing. This would work more or less identically to how power plants distribute their power, following the same priorities. The caveat is that these aren't power plants, but capacitors, and so count as extra capacitors for the purposes of weapon RoF.

 --- So for example, a weapon has 25 capacitors, and a RoF of 10s. A single capacitor bank of 25 would give it a 5s RoF instead. Another example, Three weapons with 10 capacitor and a 20s RoF with a single 15 capacitor bank would instead have a 15s RoF each. I'll do an effort post later, in it's own thread. Questions or thoughts are welcome in the meanwhile.

I do not understand it completely. Are we talking of some sort of ready rack for munitions/energy, that allows for a limited rate of fire increase to levels otherwise unobtainable by current technology levels?
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on April 05, 2023, 05:54:53 PM

[...]

 --- Regarding beam ships:

 --- It struck me that a form of "Capacitor Bank" might be a helpful thing for diversify beam ship designs. Basically, this component would derive it's efficiency from the Capacitor tech. It would then incur a power requirement, like a beam weapon would, and would charge like a beam weapon too. The capacitor would discharge as part of the beam weapon firing phase, just like a beam weapon would, however, it would distribute it's available energy evenly across all beam weapons that are firing. This would work more or less identically to how power plants distribute their power, following the same priorities. The caveat is that these aren't power plants, but capacitors, and so count as extra capacitors for the purposes of weapon RoF.

 --- So for example, a weapon has 25 capacitors, and a RoF of 10s. A single capacitor bank of 25 would give it a 5s RoF instead. Another example, Three weapons with 10 capacitor and a 20s RoF with a single 15 capacitor bank would instead have a 15s RoF each. I'll do an effort post later, in it's own thread. Questions or thoughts are welcome in the meanwhile.

I do not understand it completely. Are we talking of some sort of ready rack for munitions/energy, that allows for a limited rate of fire increase to levels otherwise unobtainable by current technology levels?

Kind of. I did a far more full write up of both of these suggestions here:  http://aurora2.pentarch.org/index.php?topic=13233.0 (http://aurora2.pentarch.org/index.php?topic=13233.0)
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on April 16, 2023, 07:18:24 AM
Allow STO ground units to use components, decreasing their build cost if you have the right weapon systems already available
Title: Re: Suggestions Thread for v2.0
Post by: Velociranga on April 18, 2023, 12:12:09 AM
I imagine it might be finnicky but I would love the option to refit a ground formation to an updated version like we can do with ships.  The ability to drag and drop formation elements is good but I think it would make updating large amount of ground formations way easier.

Especially if you make a change to your formation sizes.
Title: Re: Suggestions Thread for v2.0
Post by: Panopticon on April 18, 2023, 01:14:06 PM
Something that would help a bit form a micro perspective might be combining multiple sensors and/or fire controls into one installation. So when creating a ship rather than adding in an EM, Thermal, and one or more active sensors, you can can have the choice to just create a single installation with them in it and add one of those, perhaps it could save a little space and weight, perhaps not.

I feel like, especially if you are building a navy(or multiple navies) from scratch this would help prevent forgetting sensors, and minimize the clicks you need to create ships.
Title: Re: Suggestions Thread for v2.0
Post by: dpickle on April 22, 2023, 08:18:09 AM
In the Mining tab there is currently no clue or helpful warning if you set a bunch of orbital mining modules to an asteroid too big to mine orbitally.  This can be obvious if you only have OMs there, but if you also have Automines, it may not be super obvious that your OMs aren't contributing, since they are shown as being present and are added to the total automines listed in brackets in the left pane and shown in the bottom pane where it shows the calcs for how much they will produce.  Maybe either don't count them as being added in the left pane, or add a column titled "OM eligible" in the bottom pane with a 0 multiplier the asteroid is too big or you're at a moon/planet that's ineligible.
Title: Re: Suggestions Thread for v2.0
Post by: GrandNord on May 03, 2023, 08:09:50 AM
Would a rework of the armor and damage localisation systems be in the cards in the future? or even possible/desirable? Right now it's serviceable but having components localised relative to the armor scheme and each other and the ability to put different amounts of armor layers on different parts of the ships might be interresting?

It would allow for more armor optimisation and interresting designs, maybe spaced armor to defeat certain types of damage like missiles (for one shot at least), all or nothing schemes, components blowing up damaging the components and armor around them and not at random, so proper placement of dangerous components would be advantageaous. Maybe internal armoring and compartimentalization would be possible?

Maybe also with a structural integrity system? For example it wouldn't matter if the front and back components and armor are fine, if everything in the middle has been reduced to scrap them you've got two halves of a ship. This might be a way to buff big missiles, if only one shot landing can be a killing blow if it destroys everything in a chunk of the ship and cuts it in half.
Might be a way to simulate fires too, or other hazards around the ship that could reduce efficiency in certain components.

It could also be an opportunity to separate the overall ship's armor with the weapon's and other system's armor, with some systems that could be internal, external and armored or external and unarmored. Sensors, for example, should not be something that could be put below a few meters of Duranium and still be expected to work fine after all. Hangars also should be weaknesses in the armor, that should be at the surface of the ship and where you shouldn't be able to put any armor layers (though maybe their HTK could be raised to account for an armored blast door for example?).

Sorry if this is a bit disjointed, just throwing some ideas I just had. I don't know if any of this is even possible to do or if it would make for interresting gameplay or just boring minutia.
Title: Re: Suggestions Thread for v2.0
Post by: GodEmperor on May 05, 2023, 12:34:01 PM
One small thing - i would love for the old "transport bay isnt drop pod bay" distinction to return...

I miss making dedicated drop ships for Marine/Assault forces and big transports that just serve purely as transports.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on May 05, 2023, 12:51:24 PM
One small thing - i would love for the old "transport bay isnt drop pod bay" distinction to return...

I miss making dedicated drop ships for Marine/Assault forces and big transports that just serve purely as transports.

Not sure what you mean? We have distinctive troop transport bays for normal, drop, and boarding types. Normal bays can still unload the troops on a planet, it just takes many hours to do whereas drop bays are instant and thus usable against a position defended by STOs.
Title: Re: Suggestions Thread for v2.0
Post by: Golem666 on May 05, 2023, 01:03:42 PM
Could we get "Stealth" modules that would increase the tonnage instead of decrease? I don't know how much the current decided based in this, but it could be useful for PvP or MP games.
Title: Re: Suggestions Thread for v2.0
Post by: Oafsalot on May 05, 2023, 01:29:59 PM
Yes, the bays have sort of all blurred into one situation going on.  The only advantage to drop bays is instant drop, which is only really necessary when a planet is defended.  Which usually isn't the case, because you won't invade until you have control of space.

As there is a delay to combat, it doesn't matter that it takes hours to ship troops down by shuttle.  Perhaps it should be that transport to the surface by shuttle causes a Ground Combat Event where they can attack for free, either while in the shuttle, against the shuttle causing a complete loss, or while rallying at the drop point, or all three.  That way drop bays would be useful more than in a rare situation.  You'd be required to use them or take heavy losses.

At the same time, I think the mass of the drop pods ought to be much greater and drop bays need to be one shot and the component is replaced by a used one which can be refitted at a Shipyard.  Maybe even bring back the VB6 situation where drop bays were moral problems.  This brings back the need for staging somewhere and keeps all the bays useful in narrower situations.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on May 05, 2023, 04:29:01 PM
Yes, the bays have sort of all blurred into one situation going on.  The only advantage to drop bays is instant drop, which is only really necessary when a planet is defended.  Which usually isn't the case, because you won't invade until you have control of space.

This is not universally the case. If a planet has a large concentration of STOs it may not be desirable or feasible to bombard the planet first to eliminate the STOs before landing troops (this might be due to not outranging the STOs and being unable to win in a shootout, or just not wanting to incur collateral damage effects). In this case, heavily-armored dropships are the main way to land troops against STO fire and pull back before getting completely wrecked.

The drop bays are really intended to be quite specialized modules, not only are they 20% larger than the normal ones for the same capacity but are 2.5x more expensive, so I think it should be clear that the normal transport bays should be preferred for general use and the drop bays used in the face of withering STO fire and other similar situations.

I would not want to see the VB6 style drop pods make a comeback, at least not as a required mechanic... ground combat in C# is so much bigger in scope, with homeworld invasions requiring multiple million tons of troops, so I would not want to deal with the micro headache of loading millions of tons of troops into hundreds or thousands of drop pods, one by one...  :o
Title: Re: Suggestions Thread for v2.0
Post by: StarshipCactus on May 06, 2023, 03:05:37 AM
I agree with Nuclearslurpee, I was not a fan of the gameplay for troop transports in VB6. I much prefer the current system.
Title: Re: Suggestions Thread for v2.0
Post by: kilo on May 06, 2023, 12:27:38 PM
Another point that is very important when it comes to bombardment vs invasion is the terrain. It is incredibly costly to bomb a planet with mountain or rift valley + forest or jungle. You may end up with hit chances around 1% against the STO installations, especially when they are firmly dug in. When the enemy has fortified such a planet consider landing or bring a lot of maintenance parts. You will need them.
Title: Re: Suggestions Thread for v2.0
Post by: Whitecold on May 13, 2023, 02:23:59 PM
It would be interesting to have a game option to completely disable Jump Point Stabilization, to really force the usage of jump stations, tenders and jump freighters.

I guess the option itself is trivial to implement, what would be more tricky is getting civilians and NPRs to work properly with the lack of stable jump points:

The nice thing about these features is that they would also help anyone not playing with stable jump points disabled.
Title: Re: Suggestions Thread for v2.0
Post by: Scandinavian on May 14, 2023, 12:51:49 PM
For the sake of both verisimilitude and ease of coding, the civvies could also operate their own jump tenders and/or jump-capable freighters.

A jump tender could get, say, 1 Wealth per transit per direction from the transiting civvie, paid by the line owning the transiting vessel (for simplicity this would be untaxed - the tax can be deemed to be rolled into the transport tax at the destination).

That would also give a natural trade-off for the civvie lines between jump-capable vessels vs. when it makes sense to build a jump tender vs. when it makes sense to build non-jump-capable vessels and pay the transit fee. The AI doesn't have to be sophisticated enough to make that trade intelligently, but if at some future date Steve wants to improve the trading AI it would have some mechanical hookups to attach it to.

Since civvies anyway only go between populated colonies, there's only limited risk of them wandering off into deep space and getting eaten by the kraken.

(But eventually there could be private survey vessels, private explorers, etc. There could even be a mechanism for selling exploration/exploitation charters to the civvies, granting monopolies, denying specific systems/sectors to civvie exploration, granting privileges to specific foreign companies that exceed the privileges enjoyed by that empire's state vessels, or imposing extraterritorial privileges as a war concession.)
Title: Re: Suggestions Thread for v2.0
Post by: Indefatigable on May 16, 2023, 12:06:12 PM
An option to suppress retirement and death notifications for unassigned personnel.

Same request bump
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on May 23, 2023, 11:06:29 PM
I would like to request that a new standing order be added named "Escort convoy" or similar.

The idea of this is to automate assigning escort ships or squadrons to commercial and/or civilian traffic in systems. In particular, I think this would help to eliminate some of the more tedious gameplay related to a certain recently-added spoiler race, which pushes the game in a direction where the options are micromanagement or suffering significant losses, which I don't think is very healthy and is likely to make said spoiler race unpopular with many players.

A fleet with the Escort standing order will, if not presently escorting anything, look for an active fleet of commercial or civilian ships in the system. If an appropriate target fleet is found, the Escorting fleet will execute a Follow order targeted on that fleet until it either leaves the system or is no longer active.

An "active fleet" of commercial or civilian ships meets the following criteria:
These criteria prevent an Escort fleet from "escorting" idle ships in orbit and fuel harvesters (which are presumably nearly permanently positioned and should have a dedicated guard force, if any), but will allow escorting of a stabilization ship in addition to more traditional commercial or civilian shipping traffic.

It may be helpful to also add a conditional order, such that if a fleet has no Escort target they can return to a designated position - population, jump point, refuel hub, etc.
Title: Re: Suggestions Thread for v2.0
Post by: Scandinavian on May 24, 2023, 02:28:36 AM
  • If an escorted fleet no longer meets these criteria, the Escorting fleet will cease escorting and seek a new target - if none is found, the Escort fleet should probably return to a population in-system instead of waiting around in empty space, if available (or a jump point? Or maybe waiting around in empty space is okay in practice?).
It's fine that the fleet hangs around in space waiting for a new pickup - it'll typically be near a jump point where shipping will presumably enter the system at some point.

Also, it allows the use of the secondary default order slot for "move to nearest waypoint" or "move to nearest settlement" or "move for refueling", depending on which you want it to do. (As opposed to locking in a specific behavior in the escort order).
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on May 24, 2023, 06:58:07 AM
I would like to request that a new standing order be added named "Escort convoy" or similar.

The idea of this is to automate assigning escort ships or squadrons to commercial and/or civilian traffic in systems. In particular, I think this would help to eliminate some of the more tedious gameplay related to a certain recently-added spoiler race, which pushes the game in a direction where the options are micromanagement or suffering significant losses, which I don't think is very healthy and is likely to make said spoiler race unpopular with many players.

A fleet with the Escort standing order will, if not presently escorting anything, look for an active fleet of commercial or civilian ships in the system. If an appropriate target fleet is found, the Escorting fleet will execute a Follow order targeted on that fleet until it either leaves the system or is no longer active.

An "active fleet" of commercial or civilian ships meets the following criteria:
  • No military ships in the fleet (to avoid escorting a fleet which already has an escort, presumably).
  • Must have an active order (to avoid escorting a fleet which is just sitting idle in planetary orbit).
  • If an escorted fleet no longer meets these criteria, the Escorting fleet will cease escorting and seek a new target - if none is found, the Escort fleet should probably return to a population in-system instead of waiting around in empty space, if available (or a jump point? Or maybe waiting around in empty space is okay in practice?).
  • If an escorted fleet leaves the system via jump point, the Escorting fleet does not follow them and seeks a new target.
These criteria prevent an Escort fleet from "escorting" idle ships in orbit and fuel harvesters (which are presumably nearly permanently positioned and should have a dedicated guard force, if any), but will allow escorting of a stabilization ship in addition to more traditional commercial or civilian shipping traffic.

It may be helpful to also add a conditional order, such that if a fleet has no Escort target they can return to a designated position - population, jump point, refuel hub, etc.

I like the idea in principle, but there are some additional complexities. If there are different fleets available to escort, how does the escort determine which one to follow? Largest by tonnage, largest by number of ships, total cost, distance, some combination of the above or perhaps only potential fleets within a certain distance. Maybe the fleet that it could escort for the greatest time. How do those criteria change if two or more escorts are available - should Escort B become available after Escort A and Escort A is still heading toward a fleet closer to Escort B, does Escort B take over and Escort A looks for a new assignment (to prevent escorts far apart ending up moving to fleets close to the other one due to timing). Probably a few other considerations once I think through it. Also, those criteria probably change if there is a hostile ship present, plus the escort would have to ignore ships that would leave the system before it could join them, which means checking that for every fleet.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on May 24, 2023, 10:16:00 AM
I like the idea in principle, but there are some additional complexities. If there are different fleets available to escort, how does the escort determine which one to follow? Largest by tonnage, largest by number of ships, total cost, distance, some combination of the above or perhaps only potential fleets within a certain distance. Maybe the fleet that it could escort for the greatest time.

I would probably keep it simple, say: first, select the nearest escortable fleet as target, and if multiple fleets are available sort by tonnage or cost, either one makes sense. As long as it is simple and predictable, it can be used for automation by players which I think is the most important outcome.

Quote
How do those criteria change if two or more escorts are available - should Escort B become available after Escort A and Escort A is still heading toward a fleet closer to Escort B, does Escort B take over and Escort A looks for a new assignment (to prevent escorts far apart ending up moving to fleets close to the other one due to timing). Probably a few other considerations once I think through it.

I would probably just go by the "default" order which I think is based on fleet creation date. This should be fine as I don't think players would be creating escort groups of vastly different sizes or composition, and if the player does want to optimize the match between escorts and targets then micromanagement is an option, which is similar as a principle to most areas in Aurora I think.

Quote
Also, those criteria probably change if there is a hostile ship present, plus the escort would have to ignore ships that would leave the system before it could join them, which means checking that for every fleet.

Probably there can be a priority level to sort by which commercial fleets are closest to hostiles, if any are present, and if not the logic proceeds as above.
Title: Re: Suggestions Thread for v2.0
Post by: Polestar on May 24, 2023, 10:32:37 AM
One possible coding of the automatic escort role:

All purely-civilian fleets in the system are sorted by total build+cargo cost. Sorting happens each time a fleet is created or destroyed, appears in or disappears from the system, arrives at a body or another fleet (move to, join - both count), or begins loading or unloading a cargo capable of being valued, or begins a move order. This is the list of "escortables". As you will appreciate, sorting will need to be reasonably efficient (but, honestly, modern code on non-crap hardware will have no issues).

All escortables are marked eligible or ineligible.
Escortables orbiting a body, even one with military protection, do not, for this reason alone, lose their eligibility. This is advisable for several reasons, of which one is the need not to yank escorts away from valuable fleets only temporarily docked and which will immediately thereafter venture back into dangerous space.
Instead, escortables lose their eligibility if they are docked at such a body or in the same place as such a fleet, and have no follow-up movement orders.

The list of escortables is not re-sorted when ships are added to or taken away from a fleet, but the presence of military ships within a fleet at the time of a re-sort marks it as ineligible until the next re-sort.

All fleets in the system with unfulfilled auto-escort missions are scanned each time the list of escortables is sorted. They are sorted by military power (the calculation of which is not specified here). In order from highest to lowest power, they scan the escortable list, weighting by travel time and escortable value, picking the escortable with highest weight.
(Calculation of opportunities to "swap jobs" is omitted here.)

What does travel time mean? Any escortable has a present position, an estimated time before it moves (possibly zero), and a calculable path of its next expected movement. The math problem here is to draw an intercept line from the present position of the potential escort, to the future position of the escortable fleet at some future time. I may be mistaken, but I think Aurora already knows how to do this(?). Time to intercept is calculated. If greater than the time that the next movement order completes, this escortable fleet is not a suitable target for escorting by this escort. If the calculated distance to intercept, or the distance to the next destination, is greater than some percentage of the escort's remaining fuel range, this potential escortable is likewise ignored.
Otherwise, intercept time acts as a reduction of the value of choosing this particular escortable.
 
A fleet actively escorting will stop doing so for one of several reasons:
The escortable leaves the system, or is destroyed.
The escortable arrives at a destination, and some other escortable has sufficiently higher weighted escort value (here also, a "swap jobs" code would be groovy).
The escortable now has one or more military ships included.
Or, for whatever other reason, it is removed from the list of escortables.
 
Any fleet with an auto-escort mission is marked as being in one or more of several states:
1. Currently escorting.
2. Moving to intercept next escortable.
3. Refueling, and so forth (auto-fuel, auto-supply, auto-sustain-self).
4. No eligible escortables.
5. No eligible escortables within range.
5. Unable to escort (lacking fuel, supplies, movement capability, missiles, etc.).
6. Unable to escort (needs repair, and cannot move to a repair yard).
 
Again, several of these states are non-exclusive.

Note that some of this code would be of great benefit to a fleet marked as a response force, looking for battles to auto-respond to. Or, if such code already exists, then it can be profitably generalised to auto-escort missions.
Title: Re: Suggestions Thread for v2.0
Post by: chrislocke2000 on May 25, 2023, 06:22:45 AM
I think a big part of the issues with escorts is the sheer number of individual commercial vessels that build over time. Would a better approach be for commercial ships to form task groups of their own so as to significantly reduce the number of journeys that players are trying to cover.

Otherwise just having an order that allows ships to follow through a warp point would be great. 
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on May 25, 2023, 06:55:22 AM
If there is no convoy system for civilians, then there is no point in creating an escort system.
Title: Re: Suggestions Thread for v2.0
Post by: Scandinavian on May 25, 2023, 01:38:29 PM
What about inverting it, so you get the ability to designate an escort task force, and then the merchies follow it around? So you give an order of Escort Fleet > [select planet or jump point from list] > [select planet or jump point from list]. Merchies who are waiting to depart from one or the other planet would see that there is an active convoy escort in the system and hang around and wait for an escort to reach them. Then they would follow the escort.

If we want to get fancy about it, we can let the escort match speed to the slowest following merchie, but it's probably an acceptable level of micro to set the escort speed manually.
Title: Re: Suggestions Thread for v2.0
Post by: Coleslaw on May 25, 2023, 04:18:21 PM
Just realized that after rescuing survivors from life pods and selecting the Unload Survivors fleet order at a population, any commanders you rescued do not get unloaded and remain on the vessel. Would it be possible for the Unload Survivors order to also include any officers without assignments onboard the unloading vessel? Or, if they must be separated for whatever reason, an "Unload Unassigned Officers" order for any ship with officers onboard that do not have an assignment?
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on May 26, 2023, 04:38:29 AM
If there is no convoy system for civilians, then there is no point in creating an escort system.

Using the above as a suggestion, maybe a simpler option is the creation of Convoy Waypoints (CW). This is currently thinking out loud, not a final draft.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on May 26, 2023, 07:52:27 AM
Well now, looks like we have the beginnings of an excellent convoy system! This will be a great blessing for us who play multi-faction games too as civilian shipping lines can get awfully messy otherwise.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on May 26, 2023, 08:09:54 AM
If there is no convoy system for civilians, then there is no point in creating an escort system.

Using the above as a suggestion, maybe a simpler option is the creation of Convoy Waypoints (CW). This is currently thinking out loud, not a final draft.
  • A CW would have a destination of either a population or a jump point in the same system, a required tonnage of commercial shipping and a required tonnage of escorts. Perhaps also there could be an acceptable speed range so that new ships don't get slowed down too much by obsolete ones.
  • Any qualifying commercial shipping with the same destination for their current order will instead move to the nearest qualifying CW, if that CW is closer than their destination.
  • Any military fleets without orders that are flagged as an escort fleet will move to the nearest CW that requires additional escort tonnage (taking account of any ships en route).
  • Once everything is assembled, the escorts get formed into a new fleet with a speed equal to the slowest of the commercial ships, flagged as an active convoy escort fleet and given the destination specified by the waypoint.
  • The commercial fleets are flagged as being escorted.
  • An 'escorted fleet' will ignore its current orders and follow the associated escorts.
  • Once the escort fleet reaches its destination, all the associated 'escorted fleets' are unflagged. As they are at their destination, they will return to following their normal orders.
  • This allows escorts to move back and forth within each system, probably between pairs of Convoy Waypoints, while the commercial ships are handed off to escorts in the next system if required
  • It also means that commercial ships with different final destinations can share the same escorts for parts of their journey
  • If the escorts are removed mid-journey (perhaps to engage raiders), the commercial shipping will go back to step 2.
  • Conditional Orders would be checked before checking escorts for moving to waypoints to ensure they don't run out of fuel/MSP

Just to be clear, does "commercial shipping" here include both state commercial and civilian commercial or just the latter?
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on May 26, 2023, 09:27:37 AM
If there is no convoy system for civilians, then there is no point in creating an escort system.

Using the above as a suggestion, maybe a simpler option is the creation of Convoy Waypoints (CW). This is currently thinking out loud, not a final draft.
  • A CW would have a destination of either a population or a jump point in the same system, a required tonnage of commercial shipping and a required tonnage of escorts. Perhaps also there could be an acceptable speed range so that new ships don't get slowed down too much by obsolete ones.
  • Any qualifying commercial shipping with the same destination for their current order will instead move to the nearest qualifying CW, if that CW is closer than their destination.
  • Any military fleets without orders that are flagged as an escort fleet will move to the nearest CW that requires additional escort tonnage (taking account of any ships en route).
  • Once everything is assembled, the escorts get formed into a new fleet with a speed equal to the slowest of the commercial ships, flagged as an active convoy escort fleet and given the destination specified by the waypoint.
  • The commercial fleets are flagged as being escorted.
  • An 'escorted fleet' will ignore its current orders and follow the associated escorts.
  • Once the escort fleet reaches its destination, all the associated 'escorted fleets' are unflagged. As they are at their destination, they will return to following their normal orders.
  • This allows escorts to move back and forth within each system, probably between pairs of Convoy Waypoints, while the commercial ships are handed off to escorts in the next system if required
  • It also means that commercial ships with different final destinations can share the same escorts for parts of their journey
  • If the escorts are removed mid-journey (perhaps to engage raiders), the commercial shipping will go back to step 2.
  • Conditional Orders would be checked before checking escorts for moving to waypoints to ensure they don't run out of fuel/MSP

Just to be clear, does "commercial shipping" here include both state commercial and civilian commercial or just the latter?

This is just speculation at the moment, not a hard proposal. It would definitely include all civilians. Once the mechanics are implemented, state commercial fleets could be flagged to act the same way very easily.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on May 26, 2023, 10:44:05 AM
Once the mechanics are implemented, state commercial fleets could be flagged to act the same way very easily.

Love the proposal here, it's a bit more complex than what I originally suggested but a lot more robust and good for roleplay.  ;D

Really like this idea to let commercial fleets piggyback on some of the civilian AI and features, that would be a big automation help. One thought: a tweak to the current contract system would be nice so that if the supply at a planet is set to a value greater than the amount currently available on that planet, the civilian AI/system doesn't stall and spam "Fleet was unable to pick up installation" messages - either picking a different contract or ignoring it until it can be filled. This would be particularly helpful in the early game (and especially if player commercial ships can use the same features), for example when moving infra + colonists to a colony in Sol the rate of transport usually exceeds how fast Earth can build infrastructure, requiring manual control of that process.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on May 26, 2023, 12:02:30 PM
Once the mechanics are implemented, state commercial fleets could be flagged to act the same way very easily.

Love the proposal here, it's a bit more complex than what I originally suggested but a lot more robust and good for roleplay.  ;D

Really like this idea to let commercial fleets piggyback on some of the civilian AI and features, that would be a big automation help. One thought: a tweak to the current contract system would be nice so that if the supply at a planet is set to a value greater than the amount currently available on that planet, the civilian AI/system doesn't stall and spam "Fleet was unable to pick up installation" messages - either picking a different contract or ignoring it until it can be filled. This would be particularly helpful in the early game (and especially if player commercial ships can use the same features), for example when moving infra + colonists to a colony in Sol the rate of transport usually exceeds how fast Earth can build infrastructure, requiring manual control of that process.

You mentioned contracts and reminded me how amazing being able to set mineral contracts would be, especially being able to just set a "fill to reserve" contract to maintain reserve levels for populations.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on May 26, 2023, 06:29:57 PM
You mentioned contracts and reminded me how amazing being able to set mineral contracts would be, especially being able to just set a "fill to reserve" contract to maintain reserve levels for populations.

Since a single standard cargo hold can carry 12,500 units of minerals, there would need to be some logic that keeps civilians from trotting off to Alpha Middleofnowhauri with 25 duranium in their hold, while still being robust enough to maintain the reserve stock of 1000/500/1000 dur/uri/gal the naval base in that system keeps phoning home about.

Possibly a new civilian ship type with the 5,000-ton cargo hold (or smaller) designated as a mineral hauler would be useful here?
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on May 29, 2023, 05:00:10 PM
If they don't already (and if they do I've not seen it), would it be possible for officers to improve their skills faster through combat experience (relative to the normal slow progression when in command of a ship/fleet/ground unit)? I would love to be able to train a ground combat officer up through intentional combat tours, e.g. boarding commercial prizes, capturing mining outposts, etc, before throwing them into the all-consuming fire that is a homeworld assault.

On a related note, how about adding a "prize command" skill that lets a naval officer reduce the "recovery" time before a captured prize ship is fully operational?

On an even more tangential note, it would be cool to have some economic reason (and in-game mechanism) to assign junior officers to customs duty (ala Honor Harrington in "On Basilisk Station" and countless other sci-fi novels). Maybe there could be some positive impact to Wealth collected from "Tax on Exports or Tax", "Shipping Trade Gods", "Tax on Shipping Colonists" and/or whatever it's called when you start trading with NPCs. Up to Steve whether that was granular enough to require actual customs cutters with assigned officers, or if it was more of an abstraction, like a role that could be assigned similar to Academy Commandant.
Title: Re: Suggestions Thread for v2.0
Post by: GrandNord on May 31, 2023, 03:18:38 PM
Just a small RP suggestion, would it be possible to have a new parameter to change the ideal planet hydrosphere ratio for a species during species creation? To roleplay more aquatic and semi-aquatic aliens. It would make sense for a more heavily aquatic species to require more infrastucture on dryer planets.

Also maybe that could at the same time reduce or remove the penalty if the hydrosphere percentage is too high if you set a very high ideal ratio.

I know it's not the most realistic thing in the world to have aquatic spacefaring aliens but it's a staple of science-fiction.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on June 14, 2023, 09:29:17 AM
Suggestion for LP (Lagrange Point jump points) mechanics.

Wouldn't it be better if the LP created by a planet or stabilised by a stabilisation module, was at LP1 position, not LP5 as currently?

Currently LP5 means there is almost no benefit from LPs a lot of the time in relation to the body which causes them as LP5 is approx one radius away from the body, so it doesnt help travel to the body from another LP, whereas LP1 would be much closer to the body concerned, between it and the star.

This means a LP at LP1 would aways provide a shortcut to the body in question, so recorded movement orders etc are less likely to become obsolete and its worth stabilising gas giants with useful resources even if they dont have a large enough moon in their orbit to stabilise that.

(https://upload.wikimedia.org/wikipedia/commons/thumb/a/a5/Lagrange_points_simple.svg/1280px-Lagrange_points_simple.svg.png)
Title: Re: Suggestions Thread for v2.0
Post by: kilo on June 15, 2023, 02:11:49 AM
For once it was Leonhard Euler who described the points 1. 2 and 3 first, but let us not talk about details. From a gameplay point of view, you could justify any of those. From a physics point of view, 4 and 5 are the most "stable". Non of these five points are minima of the gravitational force. 1, 2 and 3 are saddle points and 4 and 5 are local maxima. They are only relatively stable due to the Coriolis force letting the object circle around the L4 or L5 points. This requires the central object to be >100 times the mass of the satellite. Otherwise the potential becomes to steep and the Lagrange points become unstable.
The points 1, 2 and 3 are generally unstable due to the shape of the gravitational force around them and require constant readjustment.

Well I just created some gravitational profiles for the Earth-Jupiter system to visualize the Lagrange points.


https://www.imgbly.com/ib/lxlwr8kE8J[ (https://www.imgbly.com/ib/lxlwr8kE8J)

https://www.imgbly.com/ib/nZKXehsGg7 (https://www.imgbly.com/ib/nZKXehsGg7)
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on June 15, 2023, 03:31:50 AM
From a gameplay perspective, the LG is intended to provide access to the parent star, rather than the specific planet. A high mass planet is just a handy place to position it from a lore perspective.

In addition, having the LG much closer to the planet would also provide a 'short-cut' to any attacking force, which changes the defensive situation considerably.
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on June 18, 2023, 06:07:10 AM
In the intelligence window, for classes that you have destroyed, I would love to be able to see the total damage I did to that class, or perhaps the highest & lowest total damages to kill I have seen for the class. That would be useful while planning a fleet to engage it, since in principle what I want to do is be able to outlast the enemy ships, and for that it helps to know how long I can expect them to last under my guns.

I would also like other things such as the hit % against different classes of mine, but going that way lays madness.
Title: Re: Suggestions Thread for v2.0
Post by: Kiero on June 21, 2023, 03:06:18 PM
Ship decoys. But in a flavor of something opposite to a cloaking device.
A concept of an unmanned craft a size of a FAC, equipped with a module posing as a bigger size ship with the ability to deceive active, EM, and thermal sensors.

So in reality it would be an unmanned 800 tons drone that will show on a sensor as 14000 tons, with 1200 EM emissions and 2000 thermal.
Title: Re: Suggestions Thread for v2.0
Post by: Warer on June 21, 2023, 03:17:56 PM
Dice roll research, been listening to a lot of Perun lately, instead of Research Labs giving a fixed amount of RP every five day increment they instead roll for that value to reflect the difficulties real life development programs can run into, potentially even having a chance to suffer a loss of progress. 

Also a line in the research tab that shows how much each project costs in terms of wealth.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on June 21, 2023, 06:58:52 PM
Dice roll research, been listening to a lot of Perun lately, instead of Research Labs giving a fixed amount of RP every five day increment they instead roll for that value to reflect the difficulties real life development programs can run into, potentially even having a chance to suffer a loss of progress. 

Also a line in the research tab that shows how much each project costs in terms of wealth.

 --- I do kind of like this idea, however RNG is seldom fun as a mechanic. I think this would be better if the RNG decayed over time. So while projects might hit big setbacks early on, maybe even hit several and hit them often, as time went on the setbacks would be fewer and lesser in scope. However, the chance should never decay to zero and the magnitude never fully decay either.

 --- So maybe a weight dice roll, earlier means more failures with a certain chance for them to be bigger failures. Likewise, over time the chance of those failures would diminish, while the consequences would also reduce.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on June 21, 2023, 07:04:54 PM
 --- On the subject of research, it occurred to me while typing up that reply that Prototypes are kind of superfluous.

 --- It would be possible to have the act of creating a "Research Project" also create a corresponding prototype with no loss of functionality, only micro if/when a project doesn't work out.

 --- Currently we can just make a research project and that's that. Or we can make a prototype and then use that as a research project. However, prototypes ALSO create a sort of "phantom" research project in the background, so why not just have those in the forefront where they can be more easily cleaned up?

 --- If creating a 'Research Project" also created a Prototype if it was a component that would streamline the process. It saves clicks by going into the other Research Tab, saves clicks when "Creating Prototype" and saves clicks for "Researching Prototype".


Just an idle thought.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on June 21, 2023, 08:10:08 PM
Dice roll research, been listening to a lot of Perun lately, instead of Research Labs giving a fixed amount of RP every five day increment they instead roll for that value to reflect the difficulties real life development programs can run into, potentially even having a chance to suffer a loss of progress. 

I'm not sure it would work well for Aurora, but I often dream about a research system which is based on named labs (like the U.S. National Labs or Germany's Planck Institutes for example), and you fund each one to direct some research in a semi-specific area with hazy outcomes and uncertain deadlines.

My dreams aside, the suggestion would be a neat off-by-default option, I think it is a nice flavor when paired with limited scientist admin.


--- I do kind of like this idea, however RNG is seldom fun as a mechanic. I think this would be better if the RNG decayed over time. So while projects might hit big setbacks early on, maybe even hit several and hit them often, as time went on the setbacks would be fewer and lesser in scope. However, the chance should never decay to zero and the magnitude never fully decay either.

I think this is a case where RNG would work well or at least be tolerable. If your research has 100 RP left, you expect it to finish this turn, and you get +50 instead, it's not the end of the world - probably only 1-2 more increments. Obviously this shouldn't be the default option but as far as RNG-driven gameplay options go it's much better than what usually gets suggested here.


Idle thought on prototypes

Broadly agree. We also need a better way to "cancel" prototypes than deleting the associated research project which is clunky IMO. I tend to avoid prototyping anything because it's such a hassle.

I would also like a functional "Future Prototype" feature that could actually be researched once the prerequisite techs are completed. Right now you have to design the same component twice if you want to design future ships while waiting for the next tech levels.
Title: Re: Suggestions Thread for v2.0
Post by: Scandinavian on June 22, 2023, 02:07:22 AM
I liked the way MoO II dealt with research progression - you had to research up to a lower bound, after which each turn there was a percentage chance that you would get the tech, which increased with how many more research points you put in (and if you put in enough research points you got to 100 % and it triggered next turn).

For Aurora's system, the percentage chance to trigger should probably be based on how many RP went into the project in the last construction increment, rather than strictly on time, so to prevent running the chance up to 20 % and just waiting until it triggers while diverting labs to other uses.
Title: Re: Suggestions Thread for v2.0
Post by: Lazygun on June 22, 2023, 06:15:50 AM
I would like the ability to have persistent research projects so I could re-assign scientists without having to cancel and re-designate the project (and any queued projects for the same scientist!).  Sometimes that re-assignment is forced on me, when the scientist dies suddenly.  Then there would have to be a way to deal with projects having no scientist.  Could they be pushed back into the research queue? Or just operate as if their scientist had a negative bonus?

I also think re-assigning a scientist could result in a short-term decrease in the efficiency of research while they get used to the new environment.  It takes time, a month, maybe two, to find their feet.  So they would have "current" research bonus and "max" research bonus, with "current" bonus increasing gradually each production phase. 

Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on June 22, 2023, 03:27:36 PM
If anyone played Rule the Waves then I think a research model similar to that could work really well in this game and it also is quite realistic and much less deterministic or unrealistic. I must say the research in Aurora is functional but far from realistic in any way.
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on June 23, 2023, 08:02:36 PM
A New Standing Order for "fuel less than 60%" would solve A LOT of headache for me personally.

Ships set to refuel after reaching 50% fuel will almost never make it home when traveling in a straight line, it's really annoying having to micromanage my exploration ships so much with this issue.

Fuel less than 60%, maybe also 70% would really help with this. I can't imagine this is a difficult change to implement.

If people don't use <10% orders and don't want there to be more orders in the list then replacing this with a <60% would be perfect.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on June 23, 2023, 10:32:27 PM
A New Standing Order for "fuel less than 60%" would solve A LOT of headache for me personally.

Ships set to refuel after reaching 50% fuel will almost never make it home when traveling in a straight line, it's really annoying having to micromanage my exploration ships so much with this issue.

Fuel less than 60%, maybe also 70% would really help with this. I can't imagine this is a difficult change to implement.
Really? That sounds strange - 50% fuel order has almost always worked for me. And the list is already so long. Hopefully Steve could instead code a "fuel at X%" and a box where you could input the exact percentage. Anyway, you could probably solve your problem by changing how you explore or by bringing tankers and/or fuel depots closer.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on June 23, 2023, 10:39:19 PM
A New Standing Order for "fuel less than 60%" would solve A LOT of headache for me personally.

Ships set to refuel after reaching 50% fuel will almost never make it home when traveling in a straight line, it's really annoying having to micromanage my exploration ships so much with this issue.

Fuel less than 60%, maybe also 70% would really help with this. I can't imagine this is a difficult change to implement.
Really? That sounds strange - 50% fuel order has almost always worked for me. And the list is already so long. Hopefully Steve could instead code a "fuel at X%" and a box where you could input the exact percentage. Anyway, you could probably solve your problem by changing how you explore or by bringing tankers and/or fuel depots closer.

I'm honestly unclear how this is possible in normal survey operations. Maybe if you arrive in the target system with just over half your fuel remaining, and due to one or multiple freak accidents of orbital mechanics the distance home might be a bit longer - but that seems really inefficient, if you are reaching a survey target system with only half your fuel you need a closer base of operations or more fuel/more efficient engines in the ship design.
Title: Re: Suggestions Thread for v2.0
Post by: kilo on June 24, 2023, 01:41:26 AM
The stranded explorer happened to me exactly once. What I think has happened in that case is that the ship had finished exploring a body, decided that it would have enough fuel and picked another exploration target that was way out, surveyed it and burned too much fuel on the way to that destination to make it back unassisted.
Generally it is not a problem, as the ships do some sort of random walk and the trip home is way shorter than the course they traveled towards the last destination. But whenever you do surveys 5 jumps away out from your nearest base and the systems along the way happen to be extremely large, things can go wrong.
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on June 24, 2023, 06:47:26 AM
The stranded explorer happened to me exactly once. What I think has happened in that case is that the ship had finished exploring a body, decided that it would have enough fuel and picked another exploration target that was way out, surveyed it and burned too much fuel on the way to that destination to make it back unassisted.
Generally it is not a problem, as the ships do some sort of random walk and the trip home is way shorter than the course they traveled towards the last destination. But whenever you do surveys 5 jumps away out from your nearest base and the systems along the way happen to be extremely large, things can go wrong.

It's happened to me at least 10 times this game already, i simply can't make a base less than 10jumps from these survey locations right now, they have enough fuel to survey about 1/2 a system then return. Because of the way they survey systems they frequently end up on the far side of the system with very low fuel and don't make it home.

 
A New Standing Order for "fuel less than 60%" would solve A LOT of headache for me personally.

Ships set to refuel after reaching 50% fuel will almost never make it home when traveling in a straight line, it's really annoying having to micromanage my exploration ships so much with this issue.

Fuel less than 60%, maybe also 70% would really help with this. I can't imagine this is a difficult change to implement.
Really? That sounds strange - 50% fuel order has almost always worked for me. And the list is already so long. Hopefully Steve could instead code a "fuel at X%" and a box where you could input the exact percentage. Anyway, you could probably solve your problem by changing how you explore or by bringing tankers and/or fuel depots closer.


"And the list is already so long" it's 11 thing, 11. and there is room in the box for 3 more, it doesn't even need a UI change to add 3 more! i can't change how i explore, i can't make fuel depots closer and i can't bring tankers, because i simply don't have the resources to spare.

A New Standing Order for "fuel less than 60%" would solve A LOT of headache for me personally.

Ships set to refuel after reaching 50% fuel will almost never make it home when traveling in a straight line, it's really annoying having to micromanage my exploration ships so much with this issue.

Fuel less than 60%, maybe also 70% would really help with this. I can't imagine this is a difficult change to implement.
Really? That sounds strange - 50% fuel order has almost always worked for me. And the list is already so long. Hopefully Steve could instead code a "fuel at X%" and a box where you could input the exact percentage. Anyway, you could probably solve your problem by changing how you explore or by bringing tankers and/or fuel depots closer.

I'm honestly unclear how this is possible in normal survey operations. Maybe if you arrive in the target system with just over half your fuel remaining, and due to one or multiple freak accidents of orbital mechanics the distance home might be a bit longer - but that seems really inefficient, if you are reaching a survey target system with only half your fuel you need a closer base of operations or more fuel/more efficient engines in the ship design.

"I'm honestly unclear how this is possible in normal survey operations" my bet is you only explore when absolutely necessary and you've finished turtling, i was on nuclear gas core and 2 decades away from ion, i didn't have the option for longer range survey ships, i don't have galacite, i don't have the option for pumping out tankers, it's 10 systems away so i don't have the option of building fuel depots due to lack of minerals and cargo ships. They have enough fuel to reach the far systems, explore 1/2 of the gravitational points, then get home, sometimes they only start to return on 45% fuel (i've seen as low as 42%) and run out, causing micro and fuel tanker wasted time.

The primary/secondary conditions have room for more options, even replacing 10% fuel would do. How often do people use "fuel less than 10%" ???

on top of all this, my survey ships are set to "refuel, resupply and overhaul" on every return, to prevent breaking down in space since "supplies less than 20%" is also basically useless unless your survey ships have a 5+year maintenance life so my refueling stations also need maintenance facilities and supplies.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on June 24, 2023, 07:18:16 AM
Quote
it's 10 systems away
There's your problem then. That is a really significant distance.

Quote
i can't change how i explore
Yes, you can and you should because even if Steve agrees with you and adds your requested feature, it will not happen until 2.2 comes out and that is months away still. Meaning that you would have to suffer with this problem you have created for yourself for a long time. There is no way that your explored systems are devoid of minerals so just stop exploring further until your industry can catch up. When you start having problems keeping your survey ships/fleets going - fuel, maintenance and deployment time wise - it's a sign that it's time to simmer down the exploration and instead focus on exploiting the systems you have already surveyed.

Of course, it's a single-player game so you can play it whatever way you want. Just trying to help you out.
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on June 24, 2023, 08:41:05 AM
Yes, you can and you should

Except your only solution is to stop? There is no reason to stop? having to micro 1 trip in 10 to explore more systems isn't a big deal?

I can't afford to expand and change the way i explore significantly and there is no reason to stop?

Your solutions are terrible and you are arguing on pure opinion? the exploration of new systems takes up a good 1% of my mineral use, finding more valuable systems to exploit is well worth that tiny effort and little bit of micro.

My suggestion was to add/change something which would possibly take changing 5 numbers, maybe even only 3 depending on how the EXE is setup since in the database the order for 10% fuel is only in a single table, i'm pretty sure it's changing 3 numbers to change 10% - 60%, and making a new 60% order is 3 rows in tables and a couple of .exe changes.

it's a tiny change to help out with micro where peoples ships run out of fuel.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on June 24, 2023, 10:47:50 AM
"I'm honestly unclear how this is possible in normal survey operations" my bet is you only explore when absolutely necessary and you've finished turtling,

LMAO


Yes, you can and you should

Except your only solution is to stop? There is no reason to stop? having to micro 1 trip in 10 to explore more systems isn't a big deal?

I can't afford to expand and change the way i explore significantly and there is no reason to stop?

Your solutions are terrible and you are arguing on pure opinion? the exploration of new systems takes up a good 1% of my mineral use, finding more valuable systems to exploit is well worth that tiny effort and little bit of micro.

I'd like to politely request a slight toning-down of the aggressive rhetoric here. Garfunkel is one of the most positive and helpful veteran players on these forums, certainly not the kind of person who should be told "your solutions are terrible" while your statements make unfounded presumptions about the reasons behind folks' advice (see also: "LMAO", above).

This aside, it's important to understand that Aurora is not a game about "you can do whatever you want, and if it's too hard it's Steve's fault". The core gameplay of Aurora is based on the idea that if you want to do something, you have to set up the necessary logistics and strategic planning to support that. Exploring systems 10 jump out is one of those things that isn't meant to be simple and easy - whether this means you need to rethink your survey ship designs to get longer range, or you need to set up logistics and survey bases closer to the desired area of operations. If you don't have the capability to effect such changes, this isn't a failure of the game, it's a lesson-learned about long-term planning, and lessons learned is what Aurora is all about - how you choose to overcome those challenges in the moment is what makes the game fun.

One of the more important lessons I've learned over time is that it's easy to underestimate how many commercial and logistics ships you need, to overbuild the battle and survey fleets, and then lack the resources and throughput/tonnage to support expansion. I like to expand very aggressively which I have learned means that a large auxiliary fleet with lots of colony ships and freighters is needed to rapidly build up populations and infrastructure. If you are surveying 10 systems out, but don't have the capabilities to establish even a refueling base somewhere along the jump point chain or even dispatch a tanker to support the survey fleet, this should be a clue that you have overbuilt survey assets and underbuilt support assets. After all why explore so far beyond the limits of what you can actually colonize and exploit? This is information you can use to start adjusting your strategy and priorities even if it will take some time and feel like setting you back for a while.

In general, when you run into a problem where you're not able to do something you want to do because you've run up against some kind of limit, the answer is not to blame the game and demand that Steve make it easier; the answer is to think about what you can do differently to enable the kind of operation you want to carry out. This is what the veteran players in this thread are kindly trying to hint at with their advice.

In any case, you're welcome to disagree with the advice given, there are after all infinite ways to play Aurora, and you would appear to be correct that the suggestion is simple to implement which means it is up to whether Steve thinks it is worthwhile - my opinion certainly won't make that decision for him. That said, please try to disagree politely and respectfully, and without making unfounded presumptions about the motives or playstyles of those who disagree with you.  :)
Title: Re: Suggestions Thread for v2.0
Post by: AJS1956 on June 24, 2023, 11:20:08 AM
Hi,

Please, everyone, let me know if I'm wrong here but:

ISTR that when a fuel% conditional order is potentially triggered, there is a check that there is a fuel source (of the type specified in the conditional order) within a certain limit (I think it might be 3 or 5 jumps). If there is no suitable fuel source within that limit then the conditional order is not triggered and the ship continues with its normal orders (and the game will not notify you because the conditional order was not triggered). If my memory is correct then adding a 60% or 70% conditional order would still not trigger in your current situation and would not help you.

I would love to see your ship design for a survey ship that can make 10 jumps and still have over 60% of its fuel left, not to mention being expected to survey at least half of any system it finds.

Andy
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on June 24, 2023, 11:57:42 AM
"I'm honestly unclear how this is possible in normal survey operations" my bet is you only explore when absolutely necessary and you've finished turtling,

LMAO


Yes, you can and you should

Except your only solution is to stop? There is no reason to stop? having to micro 1 trip in 10 to explore more systems isn't a big deal?

I can't afford to expand and change the way i explore significantly and there is no reason to stop?

Your solutions are terrible and you are arguing on pure opinion? the exploration of new systems takes up a good 1% of my mineral use, finding more valuable systems to exploit is well worth that tiny effort and little bit of micro.

I'd like to politely request a slight toning-down of the aggressive rhetoric here.

Says the guy who has just made the most condescending reply i've heard in a LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOONG time.

I'm not asking for it to be easier, i'm not asking for some big new feature, i'm not even asking for a new feature at all, changing <10% to <60%, is such a minute change and literally the only reason i suggest it is to reduce micromanaging. it's not difficult, it's not hard, it's not even tedious.

It is simple and it is easy, even at only ion at 25% research rate. At higher tech levels it would be even easier for ships to run out of fuel. It's just micromanagement with a simple and easy suggestion to which i have got no end of condescending asshole replies about how i'm playing the game wrong.

I wanna play the game this way, i didn't demand the suggestion, i didn't ask rudely of Steve, i didn't make a giant deal of it. I'm defending my position from posts that are clearly gate-keeping and condescending.  I've made other suggestions and Steve has said no, i don't care.

If i could do this change myself i would! but i don't know how to change the .exe to make the order work correctly without breaking anything...

Do people use <10% fuel anyway? is that a thing people do?
 
Hi,

Please, everyone, let me know if I'm wrong here but:

ISTR that when a fuel% conditional order is potentially triggered, there is a check that there is a fuel source (of the type specified in the conditional order) within a certain limit (I think it might be 3 or 5 jumps). If there is no suitable fuel source within that limit then the conditional order is not triggered and the ship continues with its normal orders (and the game will not notify you because the conditional order was not triggered). If my memory is correct then adding a 60% or 70% conditional order would still not trigger in your current situation and would not help you.

I would love to see your ship design for a survey ship that can make 10 jumps and still have over 60% of its fuel left, not to mention being expected to survey at least half of any system it finds.

Andy

You are wrong. Think about it, the order is for <50% fuel, if a ship travels in a straight line and reaches <50% fuel it's literally not possible for it to have enough fuel to return to it's starting point (not accounting for movements of planets etc.)

I have a planet that is always accessible (multiple actually) with millions of liters of fuel at them. If a 5 day increment has passed and the fuel is now at say, 45%, it gets the order to return home, it now has 45% fuel and it takes 54% to reach home, it runs out and i need to send a tanker out to fetch it.

my survey ships have almost 100bkm range, while traveling at 5357km/s, with ion engines and 2 survey sensors and a jump drive for only 7,000 tons

it's a completely reasonable survey ship at ion age.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on June 24, 2023, 12:35:08 PM
 --- This isn't the SerBeardian discord Josh, we're civil here. I too will ask you to simmer down.
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on June 24, 2023, 01:20:18 PM
--- This isn't the SerBeardian discord Josh, we're civil here. I too will ask you to simmer down.

I've said nothing bad meanwhile being berated with essentially "get gud" or "play differently" to a simple suggestion to reduce micromanagement?
Me simmer down?

The one argument to what i've said is basically about my tone when replying to someone with status, you can't just say i'm doing something wrong because you don't like that i disagree with you?
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on June 24, 2023, 01:44:15 PM
--- This isn't the SerBeardian discord Josh, we're civil here. I too will ask you to simmer down.

I've said nothing bad meanwhile being berated with essentially "get gud" or "play differently" to a simple suggestion to reduce micromanagement?
Me simmer down?

The one argument to what i've said is basically about my tone when replying to someone with status, you can't just say i'm doing something wrong because you don't like that i disagree with you?

TBH I decided a while ago I'm just going to make my own game
Title: Re: Suggestions Thread for v2.0
Post by: kilo on June 24, 2023, 03:22:23 PM
Okay guys, let us get back to topic.

You can either build a civilian oiler with a fuel transfer system and place it in a convenient location closer to the systems you are interested in or start building a supply base for long time use. Both have significant advantages and disadvantages. The former is a lot cheaper and faster to set up, while the later gives you a constant foothold. It can consist of a fuel transfer station, a listening post and ground forces including STOs. Ammunition and MSP transfer can be a thing, too.
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on June 24, 2023, 03:47:07 PM
A civilian fueling ship to transfer fuel to ships in flight is literally what i'm already doing...

If you are suggesting moving it to a planet then that doesn't work because i need maintenance otherwise it's just even more micro??

The supply base i'm OBVIOUSLY working on, which is why i said i have no minerals, i need to focus on mining and expanding my other operations before focusing on exploring more.

Which for some reason you have repeated AGAIN. i've said multiple times this isn't a solution, i literally don't have the resources for making a permanent outpost.

i don't know why people are trying to give me solutions other people already have as if i'm some sort of child who hasn't thought about them when the other person said it?

The best solution to my problem in the game (for minimum micromanagement) is the one i'm already doing... on the off chance they do run out of fuel, i just refuel it... 90% of the time that's inside SOL anyway -_-

If you have arguments as to why we shouldn't have a "if <60% fuel" option in the menu, then i'm all ears! but more repeating of the same 2 solutions is just mind-numbing.

I don't see any reason it's unreasonable to suggest an "if <60% fuel" option. if you don't want to use it then...don't?

The most reasonable response so far was the "too many items in the list" which i can understand, if it wasn't only 11 items with space for more already in the UI. Still a reasonable response though even if i don't agree.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on June 24, 2023, 04:51:13 PM
If you have arguments as to why we shouldn't have a "if <60% fuel" option in the menu, then i'm all ears! but more repeating of the same 2 solutions is just mind-numbing.

I think the main "argument", which has maybe not been stated clearly, is that most folks are having a hard time imagining how "if <50% fuel" is not sufficient, which means the argument is that it's simply not necessary. Specifically:

It would probably help if you could show some kind of example to visualize where these cases occur. It sounds from your posts like you're running into case (b), which is what confuses people as it doesn't seem like a lot of useful survey work could be done with such marginal amounts of fuel, but we might be misunderstanding.

In any case, it's worth noting that just because a change is (or should be, or sounds) easy, or the UI seems to have open space, doesn't make a strong argument for Steve to implement it. If Steve made every change that was "easy" and requested by someone, the game would be incredibly cluttered and user-unfriendly (well, more user-unfriendly...). So even though it does look like there is some blank space in the UI, the suggestion still requires careful consideration, and if there is not a consensus that a suggestion is necessary or useful for many or most players, it is unlikely that Steve will implement it (although not impossible, Steve does after all make his own decisions!).
Title: Re: Suggestions Thread for v2.0
Post by: Panopticon on June 24, 2023, 05:49:42 PM
I do kind of feel like more control over the fuel levels would be nice, the need for 60% or higher seems odd to me, but I don't see any reason to exclude it either. Garfunkel suggested a "fuel at x%" option that also is likely supported by the code and would solve any possible issues.
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on June 24, 2023, 05:57:17 PM
Possible conditions where this can happen (both of which have happened to me):
Its kindof rare but it does happen.
Title: Re: Suggestions Thread for v2.0
Post by: GrandNord on June 24, 2023, 06:28:02 PM
One thing about fighters is that you can't really easily make forward fighter bases without having to bring either vulnerable stations somewhere for maintenance, refueling and rearming, or ground facility with hundreds of thousands of workers, which isn't exactly feasible for an outpost or forward base, especially near or in enemy territory.

This makes sense for ships, as you need extensive facilities, dockyards and a lot of personnel to maintain them, but for fighters (and maybe FACs?) more limited teams of mechanics should be able to maintain and service them, no?

I was thinking maybe there could be something like static ground units that could provide maintenance, refueling and rearming for crafts smaller than 1000 or 500tons. Like that you could more easily make fighter bases than can be done now, and they would be ground side, so a lot more resilient than a station to attacks.

Edit : Maybe that should also apply to crafts that are a little bigger too? 2000-3000 tons maybe? Someone correct me if I'm wrong, I don't know much about this, but I'd expect you don't need a huge amount of facilities to maintain small patrol boats.

One added benefit would be an increase in the use of this kind of smaller patrol ships or corvettes for PPV or patrol, especially in less populated or unpopulated systems. Currently small patrol crafts are really only a flavor choice and other than RP there is no real reason to make them over bigger, 6000-10000 ships for this kind of role in term of effectiveness against actual enemies. It would be nice to have them easier and more practical to use for some jobs where you can sacrifice some combat power.
Title: Re: Suggestions Thread for v2.0
Post by: joshuawood on June 24, 2023, 07:23:40 PM
If you have arguments as to why we shouldn't have a "if <60% fuel" option in the menu, then i'm all ears! but more repeating of the same 2 solutions is just mind-numbing.

I think the main "argument", which has maybe not been stated clearly, is that most folks are having a hard time imagining how "if <50% fuel" is not sufficient, which means the argument is that it's simply not necessary. Specifically:
  • It's not clear how a survey ship can arrive in a system with significantly more than 50% of fuel remaining (i.e., enough to do meaningful survey work), survey until under 50%, and then not have enough to get back to base if the fuel requirement to get home is significantly less than 50%. In this case, a <50% trigger is adequate.
  • It's not clear how, if a survey ship is arriving in a system with marginally more than 50% of fuel remaining, any meaningful survey work can be done. In this case, a <60% trigger (for instance) seems very pointless as it doesn't really seem to enable any useful gameplay. Although "useful gameplay" is of course subjective.

It would probably help if you could show some kind of example to visualize where these cases occur. It sounds from your posts like you're running into case (b), which is what confuses people as it doesn't seem like a lot of useful survey work could be done with such marginal amounts of fuel, but we might be misunderstanding.

In any case, it's worth noting that just because a change is (or should be, or sounds) easy, or the UI seems to have open space, doesn't make a strong argument for Steve to implement it. If Steve made every change that was "easy" and requested by someone, the game would be incredibly cluttered and user-unfriendly (well, more user-unfriendly...). So even though it does look like there is some blank space in the UI, the suggestion still requires careful consideration, and if there is not a consensus that a suggestion is necessary or useful for many or most players, it is unlikely that Steve will implement it (although not impossible, Steve does after all make his own decisions!).

The main issue with both of these arguments is the assumption that the ship returns home instantly upon reaching exactly <50% fuel, which isn't the case all of the time, i've seen it <45% in some cases.

In my specific case that could mean it got to the system with 55% fuel remaining, meaning it has 5bkm of range left to survey, which could be almost an entire system of surveying, it gets down to <45% because of the way the time steps work in aurora, it tries to go home with the same amount of fuel it took to get to the system, except it's now on the other side of the system from surveying the points. It now tries to go home, fails and gets stuck with no fuel. i would rather it went home, refueled it's tanks to 100% and tried again, hopefully in a closer system (frequently survey ships avoid systems where one of their brothers was recently destroyed, a reasonable response)

People have mentioned other situations with geo survey ships but my experience is almost entirely with gravitational survey ships. in situations where they have the range to survey several systems and i didn't get the warning message that they couldn't find somewhere to refuel, like someone else suggested.

I would argue these edge cases are FAR more common than someone needing <10% fuel, what situations is the <10% fuel command useful? which standing orders (or otherwise) allow this to be used to great affect?

As for your comment on the ease of implementation, that is a very large part of what i would even consider suggesting here. A completely reasonable argument to any suggestion is "it's too hard to do". I wasn't making an argument for the implementation, i was pre-empting someone using that argument.

If steve doesn't want to change it and doesn't agree, fair. But saying "change the way you play" is very very different thing! especially considering the way i'm playing is working fine it just needs 5 clicks once an in game year -_-   

Wanting to save fuel to run away from something on the way home is also pretty valid IMO with raidey bois around hunting for my survey ships
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on June 24, 2023, 09:45:40 PM
The reason why I suggested that you change the way you survey, not your entire gameplay style, is because even if Steve agrees and adds this option, it will take several months for it to happen. It would seem logical that if you cannot support your exploration ships, that that means you're at the stage where the first X of 4X, exploration, is done for a while at least while you focus on the second and third X's, namely expanding and exploiting. And then resume exploration once you have new colonies up & running. That's not gatekeeping, it's advice that will help you.

Furthermore, from your explanation on how you explore, I'm not convinced that this option would help you anyway. Sure, 60% fuel remaining might save your gravsurvey ships at the distance of 10 jumps but you would just push the frontier further and then end up back here demanding that Steve add 70% fuel option because your ships are now surveying 15 jumps away. Especially at it seems that you use the fire & forget method of surveying, ie having your survey ships use the "Move to System requiring Gravsurvey" standing order. I personally never use that command as I prefer to oversee my explorers a little more closely and I believe Nuclearslurpee does something similar, so hence our surprise that your explorers run out of fuel even with the 50% fuel conditional.

Nobody is saying that the 10% fuel conditional is important to keep, that's something you came up with yourself. And I agree, and it wouldn't surprise me to find out that others do so too, that it is a pretty useless conditional now in C# Aurora. It's a leftover from the really old Aurora times when we still had separate GB and FTR engines and fuel usage of engines used a different formula. Also, nobody is saying that having a 60% fuel conditional is somehow bad, that's also something you invented for some reason. The more options, the better!

I was thinking maybe there could be something like static ground units that could provide maintenance, refueling and rearming for crafts smaller than 1000 or 500tons. Like that you could more easily make fighter bases than can be done now, and they would be ground side, so a lot more resilient than a station to attacks.
While I agree that this might be an interesting option, it flies against Steve's goal of getting rid of as many "special rules" as possible with C# Aurora. The need to protect your facilities is also a good gameplay problem for the player to solve.

However, maybe this could be something to combine with the overhaul of Ground Support Fighters, which are currently pretty much useless and desperately need an overhaul. Perhaps a new ground unit type that services them could also provide services similar to maintenance facilities but at a lower rate, so that it doesn't become easier/better to just use them instead of actual facilities, instead of having a hard tonnage limit. That would also be more 'realistic', as servicing a F-22 Raptor is a lot more challenging than servicing a bulk carrier, despite the latter being vastly more massive than the former.

One added benefit would be an increase in the use of this kind of smaller patrol ships or corvettes for PPV or patrol, especially in less populated or unpopulated systems. Currently small patrol crafts are really only a flavor choice and other than RP there is no real reason to make them over bigger, 6000-10000 ships for this kind of role in term of effectiveness against actual enemies. It would be nice to have them easier and more practical to use for some jobs where you can sacrifice some combat power.
There already exists a good reason to use smaller ships over larger ones and it is specifically maintenance. Since a maintenance facility/station can only service a limited tonnage, it can be better to have two small patrol craft rather than one large ship, especially if the ships patrol independently. Let's say your corvette is 2000 tons and your cruiser is 6000 tons. If you use the latter for system PPV and spoiler patrol, then you need to have maintenance capability in the system for 6000 tons as nothing less suffices. But if you use three corvettes instead, you only need to build up a capacity for 2000 tons while also having thrice the sensor coverage. And in case of an enemy excursion, you can bring the corvettes together to fight as a fleet.

But if bringing 6000-ton maintenance capacity to this system is trivial for my empire, then I'll do that and I do not want a hardcoded rule to hinder me. Maybe my Galactic Empire uses 6000-ton patrol boats.
Title: Re: Suggestions Thread for v2.0
Post by: JacenHan on June 24, 2023, 10:27:17 PM
There already exists a good reason to use smaller ships over larger ones and it is specifically maintenance. Since a maintenance facility/station can only service a limited tonnage, it can be better to have two small patrol craft rather than one large ship, especially if the ships patrol independently. Let's say your corvette is 2000 tons and your cruiser is 6000 tons. If you use the latter for system PPV and spoiler patrol, then you need to have maintenance capability in the system for 6000 tons as nothing less suffices. But if you use three corvettes instead, you only need to build up a capacity for 2000 tons while also having thrice the sensor coverage. And in case of an enemy excursion, you can bring the corvettes together to fight as a fleet.

But if bringing 6000-ton maintenance capacity to this system is trivial for my empire, then I'll do that and I do not want a hardcoded rule to hinder me. Maybe my Galactic Empire uses 6000-ton patrol boats.
Small note, but since C# v1.0 maintenance doesn't work as a limit like that: it adds up the tonnage of all present ships, so three 2,000 ton ships require the same facilities as one 6,000 ton ship. Of course, in this case having a 2,000 ton ship still lowers your minimum requirement for stationing something in the system, while still giving you flexibility to expand it later.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on June 24, 2023, 11:44:58 PM
One thing about fighters is that you can't really easily make forward fighter bases without having to bring either vulnerable stations somewhere for maintenance, refueling and rearming, or ground facility with hundreds of thousands of workers, which isn't exactly feasible for an outpost or forward base, especially near or in enemy territory.

This makes sense for ships, as you need extensive facilities, dockyards and a lot of personnel to maintain them, but for fighters (and maybe FACs?) more limited teams of mechanics should be able to maintain and service them, no?

I was thinking maybe there could be something like static ground units that could provide maintenance, refueling and rearming for crafts smaller than 1000 or 500tons. Like that you could more easily make fighter bases than can be done now, and they would be ground side, so a lot more resilient than a station to attacks.

While Garfunkel is right about special rules, I would like to see this specifically as a rule working with fighters, since we already have canonically that fighters are small enough to land on planets it would be nice to have some capability to re-create planetary fighter bases from the VB6 era (when PDCs could have this role). In that case I think they don't use maintenance, working like the Hangar Bay ship component, but a static-only ground unit type representing hangars should be fairly large and thus have a relatively high build and maintenance fee in the usual ground unit mechanics - build cost and component size should be about the same as current hangar components, which is consistent with the STO mechanics.

Since it works as a hangar, you should still need MSP and fuel at the colony, and the ground hangars should be able to reload a fighter using planetside missile stocks. It might be too much of stretch for the mechanics to actually station fighters inside the ground-based hangars, though, but they can remain in orbit and just interact with the ground units and I think that would be okay.


ie having your survey ships use the "Move to System requiring Gravsurvey" standing order.

Using this standard order should pretty rarely cause problems with fuel range on >50% fuel remaining for the same reasons previously discussed - I think the suggestion is mainly addressing the cases where a survey ship drops below 50% fuel due to the increment mechanics due to a marginal survey operations doctrine. Which I think you and I agree is a strange survey doctrine but if someone wants to play strangely I suppose we cannot fault this.

In any case, given that the increment mechanics can cause some issues even with the "return if <50% fuel" condition, especially if you also run in 30-day increments, I think the suggestion does have merit, and I can think of a few possible non-survey cases where having that 10% margin for insurance could be helpful (e.g. running some forms of convoy escorts).
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on June 25, 2023, 07:30:29 AM
I've read the 60% fuel range topic. I don't plan to add this. The coding is trivial, but I don't want to spend the rest of my life explaining why that condition isn't a typo.

I do use the 10% fuel condition, usually when using small survey ships on vast asteroid belts, so they are close to a fuel source when they are about to run out.

Also, if an empire is not capable of establishing a small refuelling outpost a few systems out, I'm not sure how would they would exploit any valuable systems discovered 10+ transits away.

Finally for joshuawood, this is a very polite and helpful forum. Garfunkel and nuclearslurpee are both very experienced players trying to help, by explaining that the desire for a 60% fuel condition is being created by your playstyle. They have suggested very minor and reasonable changes that would help your empire overall, not just with this specific problem. You would save a huge amount of fuel overall by having a minimal forward-refuelling capability. Obviously you can ignore their advice and play however you like, but you seem to be interpreting that advice as some form of attack.

I know it isn't very common on the internet, but for this forum, even if you disagree, please be polite about it.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on June 25, 2023, 07:31:40 AM
I'm not against having more fuel options, more options is always better.

But I would examine my practices if my survey ship needs to go ten jumps away to even start surveying, this is highly wasteful in both fuel and time. Not to mention if they need to go back to only refuel and then back to continue exploring.

In this case I would need to build up strategically placed maintenance and refueling bases for my explorer fleets. This has nothing to do with having more options rather than quit wasting materials and time for my ships to do what they need to do. It also would require less micromanagement in the end too once these places are set up. In the extension these places can also serve as military bases later on if needed so they are a strategical tool to have in the toolbox.
Title: Re: Suggestions Thread for v2.0
Post by: kilo on June 25, 2023, 08:21:30 AM
What I would love to see for these strategic bases is surface bound automated maintenance facilities. I would like them to be the same price as normal ones, but without MSP manufacturing and without personal.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on June 25, 2023, 08:27:32 AM
One thing about fighters is that you can't really easily make forward fighter bases without having to bring either vulnerable stations somewhere for maintenance, refueling and rearming, or ground facility with hundreds of thousands of workers, which isn't exactly feasible for an outpost or forward base, especially near or in enemy territory.

This makes sense for ships, as you need extensive facilities, dockyards and a lot of personnel to maintain them, but for fighters (and maybe FACs?) more limited teams of mechanics should be able to maintain and service them, no?

I was thinking maybe there could be something like static ground units that could provide maintenance, refueling and rearming for crafts smaller than 1000 or 500tons. Like that you could more easily make fighter bases than can be done now, and they would be ground side, so a lot more resilient than a station to attacks.

Edit : Maybe that should also apply to crafts that are a little bigger too? 2000-3000 tons maybe? Someone correct me if I'm wrong, I don't know much about this, but I'd expect you don't need a huge amount of facilities to maintain small patrol boats.

One added benefit would be an increase in the use of this kind of smaller patrol ships or corvettes for PPV or patrol, especially in less populated or unpopulated systems. Currently small patrol crafts are really only a flavor choice and other than RP there is no real reason to make them over bigger, 6000-10000 ships for this kind of role in term of effectiveness against actual enemies. It would be nice to have them easier and more practical to use for some jobs where you can sacrifice some combat power.

Its fairly easy to create a small forward maintenance base, using a small space station with maintenance modules which is towed into place. The latter can be equipped with both MSP resupply and refuelling capability. Here is an example for just over 500 BP that includes 2m litres of fuel, 2500 MSP and active, EM and thermal sensors. If there is a chance of nearby enemy action, you could deploy it in deep space, rather than near a planet.

Ticonderoga class Maintenance Base      18,949 tons       198 Crew       512.8 BP       TCS 379    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 36      Sensors 6/8/0/0      DCR 1-0      PPV 0
MSP 2,516    Max Repair 100 MSP
Cargo Shuttle Multiplier 2   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Maintenance Modules: 3 module(s) capable of supporting ships of 6,000 tons

Fuel Capacity 2,000,000 Litres    Range N/A
Refuelling Capability: 50,000 litres per hour     Complete Refuel 40 hours

Maxwell MX-30 Navigation Sensor  (1)     GPS 1920     Range 31.5m km    Resolution 120
Rutherford RE-8 EM Sensor  (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km
Rutherford RT-6 Thermal Sensor  (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Maintenance Ship for auto-assignment purposes

I don't want to go back to the VB6 mechanics, where a single facility could support unlimited ships, even if small ones, so any ground-based equivalent of the above would effectively be the existing ground-based maintenance facilities without the population requirement (like automated mines compared to manned mines). Therefore, I can't see a reason to restrict to a fixed hull size, given no similar restriction on the existing ground-based facilities. I'm also wary about the complexities around mixing some type of limited hull size facilities at the same location as 'normal facilities'

At the moment, automated mines are something of an exception, so I suppose I could add 'automated MF', but then why not automated factories, etc. I'm not sure I want to go down that route. Also automated mines, orbital mines and manned mines are all different, whereas the orbital versions of MF, refineries, terraformers, etc. have no restrictions. So in summary, I think I am comfortable with the current maintenance options, but you did make me think about it.
Title: Re: Suggestions Thread for v2.0
Post by: Panopticon on June 25, 2023, 09:20:32 PM
I've read the 60% fuel range topic. I don't plan to add this. The coding is trivial, but I don't want to spend the rest of my life explaining why that condition isn't a typo.

What about Garfunkel's "fuel at x%" option? That would allow people to do the weird settings without you having to answer questions, and it also reduces the clutter in the standing orders window.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on June 26, 2023, 02:59:39 AM
I've read the 60% fuel range topic. I don't plan to add this. The coding is trivial, but I don't want to spend the rest of my life explaining why that condition isn't a typo.

What about Garfunkel's "fuel at x%" option? That would allow people to do the weird settings without you having to answer questions, and it also reduces the clutter in the standing orders window.

That's less trivial, due to the extra UI work, and also would seem odd as the only option with a text entry. However, that could be done as part of a more significant overhaul of standing/conditional orders.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on June 26, 2023, 07:41:43 AM
What about Garfunkel's "fuel at x%" option? That would allow people to do the weird settings without you having to answer questions, and it also reduces the clutter in the standing orders window.

That's less trivial, due to the extra UI work, and also would seem odd as the only option with a text entry. However, that could be done as part of a more significant overhaul of standing/conditional orders.

Also worth noting that, without other related changes, it would probably be less popular than anticipated if you have to enter a value every time you set the standing order. Clicking through the same orders for all survey ships, for example, is annoying enough as it is, never mind if we throw some typing on top of it.

Probably the best solution is to have standing order templates, which of course means significantly more work for Steve.
Title: Re: Suggestions Thread for v2.0
Post by: Panopticon on June 26, 2023, 01:33:45 PM
Those are all good points.
Title: Re: Suggestions Thread for v2.0
Post by: db48x on June 26, 2023, 02:21:27 PM
Probably the best solution is to have standing order templates, which of course means significantly more work for Steve.

If I were picking what was best, I would just have a text box where the user could type in a program for the ship to follow (plus the options to load from a file, save to a file, etc).

A program equivalent to using conditional orders to automatically survey any unsurveyed system might look like this:

Code: [Select]
(if (< current-fuel (* 0.3 max-fuel))
  (refuel-and-resupply-at (find-nearest-facility 'fuel-transfer))
  (if (< maintenance-clock 0.0)
    (refuel-resupply-and-overhaul-at (find-nearest-facility 'maintenance))
    (let ((targets (take 5 (find-nearest-bodies 'unsurveyed))))
      (if (empty? targets)
        (travel-to-system (find-nearest-system 'unsurveyed))
        (survey-bodies targets)))))

You can probably see all kinds of things you might change in that program to make it better match your personal play style, such as picking unsurveyed systems that are nearest to the fleet’s hq, prioritizing planets over asteroids, automatically exploring newly–discovered wormholes, refueling from tankers if they are closer, etc.

But I recognize that it is possible that I am biased. I certainly like writing programs more than clicking checkboxes.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on June 26, 2023, 03:12:14 PM
 --- As someone who cannot code, does not want to learn it, and hates doing it. I dislike this proposal intensely.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on June 26, 2023, 09:52:15 PM
--- As someone who cannot code, does not want to learn it, and hates doing it. I dislike this proposal intensely.

As someone who can code, does want to learn it, and likes doing it, I also dislike this proposal intensely. Mainly because the amount of bugs and not-a-bug-reported-as-bugs that Steve adding a scripting language to Aurora would lead to would possibly be the thing that finally kills the poor man's undying love for this passion project.

----

EDIT: Because double posting is bad mmkay kids

I thought of a way that the "Any% fuel" concept could be included without messing with the UI: have the condition be "Fuel below reserve level". We already have an entry in the ship design window to set the fuel reserve, which is usually only used for tankers and occasionally fuel harvesters. It shouldn't be any problem to add a condition which checks the current fuel against the reserve, we can leave the current X%-based conditions since they are easy to use, and I think it's a lot easier to justify the slot in the conditions list than adding more X% levels.

The only catch is that we need some UI element to let us modify the reserve level on a per-ship basis. Currently, the "Miscellaneous" tab in the "Ship Overview" tab in the Naval Organization window allows customizing the refuel and resupply priority for single ships (which are normally class-based settings), so I don't think it would be an issue to add a line here to expose the fuel reserve level on a per-ship basis.

Overall, it is still some work for Steve but I think this would be a comparatively elegant solution without adding a weird exception to the conditionals or adding completely new UI elements.
Title: Re: Suggestions Thread for v2.0
Post by: Jorgen_CAB on June 27, 2023, 05:06:40 AM
What about Garfunkel's "fuel at x%" option? That would allow people to do the weird settings without you having to answer questions, and it also reduces the clutter in the standing orders window.

That's less trivial, due to the extra UI work, and also would seem odd as the only option with a text entry. However, that could be done as part of a more significant overhaul of standing/conditional orders.

Also worth noting that, without other related changes, it would probably be less popular than anticipated if you have to enter a value every time you set the standing order. Clicking through the same orders for all survey ships, for example, is annoying enough as it is, never mind if we throw some typing on top of it.

Probably the best solution is to have standing order templates, which of course means significantly more work for Steve.

I don't think this would be a problem if the UI always remembered the last number you used for that specific condition.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on June 27, 2023, 09:17:41 AM
I thought of a way that the "Any% fuel" concept could be included without messing with the UI: have the condition be "Fuel below reserve level". We already have an entry in the ship design window to set the fuel reserve, which is usually only used for tankers and occasionally fuel harvesters. It shouldn't be any problem to add a condition which checks the current fuel against the reserve, we can leave the current X%-based conditions since they are easy to use, and I think it's a lot easier to justify the slot in the conditions list than adding more X% levels.

The only catch is that we need some UI element to let us modify the reserve level on a per-ship basis. Currently, the "Miscellaneous" tab in the "Ship Overview" tab in the Naval Organization window allows customizing the refuel and resupply priority for single ships (which are normally class-based settings), so I don't think it would be an issue to add a line here to expose the fuel reserve level on a per-ship basis.

Overall, it is still some work for Steve but I think this would be a comparatively elegant solution without adding a weird exception to the conditionals or adding completely new UI elements.

Yes, this is definitely workable and could be applied to supplies as well. It's more coding, but much neater. As you mention, there are other situations where a ship parameter overrules a class parameter, so there is no odd exception involved.

I am in a motorhome on a campsite in Norfolk (East Anglia, not Virginia), using a laptop, so no programming until I get back home in mid-July. I've tried programming on the laptop before, but its a little tedious compared to a pair of ultra-widescreen 34" monitors :)
Title: Re: Suggestions Thread for v2.0
Post by: serger on June 27, 2023, 02:39:40 PM
Since v2.x Commanders screen lacks "unassigned" filter, is it possible to show smth like "--" instead of "unassigned" in the list?
It will be much more visible and so easy to spot in the list.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on July 28, 2023, 03:36:58 AM
Bonus to Terraforming for non populated bodies.

Idea behind this would be to simulate "destructive" terraforming. It has been suggested in RL a method to speed up the terraforming of Mars would be nuke it or hurl large asteroids at the planet in order to kick start the melting process. Obviously you cant do this if there was people living there so in Aurora if you added a bonus to non populated bodies it would make sense that the modules don't have to worry about the population and they can accelerate the process.

A way to implement this could be to add a button in the environment tab for destructive terraforming (or some other name) which would apply the bonus and could also be a interesting weapon to use it against enemy worlds.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on July 28, 2023, 04:14:11 AM
Templates for Civ orders

Discovering a new rich resource system begins the process of assigning mines and mass drivers to mining colonies or infrastructure and installations to future colonies.
I propose a way to create templates for Civ orders to allow a way to reduce a amount of manual input needed.

Templates are created in the Civ/flag window and can be applied from there but also can then appear in the system view window as a drop down bar which you select the desired template and then create colony.

Eg.
Drop down                                                    Create Colony
-None
-Pioneering Mining Base (10xam, 1xMD)
-Emerging Mining Base (50xam. 2xMD)
-Established Mining Base (500xam, 5xMD)
-Early Settlers (5000xinfra)
-Thriving Settlers (10000xinfra)
-Established Settlers (50000xinfra)

"Colony has been created with a demand of 10 automines and 1 mass driver"

The game would remember the last drop down selected so the player could quickly go down the list adding mining colonies or population center's or any template of their choosing.
The player would then just be left with ensuring there is enough installations built on the production world to supply the civilians to transport.
"None" is the default and just does what create colony does now.
Title: Re: Suggestions Thread for v2.0
Post by: GrandNord on July 30, 2023, 09:13:50 AM
Small suggestion : In the "All ship text" window of the "Race information" tab, could you add the total number of ships to the bigger military ship classes ? It's not super clear currently with only the ships' names displayed.
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on July 30, 2023, 08:31:14 PM
Feature request: civilian colony ships should track pending load requests like they track pending delivery orders.  Currently civilian colony ships will set orders for unlimited numbers of loading ships against a colony, potentially many times the colony's actual population, resulting in cancellation spam. 

Automated Colony load orders should stop when they exceed the colony's population to prevent cancellation spam.

There should also be a population reserve level.  By default this could be implemented by comparing cumulative load requests against the "Available workers" which would automatically limit loading to unemployed colonists.  This would preserve a small buffer of population as only a percentage of workers are available.  Or it could be calculated based on the manufacturing% to allow all potentially unemployed workers to be loaded.  If automatic limiting is unchecked a static number could be entered by the player similar to how mineral reserves work.   

Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on July 31, 2023, 12:37:07 PM
Like how you can crtl+click to select multiple systems to move them all on the star map, allow the same to select multiple weapons on a ship, to then move them all to an FC in one go. If that is easy to implement, also allow shift+click to click on a starting and an ending weapon and select all inbetween.

My missile ships have a lot of tubes and often I want to fire a fraction of them. Maybe firing 10/40 now and for the other 30 wait to see if the enemy moves or if there are more somewhere. Maybe the enemy is weaker and only 5 shots are sufficient today. Or I need to divide my fire over exactly 2 targets but my weapons are currently divided over 3 FCs. Because of that I often move them around but this is currently cumbersome.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on July 31, 2023, 12:47:05 PM
Very, very minor request: Please bump the starting age for commanders up to 31.

The 2.0 change to have varied starting ages was great mechanically, but I'm still tired of seeing commanders, colonels, presidents and lead scientists in their early 20s. Especially the last one, not every setting has to be a Marvel movie after all.
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on July 31, 2023, 01:18:04 PM
Very, very minor request: Please bump the starting age for commanders up to 31.

The 2.0 change to have varied starting ages was great mechanically, but I'm still tired of seeing commanders, colonels, presidents and lead scientists in their early 20s. Especially the last one, not every setting has to be a Marvel movie after all.

Preferably let us specify the min / max starting age.
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on July 31, 2023, 01:33:35 PM
Add a column in the medal management column denoting whether they have any automatic conditions associated. I manually do some of my medals (I imported them from a fine pack put up somewhere on this forum) but it can be annoying to find the ones which aren't automated.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on August 01, 2023, 03:33:27 AM
Like how you can crtl+click to select multiple systems to move them all on the star map, allow the same to select multiple weapons on a ship, to then move them all to an FC in one go. If that is easy to implement, also allow shift+click to click on a starting and an ending weapon and select all inbetween.

My missile ships have a lot of tubes and often I want to fire a fraction of them. Maybe firing 10/40 now and for the other 30 wait to see if the enemy moves or if there are more somewhere. Maybe the enemy is weaker and only 5 shots are sufficient today. Or I need to divide my fire over exactly 2 targets but my weapons are currently divided over 3 FCs. Because of that I often move them around but this is currently cumbersome.

Steve added an assign x option for 2.2 to cover this. You can find the post in the changes thread if you want to check it out.
Title: Re: Suggestions Thread for v2.0
Post by: Impassive on August 01, 2023, 08:12:48 PM
Not sure if anyone has already suggested this, could we have a reserve level at colonies for fuel and MSP? this would allow automating to reserve levels for forward colony bases. Prevents the scenario where you have to suddenly work out where all of Earth's fuel went and why it is 30b Km away :)
Title: Re: Suggestions Thread for v2.0
Post by: Froggiest1982 on August 01, 2023, 08:50:54 PM
Not sure if anyone has already suggested this, could we have a reserve level at colonies for fuel and MSP? this would allow automating to reserve levels for forward colony bases. Prevents the scenario where you have to suddenly work out where all of Earth's fuel went and why it is 30b Km away :)

I encountered the same issue, and while waiting for an implementation, I found a simple workaround.

Basically, I create a flow from Earth to a pickup base in orbit through a simple loop of orders and tankers/supply ships. This way, I can set the minimum amount of fuel and MSP to be stored in orbit, creating an emergency vault in case things go out of hand. Please note that I use SM to expand and create such orbital structure, and as I use it as a fix for a game issue, I don't consider it a cheat.

However, the downside is that it could still be vulnerable and potentially blown away. To enhance its protection, you can consider turning it into a ship and adding some armor layers, which would create an extra interesting strategic challenge in ensuring its safety.

It's worth noting that now I have moved a bit away from this and I try to tweak the routes to ensure they never exceed my annual production. It becomes challenging when you add another main HUB to Earth, and distributing nodes while keeping all systems operational becomes a fun and engaging aspect of the game for some.
Title: Re: Suggestions Thread for v2.0
Post by: Impassive on August 01, 2023, 09:58:26 PM
Not sure if anyone has already suggested this, could we have a reserve level at colonies for fuel and MSP? this would allow automating to reserve levels for forward colony bases. Prevents the scenario where you have to suddenly work out where all of Earth's fuel went and why it is 30b Km away :)

I encountered the same issue, and while waiting for an implementation, I found a simple workaround.

Basically, I create a flow from Earth to a pickup base in orbit through a simple loop of orders and tankers/supply ships. This way, I can set the minimum amount of fuel and MSP to be stored in orbit, creating an emergency vault in case things go out of hand. Please note that I use SM to expand and create such orbital structure, and as I use it as a fix for a game issue, I don't consider it a cheat.

However, the downside is that it could still be vulnerable and potentially blown away. To enhance its protection, you can consider turning it into a ship and adding some armor layers, which would create an extra interesting strategic challenge in ensuring its safety.

It's worth noting that now I have moved a bit away from this and I try to tweak the routes to ensure they never exceed my annual production. It becomes challenging when you add another main HUB to Earth, and distributing nodes while keeping all systems operational becomes a fun and engaging aspect of the game for some.

I guess this is also more viable once the fix goes in to orders to transfer fuel/supplies to the structures so I can automate the resupply process. Still would have to wait till 2.2 though. How do you currently setup your orders with the structure? I originally went for structures because the capacity was fixed but the issues I had with automating it was annoying :)
Title: Re: Suggestions Thread for v2.0
Post by: Froggiest1982 on August 01, 2023, 11:00:38 PM
Not sure if anyone has already suggested this, could we have a reserve level at colonies for fuel and MSP? this would allow automating to reserve levels for forward colony bases. Prevents the scenario where you have to suddenly work out where all of Earth's fuel went and why it is 30b Km away :)

I encountered the same issue, and while waiting for an implementation, I found a simple workaround.

Basically, I create a flow from Earth to a pickup base in orbit through a simple loop of orders and tankers/supply ships. This way, I can set the minimum amount of fuel and MSP to be stored in orbit, creating an emergency vault in case things go out of hand. Please note that I use SM to expand and create such orbital structure, and as I use it as a fix for a game issue, I don't consider it a cheat.

However, the downside is that it could still be vulnerable and potentially blown away. To enhance its protection, you can consider turning it into a ship and adding some armor layers, which would create an extra interesting strategic challenge in ensuring its safety.

It's worth noting that now I have moved a bit away from this and I try to tweak the routes to ensure they never exceed my annual production. It becomes challenging when you add another main HUB to Earth, and distributing nodes while keeping all systems operational becomes a fun and engaging aspect of the game for some.

I guess this is also more viable once the fix goes in to orders to transfer fuel/supplies to the structures so I can automate the resupply process. Still would have to wait till 2.2 though. How do you currently setup your orders with the structure? I originally went for structures because the capacity was fixed but the issues I had with automating it was annoying :)

Just refuel and resupply from the "ship" and loop it with a delay at the destination. Your problem is probably the same as mine where to "unload" from ship to ship it's not straightforward, which is why I have highlighted "I create a flow from Earth to a pickup base in orbit through a simple loop of orders and tankers/supply ships". Basically, you have (Assuming Alphan Centauri as the new HUB)


Ideally, you may use the structures as main nodes for all intra-system commercial operations.

With this system, you can have smaller liners doing the Colony Structure route only, or a bigger ship could do the whole. So if you pick up Fuel from Earth and load 10,000,000 litres, drop it at the Station and then pick it up again to drop it off at Alpha Centauri, assuming you do not have enough fuel and hit the reserve level, the ship will load only what is effectively available. You will still encounter the random bottleneck of ships going with just the bare minimum amount of fuel to do the round trip, which is why, as I said, recently I have been trying to understand what my actual intake per year of fuel and MSP actually is, prior committing to any loop of transfers.

The last time I used this method, I had a big dedicated ship to transport both Fuel and Supplies. I found out that capacity is more pressing than time, so it's not a fast-paced cargo. Since the arrival of Riders you also include a commercial hangar for a couple of fighters in case of random encounters, however, it will make automation obsolete if you are "forced" to use them to defend your cargo.
Title: Re: Suggestions Thread for v2.0
Post by: papent on August 03, 2023, 03:21:17 PM
Very, very minor request: Please bump the starting age for commanders up to 31.

The 2.0 change to have varied starting ages was great mechanically, but I'm still tired of seeing commanders, colonels, presidents and lead scientists in their early 20s. Especially the last one, not every setting has to be a Marvel movie after all.

Would prefer to be able set custom starting ages overall or per category. My genetically enhanced crabmen may start careers at 7 Earth years old.

I personally would prefer for administrator and scientist to be older than the warfighters.
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on August 03, 2023, 11:06:55 PM
For now it might be better to just bump it up to 31 (easy) and then later it may become a racial thing
Title: Re: Suggestions Thread for v2.0
Post by: ArcWolf on August 04, 2023, 11:05:55 AM
If there is a change to starting age i would rather it be adjustable. I always start with my lowest ranks as Captain (army) and Lieutenant (Navy), Ranks that are reachable by 25 today and in a sci-fi setting could be younger.
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on August 05, 2023, 10:34:20 AM
Add a toggle to each colony, similar to the one for what civilian colonist ships do, for what to do with minerals on a planet. Options: Import, nothing, export. Freighters should then try to pick up minerals once there is a full hold of minerals on a colony.
Since this is much easier than manually setting up this sort of thing, perhaps have it require something on the colony, eg. a cargo shuttle station.
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on August 06, 2023, 10:36:52 PM
Add a toggle to each colony, similar to the one for what civilian colonist ships do, for what to do with minerals on a planet. Options: Import, nothing, export. Freighters should then try to pick up minerals once there is a full hold of minerals on a colony.
Since this is much easier than manually setting up this sort of thing, perhaps have it require something on the colony, eg. a cargo shuttle station.

It would need to be on a per-mineral-type basis, and you'd still want to set a target (vs a reserve as currently). For example, for Duranium you could set "Export" and a target of 0, meaning you'd export everything you mined, or a target of 2000, meaning you'd export everything over 2000 tons (still allowing the same functionality as a reserve level). Alternately you could now set "Import" and a target of 5000, so civilian haulers would bring Duranium from other worlds with an excess until you reached 5000. This would be a WONDERFUL use of civilian haulers, and a big quality of life improvement for the player. It would also generate even more soft underbelly of the economy for spoilers to prey on, which in my mind is a good thing.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on August 07, 2023, 10:45:06 PM
You'd only need target for import though as export could and should use Reserve Levels. Meaning that for UI purposes, it's probably best to use the existing civilian contract window instead of the mineral window, especially since the latter is already quite cluttered but the former is not. Perhaps a letter I and E could appear on the mineral window if a contract for Import/Export has been assigned so that player can see the status of each mineral at a glance.
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on August 09, 2023, 09:27:18 AM
A few changes to decrease the amount of changes of dominant terrain that planets have.
My current race homeworld has a pretty high eccentricity (0.3, periapsis of 164m, apoapsis of 298m) and I get this set of updates over a 1.6 year long year:
Off-Topic: show
June 20: To Archipelago
October 18: To Barren
Y2:
January 16: To Jungle
April 30: To Archipelago
June 19: To Temperate Forest
July 14: To Taiga
December 6: To Temperate Forest
Y3:
March 7: To Archipelago
June 5: To Barren


So I was trying to think of some rules to decrease this chance. Here are some ideas:
- Hydro > 95%: Always Archipelago (change all other terrains to have 95% as the max hydro) (potentially break it up based on ox% and/or temperature and/or tectonic into XX Archipelago)
- If you have the option for one of the new, larger temperature variance, biomes, take it (this prevents flip-flopping between eg. Desert and Cold Desert, and issue I've had in a previous game)
- If a terrain is viable for less than 10% of the time at the peri- or apoapsis of the orbit, don't change to it (to prevent a planet from going Barren each closest approach for a short time)

Title: Re: Suggestions Thread for v2.0
Post by: Pury on August 09, 2023, 03:27:07 PM
I would propose a diffrent solution. A planet dominant terrain can be calculated once a year, taking into account an average of that year. (for example one sample every 30 days) This way you both solve the constant change of terrain on some planets, and make terraformation (both natural and artificial) a slower, more "accurate" process.



A few changes to decrease the amount of changes of dominant terrain that planets have.
My current race homeworld has a pretty high eccentricity (0.3, periapsis of 164m, apoapsis of 298m) and I get this set of updates over a 1.6 year long year:
Off-Topic: show
June 20: To Archipelago
October 18: To Barren
Y2:
January 16: To Jungle
April 30: To Archipelago
June 19: To Temperate Forest
July 14: To Taiga
December 6: To Temperate Forest
Y3:
March 7: To Archipelago
June 5: To Barren


So I was trying to think of some rules to decrease this chance. Here are some ideas:
- Hydro > 95%: Always Archipelago (change all other terrains to have 95% as the max hydro) (potentially break it up based on ox% and/or temperature and/or tectonic into XX Archipelago)
- If you have the option for one of the new, larger temperature variance, biomes, take it (this prevents flip-flopping between eg. Desert and Cold Desert, and issue I've had in a previous game)
- If a terrain is viable for less than 10% of the time at the peri- or apoapsis of the orbit, don't change to it (to prevent a planet from going Barren each closest approach for a short time)
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on August 11, 2023, 07:46:40 AM
I would propose a diffrent solution. A planet dominant terrain can be calculated once a year, taking into account an average of that year. (for example one sample every 30 days) This way you both solve the constant change of terrain on some planets, and make terraformation (both natural and artificial) a slower, more "accurate" process.




This is a good suggestion. There does need to be some care taken for what moment and period to do this with. If you do it once per terran year, then it could still have changing results for a planet with an orbital period of 1.5 years: you could have a different result when you get the top 1 year of it vs. the bottom 1 year. If you instead do it once per local year, then inner planets are much more responsive to terraforming. Perhaps do it once per terran year, but keep a log of 30 day intervals for the larger of a terran year or the orbital period?
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 18, 2023, 03:53:21 PM
I'm sure I've made this suggestion before, but cannot find evidence of it:

Please change the "Refuel at Refuelling Hub" and "Refuel from Colony or Hub" conditional orders to function for Refuelling Systems (i.e., traditional tankers). This would make managing survey fleets significantly easier as the option to station a tanker is easier and more robust than the requirement to mount a 10,000 RP + 100,000-ton component or establish a refueling station on a planet. Frankly, since the purpose of the Refuelling Hub is to refuel many ships at once, and the most common use of the refueling conditional orders is for single survey ships, I see no reason why a Hub should be required for access to a conditional order anyways.
Title: Re: Suggestions Thread for v2.0
Post by: Owen Quillion on August 20, 2023, 04:36:54 PM
So I'd heard about using prefixes and suffixes for naming themes and mistakenly thought you could pick a *list* of -fixes. I had been planning to do something like [Evocative Adjective] [Gemstone], only to find that apparently the idea is to have [Name List] and a set pre/suffix.

It'd be pretty sweet if we could also do 'compound naming themes' like I originally had understood. I imagine this might incur a bit of overhead somewhere in avoiding duplicates, but personally I wouldn't mind occasionally winding up with two Bellicose Tourmalines or whatever.

Speaking of duplicates, and also probably requiring more work/database space than it's worth, it'd be nice to track how many ships have borne a name. I've got a couple of -2s in my fleet, and I have to occasionally manually ensure the same name doesn't get selected for a new hull, which will probably become untenable when I actually start taking significant losses.
Title: Re: Suggestions Thread for v2.0
Post by: SpaceMarine on August 20, 2023, 05:56:37 PM
Simple Suggestion and one much needed from my carrier riddled mind.


Please add "Auto-scrap" we already have "Auto-refit" but not Auto-Scrap, the reason for adding this is obvious, I would like to be able to scrap 100+ fighters without having to manually do it each time through a shipyard instead just setting it to auto do so over time, it would make scrapping/replacing the old fighters with the next generation much much easier
Title: Re: Suggestions Thread for v2.0
Post by: Erik L on August 23, 2023, 12:44:17 PM
When creating a race, an option to create a completely new rank structure, i.e. Custom Ranks. And then you get to fill in the blanks.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on August 23, 2023, 08:19:26 PM
When creating a race, an option to create a completely new rank structure, i.e. Custom Ranks. And then you get to fill in the blanks.

It might be easier to have this handled the same way as other naming themes, so on the Misc tab in the tactical map. I think ranks are the only name theme element we cannot add new ones for.
Title: Re: Suggestions Thread for v2.0
Post by: Erik L on August 24, 2023, 05:45:12 PM
When awarding medals, the dialog that pops for the reason. It'd be nice if this was auto-populated by the medal description field.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on August 29, 2023, 08:07:05 AM
I play manual commander assignment.

In the commander assignment interface, there is a checkbox for available ships, which cuts the list to ships without commanders.

Would be nice if there was similar for the list of commanders, i.e. a checkbox which cuts the list of commanders to unassigned only.

Title: Re: Suggestions Thread for v2.0
Post by: Pury on September 01, 2023, 03:58:09 PM
It would be great If the game remembered the state of "Assume Fleet is Jump-Capable" button. Usually I start interstellar travel by using Jump Tender stations, and only after I "secured" the sector do I install jump gates. As many of my fleet's do not have build in jump capability, I have to check this box for each of them every time I move them.

Edit.
It does save it for a specific fleet. Only the new ones are created with unedited boxes. So maybe if we detach a ship from a fleet, or detach a sub fleet, by defult it inherits settings from the parent formation?
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 01, 2023, 11:37:41 PM
In fighting some enemies who are fond of missiles, I have noticed that there is a particular behavior which could be tweaked so that NPR combat is a bit more effective.

In cases where there are NPR missile-armed ships armed with the same kinds of missiles, but different sensor resolutions, the ships with shorter sensor resolutions tend to fire independently. Their salvos would be more effective if they synced fire with their longer-resolution counterparts, since one bigger wave is a lot better against enemy point defense than two or more smaller waves.
Title: Re: Suggestions Thread for v2.0
Post by: Pury on September 03, 2023, 02:10:18 PM
It would be nice if we could load missiles on Collier's the same way as we load cargo onto cargo ships. With a simple menu that shows diffrent kinds of missiles on a given population. It looks like something that would allready be in game, if not for some reason, but I do not know of any so will just throw this one out ;)
Title: Re: Suggestions Thread for v2.0
Post by: nakorkren on September 07, 2023, 03:11:49 PM
Would it be possible to tweak the missile design tool to allow setting a lower-than-max speed (at time of design only) for missiles? E.g. a missile is capable of going 10.2 km/s, but you set it to 10.0 to match another missile design that uses a different warhead type. This lets you fire mixed salvos, enhancing tactical options in missile combat. Presumably you wouldn't get any fuel efficiency from setting to a lower speed, it would solely be to support matching speed to another missile.
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on September 07, 2023, 05:37:15 PM
Proposal: allow use of old tech for missile design

I use geo survey scanning missiles for planets that are a long way (usually >50Bkm) from the primary.  To make sure I get a "complete scan" and don't miss anything unusual on the planet I prefer to include thermal and active scanners.  But since I'm designing missiles that need >200Bkm of range I have to keep the scanning payload to missile size 1. Scanners don't work unless they are at least size 0.25.  Advanced scanning techs increase the power required for the scanner. 

For some combinations of scanner and reactor tech the required reactor size is <.25 allowing me to have all three scanners in one package.  But when I discover a new scanner tech the .25 scanner requires more power, potentially making the reactor too big to fit. 

This could be solved by adding a tech level drop down like there is for the create research project screen.  You could then consciously make your decision on the power vs. capability vs size/expense tradeoff.
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on September 08, 2023, 09:33:17 PM
Add "Transfer all ship components" order to the current "Transfer all minerals" and "Transfer all installations" orders.  This would allow salvage fleets to offload recovered items for transport instead of having to travel to a colony to offload.
Title: Re: Suggestions Thread for v2.0
Post by: boolybooly on September 09, 2023, 09:56:30 AM
Playing today I was comparing stats for laser vs one shot railgun and wondering why anyone would bother building lasers apart from the possibility of putting them on turrets.

Turrets enable faster tracking  but for missile defence you are better off with gauss and for fighter or FAC antiship, railgun or particle beam is better. So laser is a neglected research path in my current 2.1.1 game. I know it has a steeper damage profile but even so that is easily compensated for with a little patience.

I read that railgun charge time would not decrease with shot count in 2.2 which if I understand correctly will make them slower firing than lasers but still smaller if shot count is low enough.

Mulling all that over, what if rail guns had limited shots say default 50 and to give them more shots you need to include magazine per gun so a 200t gun with 150 shots becomes 300t. 

And what if shots consumed MSP?

In that scenario, to reload they have to reload at a reloady places like hangar, ordnance distribution hub, supply ship with shuttle or planet with manned maintenance depots and reload consumes MSP from the reload location (not from maintenance storage on the gun owning ship).

Just a thought.



Title: Re: Suggestions Thread for v2.0
Post by: Bryan Swartz on September 09, 2023, 11:15:52 AM
From my perspective you kind of answered your own question? 

Weapons in Aurora can be different in effectiveness.   They're not supposed to balanced precisely against each other.  They can have roles that you don't care about (see the number of debates about Plasma Carronades).   The difference in damage profile alone can be significant to some players, while not to others, and will depend as everything on how much you are RPing versus tryharding, and so on.   The fact that they are in different tech fields can also matter. 
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 09, 2023, 12:52:53 PM
Playing today I was comparing stats for laser vs one shot railgun and wondering why anyone would bother building lasers apart from the possibility of putting them on turrets.

Lasers have much longer range than railguns and much higher armor penetration. Turreted lasers can be very effective anti-FAC weapons or, for small calibers, dual-purpose weapons for point defense and supporting offensive fire - while laser turrets are one of the weaker beam PD options* having multi-purpose flexibility is often useful.

*Currently; in 2.2 with stand-off missile warheads these may become very attractive in some cases.

The value niche for railguns has historically been (1) close-range DPS and (2) flexibility as railguns are a strong PD option if you don't want to invest in other weapon types.

Quote
I read that railgun charge time would not decrease with shot count in 2.2 which if I understand correctly will make them slower firing than lasers but still smaller if shot count is low enough.

Yes, this was an overlooked effect of the reduced-shots feature as it allowed much higher DPS (about a factor of 3x, maybe a bit less depending on reactor tech) than intended.
Title: Re: Suggestions Thread for v2.0
Post by: Skip121 on September 15, 2023, 08:15:12 AM
Hi All,

I don't know if this has been mentioned before (I couldn't see it, apologies if i've missed it) but it's something I'd love to see added.

It'd be great to have the ability to expend ships as targets in order to test out new weapons systems, especially in the early game before you encounter NPR's.

It'd add some great RP for me as I find I don't always know how well weapons function until i provoke a fight with an NPR, not to mention the RP of fleet manouvers/exercises.

I thought this could be achieved by either changing the abandon ship function to a self destruct option and adding a seperate abandon ship where the crew evacuate but the ship remains intact though non-operational. 
Or alternatively, a new option added in ship designer to create a ship with 0 crew but cannot move or use non-automated systems (such as potentially CIWS).  This could even allow the designing of custom target hulls.

It was just an idea for adding something a bit interesting but hopefully not an enormous amount of work.  I'm sure it's much harder than it sounds but thought i'd share the idea!
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on September 15, 2023, 08:47:48 AM
You can use SM mode to create another race , give it your ships and then fight out your fleet maneuvers against this test race, restoring your own ships with SM afterwards
Title: Re: Suggestions Thread for v2.0
Post by: Kaiser on September 16, 2023, 07:27:23 AM
Hi All,

I don't know if this has been mentioned before (I couldn't see it, apologies if i've missed it) but it's something I'd love to see added.

It'd be great to have the ability to expend ships as targets in order to test out new weapons systems, especially in the early game before you encounter NPR's.

It'd add some great RP for me as I find I don't always know how well weapons function until i provoke a fight with an NPR, not to mention the RP of fleet manouvers/exercises.

I thought this could be achieved by either changing the abandon ship function to a self destruct option and adding a seperate abandon ship where the crew evacuate but the ship remains intact though non-operational. 
Or alternatively, a new option added in ship designer to create a ship with 0 crew but cannot move or use non-automated systems (such as potentially CIWS).  This could even allow the designing of custom target hulls.

It was just an idea for adding something a bit interesting but hopefully not an enormous amount of work.  I'm sure it's much harder than it sounds but thought i'd share the idea!

Totally quote this idea, I know It can be done via SM, but having It embedded directly as option in the game would be great under all points of view.

Just an option to create at shipyards any ship as a target test with 0 crew in order to test missiles and beam weapon, eventually the ship can be tug away in the space before the test.
Title: Re: Suggestions Thread for v2.0
Post by: Skip121 on September 17, 2023, 08:18:36 PM
Quote from: Kaiser link=topic=13020. msg165818#msg165818 date=1694867243
Quote from: Skip121 link=topic=13020. msg165816#msg165816 date=1694783712
Hi All,

I don't know if this has been mentioned before (I couldn't see it, apologies if i've missed it) but it's something I'd love to see added. 

It'd be great to have the ability to expend ships as targets in order to test out new weapons systems, especially in the early game before you encounter NPR's. 

It'd add some great RP for me as I find I don't always know how well weapons function until i provoke a fight with an NPR, not to mention the RP of fleet manouvers/exercises. 

I thought this could be achieved by either changing the abandon ship function to a self destruct option and adding a seperate abandon ship where the crew evacuate but the ship remains intact though non-operational.   
Or alternatively, a new option added in ship designer to create a ship with 0 crew but cannot move or use non-automated systems (such as potentially CIWS).   This could even allow the designing of custom target hulls. 

It was just an idea for adding something a bit interesting but hopefully not an enormous amount of work.   I'm sure it's much harder than it sounds but thought i'd share the idea!

Totally quote this idea, I know It can be done via SM, but having It embedded directly as option in the game would be great under all points of view.

Just an option to create at shipyards any ship as a target test with 0 crew in order to test missiles and beam weapon, eventually the ship can be tug away in the space before the test.

Exactly! Using SM mode to do it feels a bit sub-optimal if there's any possible way of embedding the function as a feature.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on September 18, 2023, 01:13:37 AM
Exactly! Using SM mode to do it feels a bit sub-optimal if there's any possible way of embedding the function as a feature.

Actually, this kind of thing is precisely why SM mode exists - it's meant to be used freely to enhance your game however you like, not to be considered as "cheating".
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on September 18, 2023, 02:21:00 AM
Its really pretty far from ideal, I've tried to do that exact thing (some time in the past) and you basically need to spawn a whole new civilization and population, and then SM in some ships for them, only to delete all of that later.  Its pretty jank and I never really did it again.  Its clearly a pretty niche thing, but it would be a lot nicer if formally adopted into the game.  The ability to abandon ship and still have an intact ship that can be fired upon (so that you dont take the personell hit), or even the ability to turn it into a remote controlled drone that can fly at a set speed so you can fire missiles on it would be a pretty nice feature.  Not needed, just nice.
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on September 22, 2023, 09:54:00 PM
Feature request:  retirement notices for scientists currently working on projects have N/A for location.  It would be nice if the location is set to the system where they were assigned.  Or perhaps add the research station's planet name to the announcement text along with the tech being researched at retirement. 
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on October 06, 2023, 01:42:46 PM
I play manual commander assignment.

In the commander assignment interface, there is a checkbox for available ships, which cuts the list to ships without commanders.

Would be nice if there was similar for the list of commanders, i.e. a checkbox which cuts the list of commanders to unassigned only.

And the opposite, people with a job only. For example if I want to give medals to captains who were in a battle and that is like half my fleet officers with a job, but that is only 20% of my total officer core


In a completely seperate thing: conditional orders should have a 'send a message' option. That would help for anyone having conditionals that are not available right now.
Title: Re: Suggestions Thread for v2.0
Post by: KriegsMeister on October 22, 2023, 07:19:19 AM
When using limited research administration can we get an increase in game start scientists. I love the way it slows everything down however I keep running into the issue that there simply are not enough scientists to utilize all the research labs, especially in higher population game starts. Current work around is simple to just SM in some more but an automatic scaling factor would be nice
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 22, 2023, 09:05:45 AM
When using limited research administration can we get an increase in game start scientists. I love the way it slows everything down however I keep running into the issue that there simply are not enough scientists to utilize all the research labs, especially in higher population game starts. Current work around is simple to just SM in some more but an automatic scaling factor would be nice

From the change log:
When using the Limited Research Administration option, the chance of military academies generating scientists will be increased from 4% to 5% (and from 8% to 10% if the Academy Commandant is a scientist).
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on October 22, 2023, 02:36:15 PM
Is there not already scaling for the starting number?
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 22, 2023, 02:45:32 PM
Is there not already scaling for the starting number?

It should scale the same, since your starting commanders are generated based on the same rules AFAIK.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on October 22, 2023, 05:58:41 PM
Is there not already scaling for the starting number?

It should scale the same, since your starting commanders are generated based on the same rules AFAIK.

Yes, that's correct.
Title: Re: Suggestions Thread for v2.0
Post by: alex_brunius on October 26, 2023, 09:34:16 AM
When using limited research administration can we get an increase in game start scientists. I love the way it slows everything down however I keep running into the issue that there simply are not enough scientists to utilize all the research labs, especially in higher population game starts. Current work around is simple to just SM in some more but an automatic scaling factor would be nice
Starting scientists should scale based on number of starting Academies.
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on October 26, 2023, 12:48:44 PM
I got confused by that too, what he means is can he have an additional scaling factor if the limited research box is ticked (the one where it limits how many labs a scientist can control).
Title: Re: Suggestions Thread for v2.0
Post by: KriegsMeister on October 27, 2023, 11:47:46 AM
It doesn't scale properly with high population conventional starts.
Some examples all Jan 1st new game starts with the only changes being population, conventional empire, and limited administration

4 Billion Population, 66 Available labs, scientists can manage 53
(https://imgur.com/LPwL3SQ.png)

6 Billion Population, 100 Available labs, scientist can manage 29
(https://imgur.com/o4S9rFo.png)

10 Billion Population, 166 Available labs, scientist can manage 51
(https://i.imgur.com/n7Zcjx2.png)
Title: Re: Suggestions Thread for v2.0
Post by: alex_brunius on October 27, 2023, 05:09:06 PM
I got confused by that too, what he means is can he have an additional scaling factor if the limited research box is ticked (the one where it limits how many labs a scientist can control).
It doesn't scale properly with high population conventional starts.
Some examples all Jan 1st new game starts with the only changes being population, conventional empire, and limited administration

My point is that starting scientists (commanders) do scale... but it's scaling based on starting Military Academies.

So the root cause problem here is that number of starting Military Academies don't scale well with population (in either conventional or normal starts).

Even with insane populations it only goes to 2 starting Military Academies for normal and 1 for conventional.

(https://i.imgur.com/NsLDUJy.png)

Workaround is to put in more Military Academies manually during setup.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on October 27, 2023, 09:55:56 PM
My point is that starting scientists (commanders) do scale... but it's scaling based on starting Military Academies.

So the root cause problem here is that number of starting Military Academies don't scale well with population (in either conventional or normal starts).

Even with insane populations it only goes to 2 starting Military Academies for normal and 1 for conventional.

Workaround is to put in more Military Academies manually during setup.

This is correct. Several other installation types also have caps for the automatic generation, for example research labs are capped at 50 and ground training facilities at 10 (you see this in the image). I don't recall the reason for these limits but I think Steve mentioned them at some point and it had something to do with being fair to the NPRs. Oddly, Labs don't seem to be capped for a conventional start IIRC.

Like most things in Aurora I consider these quantities open to change by the player, but the defaults work reasonably well in practice - I'm more likely to keep the same number of starting installations but bump up the starting RP/BP in a higher-population TN start.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 11, 2023, 02:30:54 PM
In my current campaign, I have been using scout fighters on my survey ships to check planets for any hostile aliens before risking my valuable survey ships. I have noticed that when the survey ship recovers the fighter, if the fighter has very low fuel the conditional refueling order is triggered and the survey ship (which can easily refuel the fighter and has lots of fuel left) will turn for home to refuel.

Suggestion: Conditional orders such as "Fuel less than X%" should not include parasites in hangars when evaluating the condition.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on November 14, 2023, 11:46:09 AM
Would it be possible to mark some colonies as "No governor required"? Even if you have just a single DST on a colony it is listed as requiring a level 1 civilian administrator. I never put governors on my listening posts, which means that they often clutter the population view in the commander window, thus making it harder to figure out if any proper colonies are lacking a governor.

Maybe a checkmark to prevent assigning a governor and setting the required administrator level to 0?
Title: Re: Suggestions Thread for v2.0
Post by: Nori on November 14, 2023, 01:21:09 PM
Would it be possible to mark some colonies as "No governor required"? Even if you have just a single DST on a colony it is listed as requiring a level 1 civilian administrator. I never put governors on my listening posts, which means that they often clutter the population view in the commander window, thus making it harder to figure out if any proper colonies are lacking a governor.

Maybe a checkmark to prevent assigning a governor and setting the required administrator level to 0?
DST colonies are the punishment posts..  :)
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on November 15, 2023, 03:23:25 AM
Would it be possible to mark some colonies as "No governor required"? Even if you have just a single DST on a colony it is listed as requiring a level 1 civilian administrator. I never put governors on my listening posts, which means that they often clutter the population view in the commander window, thus making it harder to figure out if any proper colonies are lacking a governor.

Maybe a checkmark to prevent assigning a governor and setting the required administrator level to 0?

Added for v2.2. You now have the choice of Automated Assignment, Manual Assignment or No Commander Required. New player colonies will be defaulted to Manual (as they are now). Civilian colonies will be defaulted to No Commander Required.

http://aurora2.pentarch.org/index.php?topic=13090.msg166138#msg166138
Title: Re: Suggestions Thread for v2.0
Post by: RagnarVaren on November 19, 2023, 04:42:56 AM
It would be nice if the "Retirement" and "Commander Health" events were split into the different officer types. In my current game I finally reached the point of scientists and governors retiring which I'm interested in seeing but the naval officers and ground officers aren't as interesting and clog up my events.
Title: Re: Suggestions Thread for v2.0
Post by: lumporr on November 19, 2023, 09:27:05 PM
Is there a way to automatically rename all bodies in a system according to a naming theme, all at once? I can't figure out exactly what the buttons Rename Body All and Rename Sys All do, but they seem to just rename either the single body or the system, and you have to type in a new name. I've been renaming the bodies in major systems manually, but it's getting to be too much as my rate of expansion increases.

Having an auto-rename for all bodies in a system based on naming themes could really help personalize a galaxy, but I'm not sure how much work it would be to implement a system that checked every known body for duplicate names. It also might be helpful if moons and asteroids could potentially be included or excluded in the renaming process when the user is prompted, but again, I'm not sure how difficult it would be to code such a thing.
Title: Re: Suggestions Thread for v2.0
Post by: Kaiser on November 20, 2023, 12:09:43 PM
The possibility to designate populated colonies in a different way, not just granting independence and that's all, for example I would like to have the possibility to designate a colony as a protectorate or a vassal or a March or something else I do not know.

For each designation the player would lose direct control and would have different effects, for example a protectorate would not have the possibility to recruit ground forces or construct military ships, but still would be under the player influence especially for defence and military protection, a vassal on the contrary would have the possibility to realize military stuff but would pay periodic fee to the player and have some diplomatic possibilities.

There are really huge possibilities we can work on.

In theory, Steve could create a list of options which would represent the degree of military-economic-diplomatic possibilities of the new designated entity so that we would have several combination and not predefinite ones.

I imagine it is quite a lot of work, but It would add a LOT of gameplay and variety to the game.
Title: Re: Suggestions Thread for v2.0
Post by: Indefatigable on November 21, 2023, 04:27:42 AM
Maximum speed limiter for Auto-turns.

With the smaller increment length selected the turns go extremely fast (atleast in early game). Also the turn-rate of auto-turns depends on your computing power.
I wish there would be a check box where one could limit the minimum time between turns to some value (100ms? 200ms? 500ms? 1sec?) so it would not be so hyper fast and would run at even, predictable pace.
Title: Re: Suggestions Thread for v2.0
Post by: BwenGun on November 24, 2023, 11:59:47 AM
This might be a silly suggestion, but have you ever considered having Computer Cores as a seperate system/modifier? The idea being that they functions sort of like an inbuilt officer on your ship, but you select the bonuses you want it to give when you design it. So for example you could have one designed to improve your engine efficiency and sensor range by 5/10% for a material and tonnage cost, or one that gives your Point Defence an accuracy boost. Perhaps making their use less efficient on smaller ships, but provide larger ones with some additional ways to vary design choices and value for money.

I was just thinking about the rapid speed of computing advances we've seen in the last few decades, and how intrinsic they've become for industrial, commerical, and military applications and wondering whether it might make for an interesting research catergory in the game to add a bit more variety to shipbuilding.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on November 25, 2023, 12:15:28 PM
Maximum speed limiter for Auto-turns.

With the smaller increment length selected the turns go extremely fast (atleast in early game). Also the turn-rate of auto-turns depends on your computing power.
I wish there would be a check box where one could limit the minimum time between turns to some value (100ms? 200ms? 500ms? 1sec?) so it would not be so hyper fast and would run at even, predictable pace.

You can see all the past increments in the event window, if that is the underlying concern, even though you only see one at once on the Tactical Map.

We've come a long way from VB6 if the problem is turns are going too fast :)

BTW, performance is noticeably faster in v2.2.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on November 25, 2023, 12:20:21 PM
In my current campaign, I have been using scout fighters on my survey ships to check planets for any hostile aliens before risking my valuable survey ships. I have noticed that when the survey ship recovers the fighter, if the fighter has very low fuel the conditional refueling order is triggered and the survey ship (which can easily refuel the fighter and has lots of fuel left) will turn for home to refuel.

Suggestion: Conditional orders such as "Fuel less than X%" should not include parasites in hangars when evaluating the condition.

I've checked the code and parasites are not considered for conditional orders. Possibly something else I fixed without remembering it.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 25, 2023, 01:01:51 PM
Suggestion: Add functionality to transfer an existing colony to another race. This would be a useful complement to the recently-added functionality to transfer ships between races, particularly in multiple player race games. Ideally, this could also include transferring the existing ground units at a colony (possibly optionally with a checkbox).

While the obvious use case is to implement concessions as part of a peace treaty between player races, I'm also very interested in using this kind of functionality to handle faction break-ups, civil wars, those kinds of things. Right now, there's no way to make this happen beyond granting a single colony independence, for example it is not possible to grant a bunch of colonies independence and then group them into a single polity.
Title: Re: Suggestions Thread for v2.0
Post by: TheBawkHawk on November 25, 2023, 03:09:15 PM
There is a way to transfer colonies between races. Ground invasions! The way that I've been doing so up until now has been to transfer all of the ground troops at the colony over to the recipient race (or if there are none, SM generate a ground unit from the recipient race on the body), and set the two hostile for a single tick of ground combat (taking care to prevent any auto-fire or STO mishaps in the meantime). It works, but also leads to certain drawbacks like the colony having the conquered political status, the need for a policing force, and potential unintended tech transfers. The drawbacks can be mitigated somewhat by SM tools, but it's still not ideal.

Being able to transfer colonies to other races more easily (particularly NPR races!) would be a great addition in my books.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 25, 2023, 03:12:26 PM
It works, but also leads to certain drawbacks like the colony having the conquered political status, the need for a policing force, and potential unintended tech transfers.

This is IMO the biggest drawback, it basically means trying to do this "legit" with SM mode leaves the new polity crippled for however long it takes for the colonists to stop "revolting". Of course anything is possible with careful DB editing but that's just asking for it.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on November 25, 2023, 05:49:09 PM
Hi All,

I don't know if this has been mentioned before (I couldn't see it, apologies if i've missed it) but it's something I'd love to see added.

It'd be great to have the ability to expend ships as targets in order to test out new weapons systems, especially in the early game before you encounter NPR's.

It'd add some great RP for me as I find I don't always know how well weapons function until i provoke a fight with an NPR, not to mention the RP of fleet manouvers/exercises.

I thought this could be achieved by either changing the abandon ship function to a self destruct option and adding a seperate abandon ship where the crew evacuate but the ship remains intact though non-operational. 
Or alternatively, a new option added in ship designer to create a ship with 0 crew but cannot move or use non-automated systems (such as potentially CIWS).  This could even allow the designing of custom target hulls.

It was just an idea for adding something a bit interesting but hopefully not an enormous amount of work.  I'm sure it's much harder than it sounds but thought i'd share the idea!

I've added some new functionality that should allow a more flexible version of the above.

http://aurora2.pentarch.org/index.php?topic=13090.msg166210#msg166210
Title: Re: Suggestions Thread for v2.0
Post by: alex_brunius on November 26, 2023, 04:55:49 AM
When I'm playing the game it feels like some of the stuff I enjoy especially with ground combat units unlocks a bit "too late" or cost a bit too much RP to be able to play around with in primitive or conventional starts until your already in the "mid game" or exploration phase. And for no real logical or good reason that I can think of at least.

For example stories where you just manage to get to space proper and find alien ruins on Mars you need to first put 5000rp into both Construction Equipment and Xenoarcheology Equipment before you can even design ground units to start exploring them.

Another thing I think feel odd is the boarding combat stuff (5000 RP for Boarding Combat Capability + 4000 RP for Troop Transport Bay + 6000 RP for Boarding Bays = 15k RP).

Not to mention the fighter weapons (3 x 5000RP) that have lots of potential for early game fun if they were balanced properly so they actually have a decent chance to hit ground forces / to damage, and so that AA is not super binary like nothing... nothing... nothing... all ground support fighters slaughtered.

Then we also have the Salvage Module (5000RP). Do I really need the same amount of research as developing jump drive theory in order to know how to dismantle an enemy faction space station I destroyed in orbit of Earth?



The only logical reason I can think of limiting these to later in the game is to not overload new players with too much information/stuff right away, but let's be honest here... Auroroa 4x was never designed to be friend to new players to begin with  ::)
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on November 26, 2023, 05:15:07 AM
When I'm playing the game it feels like some of the stuff I enjoy especially with ground combat units unlocks a bit "too late" or cost a bit too much RP to be able to play around with in primitive or conventional starts until your already in the "mid game" or exploration phase. And for no real logical or good reason that I can think of at least.

For example stories where you just manage to get to space proper and find alien ruins on Mars you need to first put 5000rp into both Construction Equipment and Xenoarcheology Equipment before you can even design ground units to start exploring them.

Another thing I think feel odd is the boarding combat stuff (5000 RP for Boarding Combat Capability + 4000 RP for Troop Transport Bay + 6000 RP for Boarding Bays = 15k RP).

Not to mention the fighter weapons (3 x 5000RP) that have lots of potential for early game fun if they were balanced properly so they actually have a decent chance to hit ground forces / to damage, and so that AA is not super binary like nothing... nothing... nothing... all ground support fighters slaughtered.

Then we also have the Salvage Module (5000RP). Do I really need the same amount of research as developing jump drive theory in order to know how to dismantle an enemy faction space station I destroyed in orbit of Earth?

The only logical reason I can think of limiting these to later in the game is to not overload new players with too much information/stuff right away, but let's be honest here... Auroroa 4x was never designed to be friend to new players to begin with  ::)

Yes, I agree that the more fun parts of ground forces are currently limited by high research costs. I think I already knew that without consciously registering it :)

I'll take a look at those costs.
Title: Re: Suggestions Thread for v2.0
Post by: Tavik Toth on November 26, 2023, 06:47:48 AM
I don't know if this has been asked before, but would be it possible to have conventional tech version of lasers or railguns? Sometimes when I wish I had an option to use something other than missiles when doing a near-conventional tech playthrough.
Title: Re: Suggestions Thread for v2.0
Post by: Ultimoos on November 26, 2023, 08:08:16 AM
Looks like Steve is on a roll this week.
I made that suggestion some time ago, but I never got an answer to it (http://aurora2.pentarch.org/index.php?topic=13150.0), so I'll try my chances one more time.
We've all seen military ships just stay in place while exchanging beam fire with planetary defense. Or your beam fighters stay in place while attacking stationary enemy ship and taking hits. This makes beam combat sketchy. You would make waypoints so your ships would keep moving to evade enemy shots. it's especially problematic with fighter swarms.
I'm suggesting to make ships participating in combat to be treated as if they are going at full speed, regardless of them moving or standing in place.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on November 26, 2023, 08:22:12 AM
Looks like Steve is on a roll this week.
I made that suggestion some time ago, but I never got an answer to it (http://aurora2.pentarch.org/index.php?topic=13150.0), so I'll try my chances one more time.
We've all seen military ships just stay in place while exchanging beam fire with planetary defense. Or your beam fighters stay in place while attacking stationary enemy ship and taking hits. This makes beam combat sketchy. You would make waypoints so your ships would keep moving to evade enemy shots. it's especially problematic with fighter swarms.
I'm suggesting to make ships participating in combat to be treated as if they are going at full speed, regardless of them moving or standing in place.

They are already treated as if they are going at full speed.
Title: Re: Suggestions Thread for v2.0
Post by: Ultimoos on November 26, 2023, 11:10:57 AM
Ok, was not aware of that. Thanks for clarifying ;D
Title: Re: Suggestions Thread for v2.0
Post by: bankshot on November 26, 2023, 10:00:26 PM
For the Changes to Governor assignment to populations https://aurora2.pentarch.org/index.php?topic=13090.msg166138#msg166138 (https://aurora2.pentarch.org/index.php?topic=13090.msg166138#msg166138) I'd like to request that the default for civilian colonies be toggleable or returned to manual.  I routinely assign governors to CMCs to boost production if I'm buying the minerals. 
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 26, 2023, 10:46:32 PM
Suggestion: Add "Replace Element" button to Ground Forces window, Formation Templates tab.

The functionality would be: the user selects a formation element in the lower-right panel and a unit type in the upper-left panel. On pressing the Replace Element button, the current formation element is replaced with an element of the new selected unit type (same number of units).

The use case I have in mind here is to work in combination with the Copy + Update button to quickly create variations of similar formations - one example would be GEO/XEN/DEC formations, another slightly more complex example would be creating specialist formations, e.g., I might have a standard Infantry Brigade and then variants for desert, mountain, etc. specializations.

It may also be worth having a "Copy Formation" button in addition to the current Copy + Update if things get too messy otherwise.
Title: Re: Suggestions Thread for v2.0
Post by: JacenHan on November 26, 2023, 11:28:33 PM
I know 2.2 just came out and I'm still enjoying all the new features, but...

Suggestion: Have units built using the new "Organization" tab of Ground Forces use the name of the Organization node for the formations created instead of the name of the formation template (possibly a toggle option). For example, if I have an "Infantry Division" organization with a "Division Headquarters Assets" top-level formation template, the formation added to the construction queue or instant built would be named "1st Infantry Division" instead of "1st Division Headquarters Assets".

It would be very nice if we could cascade this down through nested templates as well (IE, the "Infantry Division" organization above contains three "Infantry Brigade" organizations below the division headquarters, and those would be named "1st/2nd/3rd Infantry Brigade" instead of "1st/2nd/3rd Brigade Headquarters Assets"), but that sounds more complicated since it looks like nesting organizations just copies the contents and doesn't link the organizations themselves.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 27, 2023, 06:21:43 PM
Does anyone actually use Training naval admins? I feel like it is too much micromanagement so most people avoid it, but maybe people do use it and we just don't talk about it much?

Suggestion: Change Training Admin Command to give 0.25 Crew Training and 0.25 Fleet Training, and eliminate the training behavior for fleets under this type of command.

This would eliminate micromanagement and make Training commands worth using, plus it would create some jobs for my admirals with Crew Training and no other useful skills. If we still want to have access to the current mechanic (or better, the old VB6 mechanic?) it could be re-implemented as an order or standing order.

EDIT: It is possible to implement this by adding a new naval admin command type in the DB. This means you can have both options very easily, for anyone who wants to try this change for themselves. Easy one-liner in DIM_NavalAdminCommandTypes - usual rules about bug reporting apply of course.
Title: Re: Suggestions Thread for v2.0
Post by: Kristover on November 27, 2023, 10:01:13 PM
I second the training admin comment.  I don’t use them now because of the micro but would them if it was structured like this.
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on November 28, 2023, 03:57:41 AM
Does anyone actually use Training naval admins? I feel like it is too much micromanagement so most people avoid it, but maybe people do use it and we just don't talk about it much?

Suggestion: Change Training Admin Command to give 0.25 Crew Training and 0.25 Fleet Training, and eliminate the training behavior for fleets under this type of command.

This would eliminate micromanagement and make Training commands worth using, plus it would create some jobs for my admirals with Crew Training and no other useful skills. If we still want to have access to the current mechanic (or better, the old VB6 mechanic?) it could be re-implemented as an order or standing order.

I use them religiously. Getting rotated through the training and overhaul fleets before being released for active duty is part of my ship production pipeline. I think it makes sense for there to be a major advantage to having well trained crews, but for that to take a little bit of admin to arrange.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 28, 2023, 09:38:40 AM
Does anyone actually use Training naval admins? I feel like it is too much micromanagement so most people avoid it, but maybe people do use it and we just don't talk about it much?

Suggestion: Change Training Admin Command to give 0.25 Crew Training and 0.25 Fleet Training, and eliminate the training behavior for fleets under this type of command.

This would eliminate micromanagement and make Training commands worth using, plus it would create some jobs for my admirals with Crew Training and no other useful skills. If we still want to have access to the current mechanic (or better, the old VB6 mechanic?) it could be re-implemented as an order or standing order.

I use them religiously. Getting rotated through the training and overhaul fleets before being released for active duty is part of my ship production pipeline. I think it makes sense for there to be a major advantage to having well trained crews, but for that to take a little bit of admin to arrange.

This is fair. My thing is more, I want to have a job for my admirals with Crew Training and very little else + a more thematically appropriate command type for reserve/training fleets, but I hate the micro and resource use of the current training mechanics. So my idea is to have the Training HQ give a passive bonus, and then have the current training mechanic as an order type that gives x2 boost or similar to the training rate in exchange for the micro + resource usage.
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on November 28, 2023, 10:57:05 AM
This is fair. My thing is more, I want to have a job for my admirals with Crew Training and very little else + a more thematically appropriate command type for reserve/training fleets, but I hate the micro and resource use of the current training mechanics. So my idea is to have the Training HQ give a passive bonus, and then have the current training mechanic as an order type that gives x2 boost or similar to the training rate in exchange for the micro + resource usage.

Ahh OK. So like a 'Fleet Reserve' Admin Command type, for ships not on active service, that gives a small training bonus. I like that, especially as a way to give a bump up crew rating while ships aren't needed on active duty (seeing as fleet training Admin commands don't give any crew training bonus). As long as the Fleet training bonus was small and didn't become a way to skip using the fleet training mechanics.

Now you've pointed this out, I think I'll be using Naval type Admin commands for my reserve fleets, and giving them admirals with high crew training.
Title: Re: Suggestions Thread for v2.0
Post by: jatzi on November 28, 2023, 12:15:23 PM
While Steve is apparently working on the refit costs section I thought Id bring up adding a time to refit section to that screen. Personally I usually don't particularly care about the cost to refit something, I mostly care about the time it'd take. Building a brand new ship can take a long time, especially if you dont have components built for it. Refitting something to get a ship with similar capabilities can be quicker than building a new ship. Unless it's not which I'd like to know. If some thing costs a lot to refit but takes less time than building the class from scratch I'd strongly consider doing the refit to save time. So it's a useful metric and having it shown on the screen would be awesome. Thanks!
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 28, 2023, 12:26:51 PM
While Steve is apparently working on the refit costs section I thought Id bring up adding a time to refit section to that screen. Personally I usually don't particularly care about the cost to refit something, I mostly care about the time it'd take. Building a brand new ship can take a long time, especially if you dont have components built for it. Refitting something to get a ship with similar capabilities can be quicker than building a new ship. Unless it's not which I'd like to know. If some thing costs a lot to refit but takes less time than building the class from scratch I'd strongly consider doing the refit to save time. So it's a useful metric and having it shown on the screen would be awesome. Thanks!

Refit/build time is directly proportional to build cost, so if the refit cost is 15% of the build cost it will take 15% of the class build time to do the refit. In other words, if the refit cost is less than 100% then the refit will be faster than a new build.
Title: Re: Suggestions Thread for v2.0
Post by: alex_brunius on November 28, 2023, 02:57:11 PM
Yes, I agree that the more fun parts of ground forces are currently limited by high research costs. I think I already knew that without consciously registering it :)

I'll take a look at those costs.

Not every day you make a suggestion on the Aurora 4x Forums and it's implemented and released later the same day.  :o
Maybe I should go give gambling a try... ;D


That said after giving it some reflection I probably would have left some of the Superheavy techs untouched, and I was pretty fine with the Powered Infantry Armour (especially Heavy) being expensive as I see it as more or less Mecha/Spacemarines stuff in RP which IMO makes sense unlocking later.

I also missed suggesting that HQs design costs do become a bit silly if you want to make large primitive military OOBs (like spending 20-40% of wealth on ground forces) where you end up needing 1000-2000 RP research unlocks for the HQs even without extra armor for them.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 28, 2023, 03:04:17 PM
That said after giving it some reflection I probably would have left some of the Superheavy techs untouched, and I was pretty fine with the Powered Infantry Armour (especially Heavy) being expensive as I see it as more or less Mecha/Spacemarines stuff in RP which IMO makes sense unlocking later.

I think Steve intends to add higher levels of some tech lines, and infantry armor would be one of them I imagine. In some other thread we discussed Space Marines and the consensus seemed to be that something more like 4x armor/4x HP would be more fitting than the 2x/2x we have now.

Though I do agree that the infantry armor didn't really need a cost reduction, I already used that one regularly. However I am enjoying the cheaper research costs for the terrain capabilities as I never used them before but now they are so accessible, why not?  ;D

Quote
I also missed suggesting that HQs design costs do become a bit silly if you want to make large primitive military OOBs (like spending 20-40% of wealth on ground forces) where you end up needing 1000-2000 RP research unlocks for the HQs even without extra armor for them.

The HQ components really should have the same cost scaling as every other component. Personally I would remove the size cap and allow for a HQ2.5M component to take up 5,000 tons, since such a major HQ should be so large, but we could just as well keep the 250-ton size cap and reduce the scaling factor to put costs in line with everything else. That would keep research costs down and make higher HQ levels reasonably affordable.
Title: Re: Suggestions Thread for v2.0
Post by: Ultimoos on November 28, 2023, 03:39:50 PM
Terrain capabilities could be tiered. Each with increasing training time.
Something like:
Basic survival - Reduces effectiveness penalty by half.
Familiarization - No penalty, no benefits in unfamiliar territory.
Terrain utilization - Effectiveness increased by 50%.
Elite adaptability - Effectiveness doubled.

Weapon techs could be tiered too. For example each level would increase weapons accuracy. Development of smarter weapons making it easier to hit hiding or fast moving targets.
A counter to that could be tiering of armor types, each increasing hit points.

Just throwing ideas around.
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on November 28, 2023, 04:40:05 PM


Though I do agree that the infantry armor didn't really need a cost reduction, I already used that one regularly. However I am enjoying the cheaper research costs for the terrain capabilities as I never used them before but now they are so accessible, why not?  ;D
 want to make large primitive military OOBs (like spending 20-40% of wealth on ground forces) where you end up needing 1000-2000 RP research unlocks for the HQs even without extra armor for them.
The terrain modifiers still make the units with them a lot more expensive, so you can't put many on a unit . You have to build the units for the planet so your offensive units can't really use them as the time taken to build an offensive army means you really need to have been building it before the target is available.  They can be nice on defensive units as you know the terrain , or small units made to knock over outposts on minor planets
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 28, 2023, 05:17:08 PM
Though I do agree that the infantry armor didn't really need a cost reduction, I already used that one regularly. However I am enjoying the cheaper research costs for the terrain capabilities as I never used them before but now they are so accessible, why not?  ;D
The terrain modifiers still make the units with them a lot more expensive, so you can't put many on a unit . You have to build the units for the planet so your offensive units can't really use them as the time taken to build an offensive army means you really need to have been building it before the target is available.  They can be nice on defensive units as you know the terrain , or small units made to knock over outposts on minor planets

In my current campaign (a Duranium Legion reboot to explore the new features while waiting for the early bugfixes), I rely mostly on mechanized forces, so the cost of my infantry-based formations increases by only about 10% with a single capability due to the large amount of LVH forces that don't use terrain capabilities. The exception is my desert assault corps which includes significant armored units that can benefit from the desert capability, that one is pricier for sure.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on November 29, 2023, 03:11:53 AM
That said after giving it some reflection I probably would have left some of the Superheavy techs untouched, and I was pretty fine with the Powered Infantry Armour (especially Heavy) being expensive as I see it as more or less Mecha/Spacemarines stuff in RP which IMO makes sense unlocking later.

As long as boarding capability is locked behind the first level of Powered Infantry Armour, then I think it should be very accessible, but I would be fine with later tiers being more expensive.
Title: Re: Suggestions Thread for v2.0
Post by: alex_brunius on November 29, 2023, 09:09:53 AM
As long as boarding capability is locked behind the first level of Powered Infantry Armour, then I think it should be very accessible, but I would be fine with later tiers being more expensive.
Oh it is??!!! I never actually noticed that because I always get the Powered Infantry Armour as my first tech in Ground Combat :o
Then ignore what I wrote with that!  ::)
Title: Re: Suggestions Thread for v2.0
Post by: Desdinova on November 29, 2023, 12:14:55 PM
A trivial change that I think would be great would be making "geo survey complete" events interrupting events; right now they tend to get skipped over and my geosurvey ground units end up wasting a lot of time sitting on desolate planets doing nothing.

SJW: Above added for v2.3.0

I would like to see a way to export and import a player race, including names, images, and naming themes. I like to play "United Nations" games with a diverse set of race name themes, and it always takes a bunch of time to set them up when I start a new game.

Also, it would be nice to be able to import/export the naval admin command hierarchy, since this is also another big game setup step.

It would be nice if display options on the main screen and galactic map were remembered in the database and consistent across saves. Setting the galactic map display options is another time consuming setup step I do once at the start of every new game.

I would love it if scrapped or destroyed ships could have their histories retained, the same way we can preserve notable retired/dead commanders.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on November 29, 2023, 12:57:14 PM
Words of wisdom

I like all of these so yes please.

Also:
Quote
Also, it would be nice to be able to import/export the naval admin command hierarchy, since this is also another big game setup step.

One automation trick I would find useful would be for an admin command to be assigned, by default, a required rank one level under its parent command when created if its parent command has a required rank set by the player. Even better would be if it also inherits the rest of the auto-assign settings from the parent rank - for example, if I create the Logistics Command (auto-assign on, requires Logistics skill, rank Admiral), then creating the Logistics Department underneath it should have auto-assign on, requires Logistics skill, and rank Vice Admiral. This wouldn't eliminate all of the clicking I have to do when I set up the admin commands but it would greatly streamline the process.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on November 29, 2023, 08:28:26 PM
Import / Export Ground Force units, formations and organizations please! It's been talked about since before C# released.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on November 30, 2023, 02:50:15 AM
Not sure to report this as a bug or a feature request. According to this post: http://aurora2.pentarch.org/index.php?topic=8495.msg104912#msg104912, "Ground units of species with certain types of home world may gain capabilities for free". I have not done the testing to see if this is implemented behind the scenes, but in a recently created game with a player race that has a home world of the desert mountain type, when creating ground units I still need to research and pay to apply the desert and mountain capability on ground forces.

If it is implemented behind the scenes, then it can be easy enough to remember if you only have one race, but it becomes more complicated if you conquer and integrate a different race with, say, a jungle home world and start building ground forces with them to mix into the main army.

If this is already implemented, I would like to suggest an interface update to reflect if a particular ground unit already has a terrain specialty, and if it is not, then perhaps a check could be made to award the relevant techs for free and allow free updates with the relevant terrain specialties.
Title: Re: Suggestions Thread for v2.0
Post by: lumporr on November 30, 2023, 07:09:07 PM
Not sure to report this as a bug or a feature request. According to this post: http://aurora2.pentarch.org/index.php?topic=8495.msg104912#msg104912, "Ground units of species with certain types of home world may gain capabilities for free". I have not done the testing to see if this is implemented behind the scenes, but in a recently created game with a player race that has a home world of the desert mountain type, when creating ground units I still need to research and pay to apply the desert and mountain capability on ground forces.

If it is implemented behind the scenes, then it can be easy enough to remember if you only have one race, but it becomes more complicated if you conquer and integrate a different race with, say, a jungle home world and start building ground forces with them to mix into the main army.

If this is already implemented, I would like to suggest an interface update to reflect if a particular ground unit already has a terrain specialty, and if it is not, then perhaps a check could be made to award the relevant techs for free and allow free updates with the relevant terrain specialties.

I tested this recently - if you check "Auto-Design Ground Forces" on the Race Creation screen, it will in fact research the relevant terrain modifiers and I believe relevant generated troops had the modifier by default. But as you said, if you're choosing your own research, it isn't free.
Title: Re: Suggestions Thread for v2.0
Post by: Doc on November 30, 2023, 09:03:17 PM
Not sure if I’m suggesting something unreasonable, but the ability to queue shipyard tasks/modifications similar to construction, ground forces, or research, would be nice. 
Title: Re: Suggestions Thread for v2.0
Post by: Kaiser on December 02, 2023, 08:07:05 AM
Steve, in the class design window, the engine storages are not in size order and that is counter-intuitive when you have select different storages to fit the tonnage.
It is actually standard-large-very large-ultra large and then small-tiny-fighter-minimal. Can you make instead from the bigger to the smaller?

EDIT: Same goes for maintenance storage bays
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 02, 2023, 09:08:07 AM
Steve, in the class design window, the engine storages are not in size order and that is counter-intuitive when you have select different storages to fit the tonnage.
It is actually standard-large-very large-ultra large and then small-tiny-fighter-minimal. Can you make instead from the bigger to the smaller?

EDIT: Same goes for maintenance storage bays

I think the idea is to have the 'Standard' size at the top of the list where it is easiest to find. I find this to work fine for Maintenance Storage but for fuel it is not useful to me personally as the Fuel Storage - Large is my default for most ships, so I would prefer a consistent ordering as well.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on December 02, 2023, 09:08:41 AM
I would love a way to create a colony from the tactical map. I believe there used to be such an option in VB6 through right clicking on a system body without a colony. If implementing in the right-click menu is not feasible, then perhaps a button on the 'Body Info' tab once you have it selected.

This is very useful for setting up sensor outposts on asteroids in Sol. In most systems it would likely not be an issue to do this through the systems view, since the asteroids are numbered, but the asteroids in Sol are named and are not always in a logical order (to me at least), so it can take a while to find the correct asteroid there.

The same goes for asteroid mining. You might want to mine one asteroid at a time and reduce the distance needed to relocate once the asteroid is empty. This is very easy to do when looking at the tactical map and only showing asteroids with minerals, but the challenge is then again to find the same asteroid in a different window to establish the colony.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on December 02, 2023, 05:30:21 PM
Reinforcement Building or feature on existing recruitment ground force building.

I posted this months ago but with all the activity i'm going to chance my arm again.

Could there be a new building or feature in the ground force units building to slowly reinforce existing ground units stationed on the planet with the building.
The current reinforcing mechanics would stay in place and be crucial in reinforcing front line positions fast.

But more for peacetime or light spoiler engagements.  The ability to have a building set to reinforce at a trickle speed to bring armies back up to full strength over time would be a nice QOL improvement.
Multiple buildings speed up the process but have diminishing returns.  This would allow for the creation of recruitment worlds where dedicated reinforcement armies go back to resupply and be ready for the next large scale fast reinforcements, this would save having to rebuild new reinforcement armies each time.

It could be that the reinforcement building is "loaded" with a new (2. 2) organization or template and in the background has every unit already built in a sort of ghost reinforcement unplayable army.  this way when you land your real army on the planet the two armies react the same way as they do now just at a much slower rate.

Population of a body could also be a factor in reinforcement speed.
Title: Re: Suggestions Thread for v2.0
Post by: Ush213 on December 02, 2023, 05:34:16 PM
Templates for Civ orders

Discovering a new rich resource system begins the process of assigning mines and mass drivers to mining colonies or infrastructure and installations to future colonies.
I propose a way to create templates for Civ orders to allow a way to reduce a amount of manual input needed.

Templates are created in the Civ/flag window and can be applied from there but also can then appear in the system view window as a drop down bar which you select the desired template and then create colony.

Eg.
Drop down                                                    Create Colony
-None
-Pioneering Mining Base (10xam, 1xMD)
-Emerging Mining Base (50xam. 2xMD)
-Established Mining Base (500xam, 5xMD)
-Early Settlers (5000xinfra)
-Thriving Settlers (10000xinfra)
-Established Settlers (50000xinfra)

"Colony has been created with a demand of 10 automines and 1 mass driver"

The game would remember the last drop down selected so the player could quickly go down the list adding mining colonies or population center's or any template of their choosing.
The player would then just be left with ensuring there is enough installations built on the production world to supply the civilians to transport.
"None" is the default and just does what create colony does now.
Title: Re: Suggestions Thread for v2.0
Post by: SevenOfCarina on December 02, 2023, 07:17:04 PM
A minor addition I'd like to see for ground combat unit design: a "seek combat" checkbox for ground units that does the exact opposite of what the current "avoid combat" checkbox does. Units set to "seek combat" will appear five times as large when hostile formations select their targets, at the cost of being easier to hit (perhaps a 2x multiplier to hit-chance).

This would allow the construction of "shield" units that can draw fire from squishier elements (say APCs protecting infantry, or infantry drawing fire away from tanks) without being excessively unbalanced, since the "shield" units are easier to hit.
Title: Re: Suggestions Thread for v2.0
Post by: SevenOfCarina on December 02, 2023, 07:23:30 PM
Oh, and while we're at this, I'd once again like to request that missile warheads use square-root scaling like power plants currently do. The math behind decoys right now means that larger missiles can only break through missile defences at similar rates as smaller missiles by having smaller warheads relative to their size. And missile warheads are anaemic as is!

Something like warhead strength = ((warhead size in MSP)/0.25)^0.5 * (warhead size in MSP) * (warhead strength per MSP)?
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on December 03, 2023, 01:55:02 AM
Oh, and while we're at this, I'd once again like to request that missile warheads use square-root scaling like power plants currently do. The math behind decoys right now means that larger missiles can only break through missile defences at similar rates as smaller missiles by having smaller warheads relative to their size. And missile warheads are anaemic as is!

Something like warhead strength = ((warhead size in MSP)/0.25)^0.5 * (warhead size in MSP) * (warhead strength per MSP)?

I think there's something to this. I've noticed the same thing when trying to design size 10 or 12 ASMs. By the time I add enough penaids to offset the smaller volley size due to the larger missiles, the average damage per MSP tends to go down.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on December 03, 2023, 07:15:17 AM
I would love to be able to set a reserve level for MSP production (and maybe also fuel).

Once you start having maintenance locations spread out over multiple colonies, it can be a bit hard and micro intensive to keep track of MSP levels. In my current game I realized that production of MSP was the single biggest gallicite sink, so continuous MSP production could mean that I drain my gallicite reserves while building more MSP than I could ever dream of spending.

Setting a reserve level would activate MSP production only up to that point to keep your desired reserve topped off, but would prevent excessive production if you forget to turn MSP production off.
Title: Re: Suggestions Thread for v2.0
Post by: BwenGun on December 03, 2023, 08:42:17 AM
Gauss and Railguns providing a very small bonus to beam weapon hit chance if on the same ship and if past a certain tech level.

As beam weapons go at the speed of light that means that part of their hit chance calc comes from the fact that hostile ships will be engaging in automatic small positional manoeuvring to make it harder for beam fire controls to lock their exact position. And the further away a target is the more time they have to be elsewhere when the beam intersects with the place it was aimed at. This same problem also exists for rail and gauss based weaponry except amplified by the much slower velocity of their rounds.

However, with sufficiently advanced computers and skilled tactical/weapons officers kinetics can be used to limit the probability cone of a targets movement in space and thus provide the beam fire control with a higher chance to hit. Effectively the kinetic rounds would be fired in sequence before the beams reach optimum range, with the aim being to have them flying through an enemy formation as the beam weapons come within range. The target ships will be able to spot the incoming kinetic rounds, especially as some may be a variant of canister, designed to burst at preset points to cover a wider area with small debris, and will adjust course to avoid them. But those kinetics will still be a danger and so will block off a region of space they're passing through to the target ships list of automatic anti-beam manoeuvring, and in doing so increasing the chance of a beam weapon hit slightly.

My thinking behind this is a) I think its a cool concept for space combat b) gives a small benefit to the player if they vary their ships armaments and don't tunnel vision down a single weapon tree. 
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 03, 2023, 09:11:01 AM
Oh, and while we're at this, I'd once again like to request that missile warheads use square-root scaling like power plants currently do. The math behind decoys right now means that larger missiles can only break through missile defences at similar rates as smaller missiles by having smaller warheads relative to their size. And missile warheads are anaemic as is!

Something like warhead strength = ((warhead size in MSP)/0.25)^0.5 * (warhead size in MSP) * (warhead strength per MSP)?

I think there's something to this. I've noticed the same thing when trying to design size 10 or 12 ASMs. By the time I add enough penaids to offset the smaller volley size due to the larger missiles, the average damage per MSP tends to go down.

One thing to keep in mind is that even if larger missiles have lower damage per MSP due to mounting penaids, etc. the idea is that they will still deliver more damage per salvo due to all those penaids making it harder to kill them. Whether this idea works in practice is something we need to figure out with a lot of playtesting since all of these new missile options are new and not yet well understood.

I do like the idea in concept, just think we need to get more data as a playerbase before we start making more changes to missiles.  :)
Title: Re: Suggestions Thread for v2.0
Post by: superstrijder15 on December 03, 2023, 09:39:06 AM
Reinforcement Building or feature on existing recruitment ground force building.

I posted this months ago but with all the activity i'm going to chance my arm again.

Could there be a new building or feature in the ground force units building to slowly reinforce existing ground units stationed on the planet with the building.
The current reinforcing mechanics would stay in place and be crucial in reinforcing front line positions fast.

But more for peacetime or light spoiler engagements.  The ability to have a building set to reinforce at a trickle speed to bring armies back up to full strength over time would be a nice QOL improvement.
Multiple buildings speed up the process but have diminishing returns.  This would allow for the creation of recruitment worlds where dedicated reinforcement armies go back to resupply and be ready for the next large scale fast reinforcements, this would save having to rebuild new reinforcement armies each time.

It could be that the reinforcement building is "loaded" with a new (2. 2) organization or template and in the background has every unit already built in a sort of ghost reinforcement unplayable army.  this way when you land your real army on the planet the two armies react the same way as they do now just at a much slower rate.

Population of a body could also be a factor in reinforcement speed.

I think this capability of essentially repairing damaged units would be very useful. Right now reconstructing an army after an invasion is pretty micro intensive, it would be nice if you could say put in an order in the ground forces window to adjust a military formation and its children to fit the org chart of one of your organizations and have all formations at full strength. Then it should calculate which elements need to be trained, and then the units trained. In practice, it would be like building an organization but subtracting what you already have.

Another feature that I would like GU construction to gain is the ability to refit elements. I guess there should be limits to this but it should in my eyes be possible to take a division from 20 years ago, and upgrade each component unit to the current level of armour and weaponry strength for some cost lower than building entirely new unit. That could represent giving new equipment to veteran soldiers rather than firing them and hiring new people.
Title: Re: Suggestions Thread for v2.0
Post by: SevenOfCarina on December 03, 2023, 11:18:49 AM
One thing to keep in mind is that even if larger missiles have lower damage per MSP due to mounting penaids, etc. the idea is that they will still deliver more damage per salvo due to all those penaids making it harder to kill them. Whether this idea works in practice is something we need to figure out with a lot of playtesting since all of these new missile options are new and not yet well understood.

I do like the idea in concept, just think we need to get more data as a playerbase before we start making more changes to missiles.  :)

They don't. This can be checked mathematically. Consider a 4.0 MSP missile with 1.5 MSP of payload (so ECCM, one decoy, and 0.75 MSP of warhead) that needs four AMMs or gauss shots to kill. To maintain the same penetration rate (i.e., the same fraction of salvos make it through defences), an 8.0 MSP missile should need twice as many AMMs or gauss shots to kill. Because of how decoys scale, this needs an additional three decoys.

But an 8.0 MSP missile will only have 3.25 MSP of payload (after accounting for increased engine size efficiency), so adding three more decoys will imply 1.0 MSP of warhead, which is ~50% less warhead per MSP of missile compared to the 4.0 MSP missile. If you choose to add only two extra decoys to conserve warhead size per MSP, a smaller fraction of the salvo will penetrate defences, leading to lower total damage. And this isn't even accounting for multiple warheads, which are brutal towards additional decoys.

Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on December 03, 2023, 12:33:21 PM
One thing to keep in mind is that even if larger missiles have lower damage per MSP due to mounting penaids, etc. the idea is that they will still deliver more damage per salvo due to all those penaids making it harder to kill them. Whether this idea works in practice is something we need to figure out with a lot of playtesting since all of these new missile options are new and not yet well understood.

I do like the idea in concept, just think we need to get more data as a playerbase before we start making more changes to missiles.  :)

Yeah I agree that more testing is needed to confirm all the theory. I was referring to a missile that had enough penaids to be what _looks like_ the same chances of penetrating defences, as an equivalent set of smaller missiles. But I don't know what the real outcomes will be until I can get down to some proper testing. At least we can shoot at our own ships to test things now!

Seven put their finger right on the thing that I'd noticed here:

They don't. This can be checked mathematically. Consider a 4.0 MSP missile with 1.5 MSP of payload (so ECCM, one decoy, and 0.75 MSP of warhead) that needs four AMMs or gauss shots to kill. To maintain the same penetration rate (i.e., the same fraction of salvos make it through defences), an 8.0 MSP missile should need twice as many AMMs or gauss shots to kill. Because of how decoys scale, this needs an additional three decoys.

But an 8.0 MSP missile will only have 3.25 MSP of payload (after accounting for increased engine size efficiency), so adding three more decoys will imply 1.0 MSP of warhead, which is ~50% less warhead per MSP of missile compared to the 4.0 MSP missile. If you choose to add only two extra decoys to conserve warhead size per MSP, a smaller fraction of the salvo will penetrate defences, leading to lower total damage. And this isn't even accounting for multiple warheads, which are brutal towards additional decoys.


Title: Re: Suggestions Thread for v2.0
Post by: Mint Keyphase on December 04, 2023, 03:45:51 AM
UI scale and font size pls?
Title: Re: Suggestions Thread for v2.0
Post by: SpaceMarine on December 05, 2023, 04:54:09 PM
Hello,

I would like to suggest the features 'Auto-Construct', 'Auto-repair' 'Auto-scrap' '

Currently we have auto refit, however if we were to extend the auto nature to scrapping, constructing and repairing it would greatly reduce clicks needed for say creating a large scale fleet of FAC or any other vessel that you want to construct, it would also allow you to set auto repair and have your entire fleet be repaired over time with no additional clicks required!.

I submit this suggestion because my arms hurt and so do my wrists, also because its relatively atleast from my view easy to implement as auto-refit has already been implemented and it uses the same window and interface.
Title: Re: Suggestions Thread for v2.0
Post by: Hazard on December 05, 2023, 07:10:09 PM
Hello,

I would like to suggest the features 'Auto-Construct', 'Auto-repair' 'Auto-scrap' '

Currently we have auto refit, however if we were to extend the auto nature to scrapping, constructing and repairing it would greatly reduce clicks needed for say creating a large scale fleet of FAC or any other vessel that you want to construct, it would also allow you to set auto repair and have your entire fleet be repaired over time with no additional clicks required!.

I submit this suggestion because my arms hurt and so do my wrists, also because its relatively atleast from my view easy to implement as auto-refit has already been implemented and it uses the same window and interface.

I would love to be able to queue up a number of ships for a shipyard and just have the shipyard start construction as slips become available. Doesn't even need to be an endless feature, preferably not actually, I just want to be able to queue up a dozen frigates to expand my navy and not have to think about how many of the number I've planned I've got now one has rolled out of dock.


Also, with the ground unit terrain type table by Nuclearslurpee in mind (link is http://aurora2.pentarch.org/index.php?topic=13369.msg166544#msg166544), I propose new terrain type specializations.

Amphibious, applies to; Archipelago, Jungle, Rainforest and Swamp.
Forest, applies to; any Forest/Forested terrain, Taiga and Sub-Tropical Terrains, and is infantry only.
and Flatlands, applies to; Arid, Barren, Chapparal, Cold Desert, Cold Steppe, Desert, Grassland, Hot Desert, Ice Fields, Savannah, Steppe, Subarctic and Tundra.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 05, 2023, 07:26:53 PM
Also, with the ground unit terrain type table by Nuclearslurpee in mind (link is http://aurora2.pentarch.org/index.php?topic=13369.msg166544#msg166544), I propose new terrain type specializations.

Amphibious, applies to; Archipelago, Jungle, Rainforest and Swamp.
Forest, applies to; any Forest/Forested terrain, Taiga and Sub-Tropical Terrains, and is infantry only.
and Flatlands, applies to; Arid, Barren, Chapparal, Cold Desert, Cold Steppe, Desert, Grassland, Hot Desert, Ice Fields, Savannah, Steppe, Subarctic and Tundra.

I wouldn't want to add specializations just so every terrain type has a specialization. The fact that some terrain types lack specialization creates an interesting, if minor, decision space - for example, when selecting a planet for a military base you might have a choice between a jungle planet, which is easier to defend but leaves you open to the risk of the enemy deploying jungle-specialist units, or a forest planet, which is not as good for the defender but does not carry the risk of being overcome by specialized opponents. Of course, you also have the option of defending the jungle planet with jungle-specialized troops, at a higher cost in exchange for eliminating the risk.

If we just add a capability for every terrain type, then we lose some distinctiveness from different terrain types and it becomes purely a numbers game. I admit this is a small, uncommon, and usually low-impact decision but I would still prefer to keep it as-is.

That being said... I would definitely like to see an "Amphibious" specialization and the ability to train proper Marines in the traditional sense. This should apply to Archipelago and Swamp terrains currently but we would probably want to add a couple more water-based terrain types. I'd prefer not to apply this to jungle, tropical, etc. terrains both to avoid duplicating terrain capabilities and because that's not really how marines/naval infantry historically have been trained - sometimes there is overlap but it is not the norm and we can stack capabilities if we want to roleplay the exceptions.
Title: Re: Suggestions Thread for v2.0
Post by: SpaceMarine on December 05, 2023, 08:21:48 PM
Hello,

I would like to suggest the features 'Auto-Construct', 'Auto-repair' 'Auto-scrap' '

Currently we have auto refit, however if we were to extend the auto nature to scrapping, constructing and repairing it would greatly reduce clicks needed for say creating a large scale fleet of FAC or any other vessel that you want to construct, it would also allow you to set auto repair and have your entire fleet be repaired over time with no additional clicks required!.

I submit this suggestion because my arms hurt and so do my wrists, also because its relatively atleast from my view easy to implement as auto-refit has already been implemented and it uses the same window and interface.

I would love to be able to queue up a number of ships for a shipyard and just have the shipyard start construction as slips become available. Doesn't even need to be an endless feature, preferably not actually, I just want to be able to queue up a dozen frigates to expand my navy and not have to think about how many of the number I've planned I've got now one has rolled out of dock.


Also, with the ground unit terrain type table by Nuclearslurpee in mind (link is http://aurora2.pentarch.org/index.php?topic=13369.msg166544#msg166544), I propose new terrain type specializations.

Amphibious, applies to; Archipelago, Jungle, Rainforest and Swamp.
Forest, applies to; any Forest/Forested terrain, Taiga and Sub-Tropical Terrains, and is infantry only.
and Flatlands, applies to; Arid, Barren, Chapparal, Cold Desert, Cold Steppe, Desert, Grassland, Hot Desert, Ice Fields, Savannah, Steppe, Subarctic and Tundra.

I agree, however i made my suggestion in the way i did because i wanted it to be as mechanically similar as possible so it would be easier to implement. obviously id love if i could go 'build 24 destroyers with this shipyard' and for it to then tell me how long that would take with current slipways etc and estimated date
Title: Re: Suggestions Thread for v2.0
Post by: Hazard on December 05, 2023, 08:55:24 PM
Thing is, successfully operating in some of those environments as a military are things that may not require specialist skills, and there's certainly overlap between Forest and Jungle, they are terrain types you can specialize a unit into, by way of doctrine, training and equipment, and expect them to do better than a unit that isn't. Right now a unit with mountain and jungle capabilities does as well on a savanna or prairie as any other unit, despite most likely being prepared for a very different sort of combat than what such wide open fields and rolling hills permit. I want the ability to go 'these guys are absolutely trained and equipped with a doctrine designed to eke out every advantage possible on flatlands, and will ruin the day of those who were not'.

The ground forces game is already a numbers game, it's just a different numbers game because there are specializations for some types of terrain but not for others, and some conditions over others. Right now the best defense against an attack on a world where no capability modifier exists, like Temperate Forest for most species, is to simply exploit the fact that units with no capabilities are noticeably cheaper to construct with the same combat stats than units with capabilities, and to beat the opponent to death with your numbers advantage. A capability option would offer you a choice, to gamble on numbers, or to gamble on the capability being more effective than it's expensive once you account for the lower space lift requirements.

I first considered making Archipelago and Swamp the only Amphibious options, and I would love a greater variety of water based terrain types, but I added Rainforest and Jungle (and not their Mountain and Rift Valley sub-types) because that would leave a very niche capability and, AFAIK, most rainforests and jungles are very wet areas where travel by river is often the most convenient unless you can fly or are willing to spend a lot of effort on carving a road through the dense mass of trees, and if the dominant terrain isn't some variety of Mountain or Rift Valley most waterways should not have problems like rapids or waterfalls.

(Also, Forest and Jungle capabilities should be mutually exclusive but still have a lessened effect on the Jungle/Forest terrain type respectively.)
Title: Re: Suggestions Thread for v2.0
Post by: Mint Keyphase on December 06, 2023, 02:58:56 AM
1. Ability to SM modify traits of commanders (RP value)
2. Ability to SM modify buff of commanders (QoL, and also RP value) 
3. Ability to SM modify crew training (QoL, and RP experienced crew transferring)
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 06, 2023, 04:44:43 PM
Small QoL improvement: Allow research projects to be set up with zero assigned labs.

The main reason for this is for cases where, if all researchers with assigned projects are using their full admin capacity, another project can be set up with "Assign New Labs" enabled, to eliminate a small micromanagement inconvenience and to safeguard against missing the "Inactive Labs" event notification. It could also be useful as a way for some players to remember what they wanted to do next after some other project finished.
Title: Re: Suggestions Thread for v2.0
Post by: SevenOfCarina on December 07, 2023, 01:51:15 PM
Add a tech series for "Maximum Sorium Harvesting Diameter", similar to the current "Maximum Orbital Mining Diameter" techs.

Obtaining fuel from gas giants is far too easy right now, and it's basically impossible to run them dry since they spawn with millions of tons of sorium. This would reduce the fraction of gas giants that are exploitable in the early game, and spur redevelopment in the mid game as higher-quality sorium reserves within your territory become exploitable.
Title: Re: Suggestions Thread for v2.0
Post by: Nori on December 07, 2023, 03:38:21 PM
I don't believe this is possible currently. It'd be nice if we can filter health/retirement events to exclude unassigned people. I care about my governors, naval admin, scientists and such, but my even log is filled with retirements and ya know, unimportant people..
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 07, 2023, 10:25:12 PM
Add a tech series for "Maximum Sorium Harvesting Diameter", similar to the current "Maximum Orbital Mining Diameter" techs.

Obtaining fuel from gas giants is far too easy right now, and it's basically impossible to run them dry since they spawn with millions of tons of sorium. This would reduce the fraction of gas giants that are exploitable in the early game, and spur redevelopment in the mid game as higher-quality sorium reserves within your territory become exploitable.

I'm not a fan. I already find it a bit tricky to find a sorium-bearing gas giant that is in the right place with sufficiently high accessibility, especially with Raiders as this adds a requirement that the gas giant be in a system which can support a defensive force.

Perhaps an alternative would be to reduce the amount of sorium so that it is possible to run these gas giants dry in a reasonable time frame?
Title: Re: Suggestions Thread for v2.0
Post by: xenoscepter on December 08, 2023, 12:09:55 AM
http://aurora2.pentarch.org/index.php?topic=13382.msg166815#msg166815 (http://aurora2.pentarch.org/index.php?topic=13382.msg166815#msg166815)

 --- I made a quick proposition for how Shield Generators, as a component, might be made more interesting and less linear.
Title: Re: Suggestions Thread for v2.0
Post by: papent on December 08, 2023, 12:10:03 AM
Add a tech series for "Maximum Sorium Harvesting Diameter", similar to the current "Maximum Orbital Mining Diameter" techs.

Obtaining fuel from gas giants is far too easy right now, and it's basically impossible to run them dry since they spawn with millions of tons of sorium. This would reduce the fraction of gas giants that are exploitable in the early game, and spur redevelopment in the mid game as higher-quality sorium reserves within your territory become exploitable.

I'm not a fan. I already find it a bit tricky to find a sorium-bearing gas giant that is in the right place with sufficiently high accessibility, especially with Raiders as this adds a requirement that the gas giant be in a system which can support a defensive force.

Perhaps an alternative would be to reduce the amount of sorium so that it is possible to run these gas giants dry in a reasonable time frame?

Maybe split the difference and have a tech line for the minimum accessibility you can extract fuel from? Have to research 3 levels to utilize that 0.7 gas giant that's in a perfect location.
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on December 08, 2023, 01:46:41 AM
Add a tech series for "Maximum Sorium Harvesting Diameter", similar to the current "Maximum Orbital Mining Diameter" techs.

Obtaining fuel from gas giants is far too easy right now, and it's basically impossible to run them dry since they spawn with millions of tons of sorium. This would reduce the fraction of gas giants that are exploitable in the early game, and spur redevelopment in the mid game as higher-quality sorium reserves within your territory become exploitable.

I'm not a fan. I already find it a bit tricky to find a sorium-bearing gas giant that is in the right place with sufficiently high accessibility, especially with Raiders as this adds a requirement that the gas giant be in a system which can support a defensive force.

Perhaps an alternative would be to reduce the amount of sorium so that it is possible to run these gas giants dry in a reasonable time frame?

I'm with @nuclearslurpee on this one. If you get lucky you can have a near-infinite amount of Sorium in the Sol system, but not always. And even then I have managed to suck Jupiter dry on occasion, and the next best sorium gas giant was 2 systems away. This meant more tankers and logistics, and due to spoilers, tanker escorts, a military outpost to protect he fuel complex etc etc.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 09, 2023, 12:20:45 PM
Suggestion: The "Copy Class" button in the Class Design window should provide a pop-up dialog asking the user for the name of the new class.

I can virtually guarantee that no one plans to use "Class Name - Copy" as the actual class name, so why not eliminate an extra button click?
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 09, 2023, 02:03:29 PM
Suggestion: The "Copy Class" button in the Class Design window should provide a pop-up dialog asking the user for the name of the new class.

I can virtually guarantee that no one plans to use "Class Name - Copy" as the actual class name, so why not eliminate an extra button click?

I'd rather not, a lot of the time I don't know what name I'll give the new class and come up with it while I design/make modifications to the copy class. This would make that process quite irritating as I'd just give it a placeholder name anyways.
Title: Re: Suggestions Thread for v2.0
Post by: Snoman314 on December 09, 2023, 02:11:24 PM
Suggestion: The "Copy Class" button in the Class Design window should provide a pop-up dialog asking the user for the name of the new class.

I can virtually guarantee that no one plans to use "Class Name - Copy" as the actual class name, so why not eliminate an extra button click?

I'd rather not, a lot of the time I don't know what name I'll give the new class and come up with it while I design/make modifications to the copy class. This would make that process quite irritating as I'd just give it a placeholder name anyways.

Yeah, i use 'Class Name - Copy' as a placeholder all the time as well.
Title: Re: Suggestions Thread for v2.0
Post by: Kaiser on December 10, 2023, 05:58:05 AM
I suggest a simple terraforming display info on the environmental tab, which says "terraforming devices present (yes) or (not)".

This is because when you have multiple populated colonies across the universe or inside a system and you want terraform many (albeit not all of them) it is hard to remember in which body you have already moved terraforming devices so you have to always switching between tabs to recall that.
Title: Re: Suggestions Thread for v2.0
Post by: Steve Walmsley on December 10, 2023, 06:56:01 AM
I suggest a simple terraforming display info on the environmental tab, which says "terraforming devices present (yes) or (not)".

This is because when you have multiple populated colonies across the universe or inside a system and you want terraform many (albeit not all of them) it is hard to remember in which body you have already moved terraforming devices so you have to always switching between tabs to recall that.

Environmental tab already has 'Annual Terraform Capacity'. If this line isn't present, there are no terraformers at the colony.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on December 10, 2023, 11:21:04 AM
Cargo Hold - Fighter

Maybe 250 tons? Really just big enough to move bit of infrastructure. Would make fighter-size only based RP work. Currently everything else works with them - tankers, troop transports, colonist transport, surveying, and of course fighting. But no cargo, which is a bit of a bummer!
Title: Re: Suggestions Thread for v2.0
Post by: Desdinova on December 10, 2023, 11:35:41 AM
While I think it's cool that the star catalog is being expanded, I'd like to see a curated set of real stars. Have the option to play with the set paired down to a couple hundred real star systems that are likely to have habitable or interesting planets, with most of the red and white dwarfs removed.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 10, 2023, 09:53:37 PM
An additional option under "Display" to hide/show comets which I believe existed at one point but I can't find it anymore.
Title: Re: Suggestions Thread for v2.0
Post by: smoelf on December 11, 2023, 03:19:17 PM
Suggestion to add a colony function category for deep space populations.

When adding the checkmark for 'display function' in economics view, the DPS's can get drowned out in the list on empty colonies. It would be nice if they showed up in a group of their own similar to 'Populated Systems', 'Listening Posts', 'Terraforming Sites' etc.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 11, 2023, 03:53:59 PM
I'm sure it's come up before, but being able to input new rank themes would be lovely.

I think the tricky part is the implementation. One rank per line doesn't work since we need four entries per line (naval rank, abbr., ground rank, abbr.), and using space as a separator won't work since ranks often have more than one word in their titles. I would suggest using a CSV format since ranks pretty rarely have commas, I don't think any of the current defaults use commas for example.
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on December 11, 2023, 04:40:21 PM
From long professional experience and sufferring importing data files never ever use CSV with a , seperator someone will always break it | seperated usually works although I have encountered a mistyped pipe in someones name breaking an import in the past
Title: Re: Suggestions Thread for v2.0
Post by: Kristover on December 11, 2023, 05:21:10 PM
I would like to see civilian shipping be able to transport quantities of minerals and not just facilities.  I make extensive use of my civilians and only keep a small number of player cargo ships around for specific purposes related to starter colonies.  Being able to tell civilian freighters to pick up 5000 minerals and transport them strikes me as a logical thing and one that would save shipyard capacity and fuel.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 11, 2023, 06:43:45 PM
From long professional experience and sufferring importing data files never ever use CSV with a , seperator someone will always break it | seperated usually works although I have encountered a mistyped pipe in someones name breaking an import in the past

I suggested CSV simply because it is used elsewhere in Aurora so Steve, I presume, is already comfortable working with the format. I agree it is not a very good format but it is easy. For my money, Aurora would benefit from moving away from a DB model and using JSON files or some other relatively robust, readable format to store all the game data, but obviously I don't expect Steve to do all that work while the current system works perfectly fine for our needs.  :)
Title: Re: Suggestions Thread for v2.0
Post by: Andrew on December 11, 2023, 07:54:24 PM


I suggested CSV simply because it is used elsewhere in Aurora so Steve, I presume, is already comfortable working with the format. I agree it is not a very good format but it is easy. For my money, Aurora would benefit from moving away from a DB model and using JSON files or some other relatively robust, readable format to store all the game data, but obviously I don't expect Steve to do all that work while the current system works perfectly fine for our needs.  :)
People screw up JSON and XML files all the time too! I have had national database updates broken because someone found a clever way to put invalid data into their JSON file which broke the process, not a deliberate thing just the way data entry works. Or because the XML/JSON was badly specified and then could not be altered as it was legally mandated in the broken format.   I suggested pipe seperated as it is CSV with a different seperator and one which is harder to break. Loading JSON files can also be fairly slow depending on the data volume so for live access to data systems Database are the standard for a reason, none of the organisations I work for or talk too have any plans to abandon databases for storage and operation, we get data submission via JSON and similar but that is transferring between organisations with seperate databases
Title: Re: Suggestions Thread for v2.0
Post by: QuakeIV on December 11, 2023, 09:32:42 PM
Databases are not meant to manage the configuration or active memory of an application, nor are they especially good at it.
Title: Re: Suggestions Thread for v2.0
Post by: Ulzgoroth on December 11, 2023, 10:07:36 PM
When attacked by missiles and no hits were scored, I still received a report of the damage per hit. That seems like intel I shouldn't get, considering no warhead detonation contacts occur.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 11, 2023, 10:33:08 PM
When attacked by missiles and no hits were scored, I still received a report of the damage per hit. That seems like intel I shouldn't get, considering no warhead detonation contacts occur.

I think the idea is that if the missiles explode, you can get readings of how big the boom was even if they don't actually hit anything.
Title: Re: Suggestions Thread for v2.0
Post by: Ulzgoroth on December 12, 2023, 02:08:10 AM
When attacked by missiles and no hits were scored, I still received a report of the damage per hit. That seems like intel I shouldn't get, considering no warhead detonation contacts occur.

I think the idea is that if the missiles explode, you can get readings of how big the boom was even if they don't actually hit anything.
If the missiles explode, there should be warhead detonation contacts, shouldn't there? But you only get those for the missiles that actually make contact. (At least for regular missiles, I haven't seen laser missiles yet.)
Title: Re: Suggestions Thread for v2.0
Post by: Doc on December 12, 2023, 10:08:53 AM
When a terraforming job finishes, it would be nice if double clicking the "Terraforming Report" event took me to the proper colonies environment screen.  This would be more in line with similar functionality already present when double clicking a completed construction event, shipyard event, research completion event, etc.
Title: Re: Suggestions Thread for v2.0
Post by: Oafsalot on December 12, 2023, 01:23:12 PM
I would very much like ctrl-f2 to return, I don't know if was intentional or not, but it was very very useful.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 12, 2023, 09:45:56 PM
Would be nice if we could set artillery support in the organisation creation menu.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 13, 2023, 12:37:47 PM
This is recalling a previous suggestion here (http://aurora2.pentarch.org/index.php?topic=13020.msg161588;topicseen#msg161588), but I think it is relevant with the changes to missile combat making missiles more of a featured system.

Suggestion: Make ground unit racial attack dependent on a dedicated tech line and independent of weapons tech lines.

Alternative: In addition to current techs, make ground unit attack also improve based on missile warhead, meson caliber, and optionally Gauss ROF and/or HPM caliber technologies.

Rationale: The main reason for this suggestion, which I gave in the linked post as well, is that currently ground unit attack only improves if you research certain weapon techs - specifically, only lasers, railguns, plasma, and particle beams will affect ground unit attack. This is a notable nerf to any race which wants to use missiles, mesons, Gauss, and HPM as it forces these races to research the former types of weapons even if they might not want to. Why should a race that uses missiles + Gauss be penalized for that choice or else forced to research a weapon type that may not match their roleplay philosophy?

I consider this particularly timely in light of the recent improvements to missile combat, if we want missiles to be more widely used and viable it does not make sense to nerf missiles on the strategic level (especially since missiles are already strategically the most difficult weapon type, research and logistics-wise) by having this negative side-effect for ground units. Furthermore, the distinction is arbitrary and makes no sense - many ground unit weapons can be modeled as missiles (ATGMs, SAMs, MLRSs, strategic bombardment weapons, etc.) so why should missile warhead tech not improve missile-based ground weapons. One might make the argument that spaceborne missiles are nuclear weapons and that tech should not affect ground force weapons, to such people I ask who are you to judge me for my choice of wartime atrocities?  :)

I would prefer making ground unit attack dependent on a dedicated tech line, because it: (1) is more transparent to the player IMO, (2) gives ground combat researchers something to do at higher tech levels, and (3) makes the balance of ground unit attack/armor accessible to DB modders. However, if it would be easier or preferred by Steve/the playerbase I would be fine with seeing missile and meson tech lines able to contribute to ground forces. Gauss and HPM could also contribute but I can see sensible lore-based reasons why they might not so I list them as optional.
Title: Re: Suggestions Thread for v2.0
Post by: Froggiest1982 on December 13, 2023, 06:05:15 PM
This is recalling a previous suggestion here (http://aurora2.pentarch.org/index.php?topic=13020.msg161588;topicseen#msg161588), but I think it is relevant with the changes to missile combat making missiles more of a featured system.

Suggestion: Make ground unit racial attack dependent on a dedicated tech line and independent of weapons tech lines.

Alternative: In addition to current techs, make ground unit attack also improve based on missile warhead, meson caliber, and optionally Gauss ROF and/or HPM caliber technologies.

Rationale: The main reason for this suggestion, which I gave in the linked post as well, is that currently ground unit attack only improves if you research certain weapon techs - specifically, only lasers, railguns, plasma, and particle beams will affect ground unit attack. This is a notable nerf to any race which wants to use missiles, mesons, Gauss, and HPM as it forces these races to research the former types of weapons even if they might not want to. Why should a race that uses missiles + Gauss be penalized for that choice or else forced to research a weapon type that may not match their roleplay philosophy?

I consider this particularly timely in light of the recent improvements to missile combat, if we want missiles to be more widely used and viable it does not make sense to nerf missiles on the strategic level (especially since missiles are already strategically the most difficult weapon type, research and logistics-wise) by having this negative side-effect for ground units. Furthermore, the distinction is arbitrary and makes no sense - many ground unit weapons can be modeled as missiles (ATGMs, SAMs, MLRSs, strategic bombardment weapons, etc.) so why should missile warhead tech not improve missile-based ground weapons. One might make the argument that spaceborne missiles are nuclear weapons and that tech should not affect ground force weapons, to such people I ask who are you to judge me for my choice of wartime atrocities?  :)

I would prefer making ground unit attack dependent on a dedicated tech line, because it: (1) is more transparent to the player IMO, (2) gives ground combat researchers something to do at higher tech levels, and (3) makes the balance of ground unit attack/armor accessible to DB modders. However, if it would be easier or preferred by Steve/the playerbase I would be fine with seeing missile and meson tech lines able to contribute to ground forces. Gauss and HPM could also contribute but I can see sensible lore-based reasons why they might not so I list them as optional.

I think this proposal got some legs, and I will incorporate it into my overall thinking to explore the possibility of a comprehensive overhaul of the ground unit research tree. The recent revision of ground units has brought to light potential limitations in the existing system as while we updated the ground units the tech tree is still anchored to the past IMHO.

In VB6, due to the composition of the ground units, there was a justified need to link several units to the research table. While I'll delve into this later, it was understandable but may not make much sense, especially when considering the need to research construction module to construct an engineer unit.

Considering that we already possess knowledge of engineering, it seems redundant to have to research it again simply to build a unit. With the new update system, you have the option to either design a new unit after discovering it and continually updating it, or you can auto-research all units by SM (System Manager) the relevant research and then progress. This aligns with my current approach, as I find it puzzling that we lack prior knowledge of these things, while I understand the needs of having to research a blueprint.

In conclusion, I would appreciate a system of "Upgrades," similar to the one proposed by nuclear, that enhances existing specialization rather than adhering to the current model. Ideally, we could have immediate access to all "military" units (I will still be open to researching construction and other elements for gameplay reasons).

Ideally, after selecting a unit, the unit composition could be presented as a series of panels, akin to the specialization ones, where you can decide on factors like Armor (S, M, L, XL), weapon base (kinetic, laser, etc.), and so on.

For instance, you could have a Medium Infantry with Forest terrain specialization, equipped with missiles as its primary weapon. How they use the missiles? Well we have already the CAP, AT, AV, and more, so that won't be a problem. Eventually, to extend this concept, you could also permit the inclusion of extra modules (similar to vehicle design) in all designs, further enhancing customization.

Naturally, researching the corresponding technologies would also contribute to the unit's differentiation, making ground units even more intriguing as we encounter similar dilemmas faced when designing ships.
Title: Re: Suggestions Thread for v2.0
Post by: captainwolfer on December 13, 2023, 06:48:40 PM
This is recalling a previous suggestion here (http://aurora2.pentarch.org/index.php?topic=13020.msg161588;topicseen#msg161588), but I think it is relevant with the changes to missile combat making missiles more of a featured system.

Suggestion: Make ground unit racial attack dependent on a dedicated tech line and independent of weapons tech lines.

Alternative: In addition to current techs, make ground unit attack also improve based on missile warhead, meson caliber, and optionally Gauss ROF and/or HPM caliber technologies.

Rationale: The main reason for this suggestion, which I gave in the linked post as well, is that currently ground unit attack only improves if you research certain weapon techs - specifically, only lasers, railguns, plasma, and particle beams will affect ground unit attack. This is a notable nerf to any race which wants to use missiles, mesons, Gauss, and HPM as it forces these races to research the former types of weapons even if they might not want to. Why should a race that uses missiles + Gauss be penalized for that choice or else forced to research a weapon type that may not match their roleplay philosophy?

I consider this particularly timely in light of the recent improvements to missile combat, if we want missiles to be more widely used and viable it does not make sense to nerf missiles on the strategic level (especially since missiles are already strategically the most difficult weapon type, research and logistics-wise) by having this negative side-effect for ground units. Furthermore, the distinction is arbitrary and makes no sense - many ground unit weapons can be modeled as missiles (ATGMs, SAMs, MLRSs, strategic bombardment weapons, etc.) so why should missile warhead tech not improve missile-based ground weapons. One might make the argument that spaceborne missiles are nuclear weapons and that tech should not affect ground force weapons, to such people I ask who are you to judge me for my choice of wartime atrocities?  :)

I would prefer making ground unit attack dependent on a dedicated tech line, because it: (1) is more transparent to the player IMO, (2) gives ground combat researchers something to do at higher tech levels, and (3) makes the balance of ground unit attack/armor accessible to DB modders. However, if it would be easier or preferred by Steve/the playerbase I would be fine with seeing missile and meson tech lines able to contribute to ground forces. Gauss and HPM could also contribute but I can see sensible lore-based reasons why they might not so I list them as optional.

I think this proposal got some legs, and I will incorporate it into my overall thinking to explore the possibility of a comprehensive overhaul of the ground unit research tree. The recent revision of ground units has brought to light potential limitations in the existing system as while we updated the ground units the tech tree is still anchored to the past IMHO.

In VB6, due to the composition of the ground units, there was a justified need to link several units to the research table. While I'll delve into this later, it was understandable but may not make much sense, especially when considering the need to research construction module to construct an engineer unit.

Considering that we already possess knowledge of engineering, it seems redundant to have to research it again simply to build a unit. With the new update system, you have the option to either design a new unit after discovering it and continually updating it, or you can auto-research all units by SM (System Manager) the relevant research and then progress. This aligns with my current approach, as I find it puzzling that we lack prior knowledge of these things, while I understand the needs of having to research a blueprint.

In conclusion, I would appreciate a system of "Upgrades," similar to the one proposed by nuclear, that enhances existing specialization rather than adhering to the current model. Ideally, we could have immediate access to all "military" units (I will still be open to researching construction and other elements for gameplay reasons).

Ideally, after selecting a unit, the unit composition could be presented as a series of panels, akin to the specialization ones, where you can decide on factors like Armor (S, M, L, XL), weapon base (kinetic, laser, etc.), and so on.

For instance, you could have a Medium Infantry with Forest terrain specialization, equipped with missiles as its primary weapon. How they use the missiles? Well we have already the CAP, AT, AV, and more, so that won't be a problem. Eventually, to extend this concept, you could also permit the inclusion of extra modules (similar to vehicle design) in all designs, further enhancing customization.

Naturally, researching the corresponding technologies would also contribute to the unit's differentiation, making ground units even more intriguing as we encounter similar dilemmas faced when designing ships.
That sounds overcomplicated to me to be honest.
Title: Re: Suggestions Thread for v2.0
Post by: kyonkundenwa on December 13, 2023, 06:59:31 PM
Alternative: In addition to current techs, make ground unit attack also improve based on missile warhead, meson caliber, and optionally Gauss ROF and/or HPM caliber technologies.
I'm sure this has been brought up before but I still can't understand why ground force attack is based on the weapon size techs rather than the weapon "range" techs. Sample size 1 - Earth history - suggests that the effectiveness of ground forces weapons throughout a long period of technological advancement is defined mostly by muzzle velocity and resultant range rather than maximum size. Modern militaries today use small arms which fire projectiles a fraction of the size of historical projectiles at speeds an order of magnitude higher than historical projectiles, which is wholly independent of the maximum theoretical projectile size.

Making ground forces attack based on the range techs would remove the "plasma carronade problem" because it doesn't have range techs.

I think missile reload being the missile tech which affects ground forces attack would not be illogical, as another important factor in historical Earth weapon effectiveness is how quickly a weapon can be made ready to attack in repetition (consider the machine gun, or the interrupted screw).

I like the idea of "space navy" technology trickling down to the ground forces, I just think that using the caliber techs doesn't really do a good job of representing the march of technology.
Title: Re: Suggestions Thread for v2.0
Post by: Froggiest1982 on December 13, 2023, 07:14:37 PM
Not sure about the rest of the players, but I would prefer for the checkbox "Act as a destination for Automated Refuel" to be unchecked by default.

Also, Could be good to have a similar one for maintenance as well.

Reason: Some posts are purely military and having your survey ships to eat up all your maintenance and fuel leaving the battle fleet dry it's tough. Also, I keep forgetting to untick it  ;D
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 13, 2023, 08:01:58 PM
Ability to select multiple name themes when selecting the name themes for ships (at least when letting the game select a name randomly). Somewhat similar to how we can do it for commander names in the race menu.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 13, 2023, 09:47:10 PM
Ability to set custom names for nodes in the ground organization tree. My use case is that I use a single hq template for the battalion level commander generically named "Battalion" and I use it for both armoured hierachies and infantry hierarchies. I would preferably like to rename the battalion formations to something like "Armoured Battalion" and "Infantry Battalion" respectively.

I could achieve the same effect by duplicating my battalion template and just giving it a new name, but then I've got duplicate templates clogging up the UI (and I'd have to remember to change all of them if I wan't to modify them).
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 13, 2023, 11:36:49 PM
Right now, especially at high tech for tracking and range making modern PD STO weapons is incredibly waste full as Aurora deems it necessary that my STO Gauss Cannons NEED to fire out to 1,750,000 (btw that's the 25% range bonus at max tech making projectiles FTL - bug?) resulting in some wasteful STO costs.

Instead of the game deciding what the BFC of your STO is, let the player select an apropriate single weapon BFC for the STO to use, with stats and cost following naturally from that.

OR

Convert the "Racial Tracking Range" and "Racial Fire Control Range" text panels at the top into drops downs populated with their appropriate BFC tech type, letting the player easily specify to what level the STO should perform, with cost again reflecting the changes.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 14, 2023, 01:00:25 AM
Right now, especially at high tech for tracking and range making modern PD STO weapons is incredibly waste full as Aurora deems it necessary that my STO Gauss Cannons NEED to fire out to 1,750,000 (btw that's the 25% range bonus at max tech making projectiles FTL - bug?) resulting in some wasteful STO costs.

This is a bug and should not be happening. STOs with the PD weapon fire controls should use the 1x range multiplier, not 4x - which, with STO bonus range should only extend out to 437,500 km. I will admit that this is still a bit wasteful since you probably would be fine with a shorter range (this gives you 97.7% base accuracy at 10,000 km for final fire PD, where a range of 100,000 km would give you 90% accuracy and save some uridium).

There is also supposed to be a change in 2.2 that will reduce the BFC range multiplier for non-PD STOs if the BFC range is significantly greater than the weapon range, which would apply if you are using 10cm railguns as PD for instance.
Title: Re: Suggestions Thread for v2.0
Post by: Ulzgoroth on December 14, 2023, 01:14:54 AM
There is also supposed to be a change in 2.2 that will reduce the BFC range multiplier for non-PD STOs if the BFC range is significantly greater than the weapon range, which would apply if you are using 10cm railguns as PD for instance.
I've seen that in action.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 14, 2023, 01:52:22 AM
Right now, especially at high tech for tracking and range making modern PD STO weapons is incredibly waste full as Aurora deems it necessary that my STO Gauss Cannons NEED to fire out to 1,750,000 (btw that's the 25% range bonus at max tech making projectiles FTL - bug?) resulting in some wasteful STO costs.

This is a bug and should not be happening. STOs with the PD weapon fire controls should use the 1x range multiplier, not 4x - which, with STO bonus range should only extend out to 437,500 km. I will admit that this is still a bit wasteful since you probably would be fine with a shorter range (this gives you 97.7% base accuracy at 10,000 km for final fire PD, where a range of 100,000 km would give you 90% accuracy and save some uridium).

There is also supposed to be a change in 2.2 that will reduce the BFC range multiplier for non-PD STOs if the BFC range is significantly greater than the weapon range, which would apply if you are using 10cm railguns as PD for instance.

Right so I apparently have been modding my DB for so long that I've completely forgotten that the vanilla BFC range tech line ends at 350,000 km and not 1,400,000 km. So the system that you described is actually WAI and this is not a bug (aside from the potential for 1,750,000 km range).

However I am going to maintain the validity of my suggestion as I think you've pointed out that it's still quite wasteful, just not nearly as wasteful as I stated originally. At least I can fix my DB modding with... more DB modding.
Title: Re: Suggestions Thread for v2.0
Post by: Elminster on December 15, 2023, 03:15:08 AM
It would be nice if we can get an option to randomize the System Theme and Class Theme in the Race Information tab.
Same as the randomize option for the Ship names.

It doesn't feel right to have a Theme with thousands of names, but they always start the same.
Title: Re: Suggestions Thread for v2.0
Post by: KriegsMeister on December 15, 2023, 03:19:38 PM
Touching back on the topic of ground unit techs. I would really like to see more depth to the ground forces tech tree and separation of armor/damage/penetration dependency on naval weapon techs. As it stands now the ground combat research tree is wide with lots of capability, base unit, and weapon techs, however, it lacks depth. Once you get through those base options the only true multi step progression is construction rate, leaving our GC scientists mostly jobless till its time to upgrade the unit series. Its not too difficult to reach this point either, even with limited admin and reduced research rates, you can power through the whole tree in a few decades, and this has been further exacerbated with the recent RP cost cut. And honestly in most of my campaigns, I usually use a good chunk of starting RP or even just SM most of the techs as I want the flexibility and wide choice of design considerations early on, and most of my GC scientists get converted to other fields.

So, I propose the following tech lines, the first 2 groups being Armor and Penetration Techs which cover the current progression system but disconnects them from the naval weapon techs. Id also like to propose 3 additional groups to increase Rate of Fire, Hit Points, and Damage for additional unit design diversity

_________________

Armor Techs - I think these could have a relationship with the naval Defensive Systems Armor techs akin to powerplant/engine techs though would be fine stand alone. If related I think the RP cost should be half of the requisite DS tech.
- Personal Armor - Infantry Armor Techline
- Vehicle Armor - Affects Light and Medium vehicles, but the current Light/Medium Armor Type retains its relative modifiers
- Heavy Vehicle Armor - Heavy and Super/Ultra Heavy Vehicles, I chose to separate these from the other vehicles as I always felt the "light" armor on a "heavy" vehicle should be comparably stronger to a smaller vehicle, therefore this tech line should be slightly cheaper per level.
- Static Fortification - Armor line for Static, slightly different name to the rest just to break up the monotony and better represent them as emplaced weapon systems

Penetration Techs - Standalone tech lines, I like it this way as opposed to the Armor tech for when you come across a more advanced NPR/Spoiler you can attempt to rush design stronger weapons to close the gap.
- Personal Weapon Penetration - Affects PW/PWL/IPW (Also side note, Id like to see IPW renamed to Heavy Personal Weapons and given a +1 DMG buff, frees up the Improved title for techs and gives the weapons a decent little buff)
- Crew Served Weapon Penetration - CAP/HCAP pen tech line
- Anti Vehicle Penetration - LAV/MAV/HAV/SHAV
- Autocannon Penetration - LAC/MAC/HAC (And could LAC could a base +1 or +2 AP buff to make it stand out a little better in comparison to HCAP)
- Anti-Air Penetration - LAA/MAA/HAA
- Bombardment Penetration - LB/MB/MBL/HB/SHB

Rate of Fire Techs - These should be very expensive techs with only 1-3 tiers
- Personal Weapons RoF - PW/PWL/PWH Increases number of shots by 1 per tech level but would also increase transport size by 1 ton each. Gives some roleplay options to say have a 3 shot PWL submachinegun equivalent to 1 shot PW in size but differing capabilities, or a slightly heavier 2-3 shot PW to represent an Automatic Rifle like the M1918 BAR or M27 IAR that isn't a full on machinegun like CAP.
- Crew Served RoF - I would drop the the baseline to 4 or 5 shots and increase by 2 per tech level as well as increase transport size by 2 tons
- Autocannon RoF - Increase 1 shot and 3 or 4 Tons per tech level.
- Bombardment RoF - I'm not too sure on adding this one, maybe just a single level that increase shots to 5 but doubles transport size

HP Techs - I think it would be neat if increasing health was a possibility and could make battles more dynamic against different races. The problem is trying to figure out how to justify it besides the Infantry Genetic Enhancement. There could be a fixed racial modifier that makes larger/smaller species harder/easier to put down, but that still doesn't really give vehicles a good justification. So my suggestion is to implement shields for ground forces. Like suggested for the armor techs, these should be paired with the Shield Strength techs, with a little caveat that smaller shields for Medium/Light Vehicles and Infantry require higher tech level.
- Static Shields - Unlocks with Alpha Shields
- Heavy Vehicle Shields - (Super/Ultra) Heavy Vehicles, Unlocks with Gamma Shields
- Light Vehicle Shields - Light/Medium Vehicles, Unlocks with Delta Shields
- Personal Shields - Infantry, unlocks with Theta Shields (The pretty high requirement here is because infantry already have their genetic enhancement)

Damage Techs - Nothing to extravagant here, just corresponding techs to increase damage to off set HP increases and follow the same groupings as the aforementioned Penetration Techs
- Personal Weapon Damage - PW/PWL/PWH
- Crew Served Weapon Damage - CAP/HCAP
- Anti Vehicle Damage - LAV/MAV/HAV/SHAV
- Autocannon Damage - LAC/MAC/HAC
- Anti-Air Damage - LAA/MAA/HAA
- Bombardment Damage - LB/MB/MBL/HB/SHB

_______________

This comes out to a whopping 24 new Tech lines which would greatly expand the Ground Combat list, probably too much fit under the one category. It might be best to have the Armor and HP/Shield Techs in the Defensive Systems, and I would also move all the Troop Transport techs to Logistics. To further declutter I would like to see a couple of the base and weapon techs moved into the base research like was recently done for AUX and FLAG Bridges, namely Heavy Vehicle Base Unit, Heavy Vehicle Armor, Heavy Anti-Vehicle, and Long-Range Bombardment. I find the lack of Heavy vehicles and associated armor and weapons to be disappointing for the the initial diversity of an army, as well the MBL would give game start armies the ability to have rear echelon fire support.

_______________

Bonus suggestion!
This isn't directly related to the previous talk on ground force techs but just some other things I think would be pretty great

Personal Support Weapons - Because of the transport size, I always found LAV/LB/LAA for infantry to be akin to crew served weapons along the lines of TOW/Kornet Missiles, WWII Light Anti-Tank guns, Mortars and what not, which might be a little excessive for your Armies needs and maybe you want something closer to a Carl Gustav, RPG-7, under barrel grenade Launcher, or Stinger Missile. So I think it would be neat to add infantry exclusive support weapons that are more compact but a little less capable. I'm not a big numbers guy so I dunno how well these would calculate into the current meta but something along the lines of

(https://i.imgur.com/sAzF1Kr.png)

These would get improvements by the aforementioned AV/B/AA tech lines
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 15, 2023, 03:46:16 PM
I think we need to be careful here not to make ground units into an extremely complex mechanic. Steve has been pretty clear in the past that he wants ground forces and combat to be secondary to spaceships and starfleets - not that ground combat should be a minor detail but that it should not have the complexity and detail that ships do, for the sake of focusing the game on what it's meant to be about. The current ground forces system works pretty well for roleplay purposes and doesn't necessarily need to have a great deal of added complexity (the only added complexity I would want to see would be airframes as a base unit type, which would require reworking AA mechanics but I think would be worth it to live out my USAF vs. Precursor dreams).

So based on the above I think it would make more sense to slim it down as:

Regarding the bonus suggestion, I think this is adding more granularity than makes sense for Aurora. If you need an alternative way to handle heavier personal weapons, we have a component type for that called PWI (although I think PWI should be buffed a bit in stats to be more distinct from PW, currently it is not very useful). Note that in most militaries, these "personal" AT/AA/BB weapons are still effectively crew-served as most TO&E will specify a gunner/operator and assistant/loader for that weapon. So I don't really see a need for having something 'under' the LAV/LB/LAA category. I can see that some players would like to have enough different component types to specify different grades of weapons within those categories (e.g., Javelin vs TOW, 60mm vs 81mm mortars, etc.) but that level of granularity is not really fitting with Aurora so I think what we have is sufficient.
Title: Re: Suggestions Thread for v2.0
Post by: KriegsMeister on December 15, 2023, 05:15:31 PM

So based on the above I think it would make more sense to slim it down as:
  • Have progressive GC techs for armor, HP, damage, and penetration. Just four tech lines, this is plenty to keep ~2 GC scientists busy at about the same workload as EW or DS scientists.
  • I don't like the idea of a ROF tech line. Remember that ground combat in Aurora is inherently operational, not tactical, so ROF does not represent how fast you fire your weapon but rather the relative weights of fire between different weapon types over the course of an 8-hour engagement period.
  • We don't need dedicated tech lines for specific component types, It is too much added research complication and actually adding these would make it more difficult to add new component types in the future if Steve wanted to.

- I was actively thinking about the possible "over"complexity of my suggestion, but I think its warranted to provide better roleplay diversity in the same way we can choose between all the various beam weapons and missile design (which I think got a little too over complicated for my tastes). And the great thing about aurora is that even with super in-depth mechanics, you can smooth brain it and make it work. Dont want to replicate the entire US Marine corps down to the fireteam level, no worries, make tank, make infantry, produce a bunch in a 50kton formation, and if 1 doesnt work, send 10. Or in regards to missile design, you can ignore it entirely and just make beam only warships.
- While I only provided a tactical/RP argument for the RoF tech, it does have a massive operational/strategic capacity in that buffing the number of shots (which I did not suggest should consume more GSP) reduces the number of required 8-hour ground combat cycles to resolve a battle. The AP/ARM and HP/DMG balance have a smaller effect on the actual length of combat as opposed to RoF.
- I'm not too sure about this argument as realistically what other components could we add besides slight modifications like my PSW suggestion. Unless Steve wants to implement choice between weapon types like lasers and railguns and missiles for ground units, I think its kinda moot.

Regarding the bonus suggestion, I think this is adding more granularity than makes sense for Aurora. If you need an alternative way to handle heavier personal weapons, we have a component type for that called PWI (although I think PWI should be buffed a bit in stats to be more distinct from PW, currently it is not very useful).
I wouldn't be overly opposed to this, even in my post I did mention giving PWI a small buff. I'd be content for trading my PAV/PB/PAA for a Heavy PW that was 6-8T/4-5AP/4-6DMG. However, I still prefer my Personal Support Weapons for the thematics of CAP/HCAP/LAV/LB/LAA can be moved around by infantry, mounted on vehicles, or emplaced in fixed positions, but PAV/PB/PAA fill the same roles less effectively but more compactly. And I think you may have glazed over my examples for PSW's, its not Javelin vs TOW and 60mm vs 81MM mortars, its RPG-7 vs TOW, M320 Grenade Launcher vs 60/81MM mortars. My examples are almost exclusively single user operated, but yes TO&E will usually have an assistant/ammo bearer, but that's not the same as an average mortar team of 3-5 guys and you'd never see them mounted on a vehicle or fixed emplacement.
Title: Re: Suggestions Thread for v2.0
Post by: captainwolfer on December 15, 2023, 05:43:38 PM
Feature suggestion: add an option that prevents planet's from being spawned more than 10 billion KM from the center of a system, so that you can choose to never have a system that won't automatically be 100% geosurveyed by a ship
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 15, 2023, 06:08:45 PM
I was actively thinking about the possible "over"complexity of my suggestion, but I think its warranted to provide better roleplay diversity in the same way we can choose between all the various beam weapons and missile design (which I think got a little too over complicated for my tastes).

Again this goes back to the game design philosophy that Steve has, which is that ground forces design and combat shouldn't be as detailed and involved as ship design and combat to keep the focus where it is. Even though Aurora is designed largely as a roleplay tool, this doesn't make "roleplay diversity" the dominant factor in decision-making, it must work as a well-designed game too.

Missiles in 2.2+ are a good example here, as the added complexity may be a little too much for purely roleplay purposes but it has added a large decision space to missile design that was not there before, and correspondingly a wider space for strategic vs tactical considerations related to missile designs and stockpile maintenance. There's a lot of interesting game design in this new feature set, so it is not just a roleplay component even though, yes, being able to roleplay fragmentation warheads and SLQ-25 Nixies is awesome too.  ;D

Quote
And the great thing about aurora is that even with super in-depth mechanics, you can smooth brain it and make it work. Dont want to replicate the entire US Marine corps down to the fireteam level, no worries, make tank, make infantry, produce a bunch in a 50kton formation, and if 1 doesnt work, send 10. Or in regards to missile design, you can ignore it entirely and just make beam only warships.

The difference here is that you can ignore things entirely in these examples, which isn't really the case with the ~24 techs proposed above. If I want to build an extremely basic force based entirely on INF+PW and some kind of tank design (say the classic 62-ton VEH+MAV/CAP), I need to research 10-12 of the techs you've listed (I'm not clear on the HP techs) to keep my super-simplistic ground forces competitive as tech advances. Currently, you have to research zero techs as long as you are developing your ship techs, and with a simplified proposal breaking down into HP/Armor/Damage/AP techs you have a consistent tech burden of 4 techs. Very different levels of complication.

The important thing is that this complication doesn't necessarily add complexity in the sense of interesting decision-making opportunities. You have to keep up on these techs, or your ground forces fall behind. That's a dynamic we can have in the game (with appropriate balancing of research costs) regardless of if those are 2 techs, 4 techs, or 24 techs. Adding the granularity doesn't add more decision making, it just adds more for the to-do lists. It also unnecessarily locks roleplay opportunities (diverse force design) behind tech gating - I say "unnecessarily" because there is not a pressing mechanical reason to develop a wide range of ground unit types, it is 95% a roleplay decision (at least against NPRs) since once you have infantry, tanks, CAP, and some anti-vehicle capability you really have all you need from a mechanics perspective. Changing this would mean reworking the entire ground combat system, which is a lot of work and not really needed since what we have now works fine for most purposes.

Quote
While I only provided a tactical/RP argument for the RoF tech, it does have a massive operational/strategic capacity in that buffing the number of shots (which I did not suggest should consume more GSP) reduces the number of required 8-hour ground combat cycles to resolve a battle. The AP/ARM and HP/DMG balance have a smaller effect on the actual length of combat as opposed to RoF.

My point was that having these techs changes the balance of components relative to each other, particularly because having multiple shots is a bigger force multiplier than having better stats. To wit, if we start improving the shots for CAP, AC, and BB then our AV weapons become increasingly weaker by comparison. It is a lot easier to keep things balanced if we don't start changing weapon base stats relative to each other.

Quote
I'm not too sure about this argument as realistically what other components could we add besides slight modifications like my PSW suggestion. Unless Steve wants to implement choice between weapon types like lasers and railguns and missiles for ground units, I think its kinda moot.

I have seen proposals for drones and EW units for instance. It also does not have to be a different kind of weapon; if Steve wanted to add super-heavy autocannons he would have to make a bunch of rather finicky and error-prone changes to make the autocannon techs work with the new SHAC, because weapon types are not grouped into the supertypes (CAP, AV, AA, etc.) that we as players use to discuss them, under the hood.

Quote
I'd be content for trading my PAV/PB/PAA for a Heavy PW that was 6-8T/4-5AP/4-6DMG.

What are these stats relative to (i.e. armor/attack tech levels)? Base PW stats for example are 1 damage, 1 AP, 1 shot, 1 GSP before considering the racial tech levels.

By the way, if you're curious, the GSP cost is computed as Damage*AP*Shots so you can use this formula in your theorycrafting. For example, sometimes I mod PWI to have 1.25 damage and 1.25 AP, which gets a GSP cost of 1.6 (1.25*1.25 = 1.5625, rounded up to keep things simple).

Quote
And I think you may have glazed over my examples for PSW's, its not Javelin vs TOW and 60mm vs 81MM mortars, its RPG-7 vs TOW, M320 Grenade Launcher vs 60/81MM mortars. My examples are almost exclusively single user operated, but yes TO&E will usually have an assistant/ammo bearer, but that's not the same as an average mortar team of 3-5 guys and you'd never see them mounted on a vehicle or fixed emplacement.

My point with the examples was simply that we already have examples where real-life weapons have granularity within the same 'type'. A 60mm mortar may have half the footprint and require a team of 3 guys compared to a 81mm mortar requiring 5 guys, but we call these both LB and deal with it. There is no need for Aurora to have several slightly different LB subtypes just so we can have picture-perfect USMC OOBs, this is what we use our imaginations for.

Point being that the same applies in the other direction, for a smaller weapon type. For the RPG-7 or M320 I would probably use a PWI to represent this. Also keep in mind that the size of a unit includes the logistics tail, not just the weapon + crew itself. You can model a RPG-7 as a LAV if it is your main man-portable anti-tank weapon, then that's 0.25 tons for the weapon and a couple guys to operate it, and 15.75 tons for all the other stuff needed to sustain this (maybe not exactly 16 tons - see previous paragraph). Same idea as how our basic infantry rifleman is 5 tons, not because we are using Space Imperial measurements but because that 5 tons is 0.1 tons the actual guy in the field and 4.9 tons all the stuff needed to get him to the battlefield and keep him in fighting shape.

Anyways, I don't want to get lost in the details. The point is that if we're going to add more component types and granularity, there needs to be a compelling mechanical reason for it beyond accuracy in roleplay. Having several different infantry-portable AV or AA types of slightly different sizes and stats that all do the same basic job isn't compelling.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 15, 2023, 11:16:34 PM
When an organisation is selected, as well as showing the stats currently shown, it would be nice if the cost is also broken down by mineral cost.

I realise that it's mostly going to be vendarite city, but STOs are also a thing and unlike ship components GU vendarite cost doesn't 1-1 map to BP cost anyways.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 15, 2023, 11:23:44 PM
When building an organisation, right now the game will simply create all tasks at 100% power individually, building formations one by one. It would be nice the game tried to balance the GU construction output. Though I realise that is easier set than done (maybe balance sub-organisation by sub-organisation instead of the whole thing?).

Failing that, unlike construction, ordnance and fighter factories, the player cannot right now modify the % of GU construction capacity used, would be nice if we could - it would make my above suggestion less important.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 15, 2023, 11:31:11 PM
When building an organisation, right now the game will simply create all tasks at 100% power individually, building formations one by one. It would be nice the game tried to balance the GU construction output. Though I realise that is easier set than done (maybe balance sub-organisation by sub-organisation instead of the whole thing?).

Failing that, unlike construction, ordnance and fighter factories, the player cannot right now modify the % of GU construction capacity used, would be nice if we could - it would make my above suggestion less important.

I think this may be forced by the current implementation of organizations, since there can be a problem if the component formations are built out of order. By setting them to 100% it is easier to ensure that everything is built in the right order as long as the player doesn't screw it up on purpose.
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 16, 2023, 12:41:41 AM
When building an organisation, right now the game will simply create all tasks at 100% power individually, building formations one by one. It would be nice the game tried to balance the GU construction output. Though I realise that is easier set than done (maybe balance sub-organisation by sub-organisation instead of the whole thing?).

Failing that, unlike construction, ordnance and fighter factories, the player cannot right now modify the % of GU construction capacity used, would be nice if we could - it would make my above suggestion less important.

I think this may be forced by the current implementation of organizations, since there can be a problem if the component formations are built out of order. By setting them to 100% it is easier to ensure that everything is built in the right order as long as the player doesn't screw it up on purpose.

Yeah I guess. The easy way to do it would be do condense an organisation build order into a single construction task and then spawn the required formations and structure when the task is complete.

But then you lose some the granularity of the construction system. Though if you are building things through the organisation tab maybe one doesn't care?
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 16, 2023, 12:50:24 AM
The the missile tab on the technology screen should display ATG and Retarget similar to how the ship design ordnance tab does.
Title: Re: Suggestions Thread for v2.0
Post by: nuclearslurpee on December 16, 2023, 12:52:34 AM
When building an organisation, right now the game will simply create all tasks at 100% power individually, building formations one by one. It would be nice the game tried to balance the GU construction output. Though I realise that is easier set than done (maybe balance sub-organisation by sub-organisation instead of the whole thing?).

Failing that, unlike construction, ordnance and fighter factories, the player cannot right now modify the % of GU construction capacity used, would be nice if we could - it would make my above suggestion less important.

I think this may be forced by the current implementation of organizations, since there can be a problem if the component formations are built out of order. By setting them to 100% it is easier to ensure that everything is built in the right order as long as the player doesn't screw it up on purpose.

Yeah I guess. The easy way to do it would be do condense an organisation build order into a single construction task and then spawn the required formations and structure when the task is complete.

But then you lose some the granularity of the construction system. Though if you are building things through the organisation tab maybe one doesn't care?

I personally wish it worked the other way around, and build the lowest level of units first. It shouldn't matter too often, but in a time-sensitive scenario I'd rather have the infantry regiments in the field before the super-expensive non-combat corps HQ, you know, just in case...
Title: Re: Suggestions Thread for v2.0
Post by: Droll on December 16, 2023, 11:53:09 AM
When building an organisation, right now the game will simply create all tasks at 100% power individually, building formations one by one. It would be nice the game tried to balance the GU construction output. Though I realise that is easier set than done (maybe balance sub-organisation by sub-organisation instead of the whole thing?).

Failing that, unlike construction, ordnance and fighter factories, the player cannot right now modify the % of GU construction capacity used, would be nice if we could - it would make my above suggestion less important.

I think this may be forced by the current implementation of organizations, since there can be a problem if the component formations are built out of order. By setting them to 100% it is easier to ensure that everything is built in the right order as long as the player doesn't screw it up on purpose.

Yeah I guess. The easy way to do it would be do condense an organisation build order into a single construction task and then spawn the required formations and structure when the task is complete.

But then you lose some the granularity of the construction system. Though if you are building things through the organisation tab maybe one doesn't care?

I personally wish it worked the other way around, and build the lowest level of units first. It shouldn't matter too often, but in a time-sensitive scenario I'd rather have the infantry regiments in the field before the super-expensive non-combat corps HQ, you know, just in case...

The idea here is if you want that you can still manually build formation by formation like we've been doing before ground orgs became a thing, which given that "It shouldn't matter too often" might be deemed an acceptable compromise.
Title: Re: Suggestions Thread for v2.0
Post by: Garfunkel on December 19, 2023, 12:18:12 AM
Locking the topic as Steve has created a new Suggestion Thread.