Author Topic: Combat practice  (Read 1715 times)

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Offline Caplin (OP)

Combat practice
« on: July 14, 2010, 04:14:21 PM »
Hi,
I was just wondering if there was any way I might be able to "practice" Aurora's combat system?
This would be mainly for accessibility testing, as I've yet to experience it in any of my real games and don't want to be hampered by struggling with access issues in my first "real" exposure.
Is there anything I might be able to arrange in SM mode to be sure of encountering something?
Thanks much in advance,
Zack.
 

Offline Andrew

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Re: Combat practice
« Reply #1 on: July 14, 2010, 05:18:51 PM »
The easy way is to create another player controlled race in your home system and then give them some ships, alternatively your could create a computer controlled race in your home system but make sure they are not on the same planet as you as that will lead to almost instant nuking of the planet
 

Offline Brian Neumann

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Re: Combat practice
« Reply #2 on: July 14, 2010, 06:18:14 PM »
If you want to test out warp point combat the easiest way is to use the sm functions to create a system and connect it to your original race.  Then create the race either for you to control or as a npr.  When you create the race make sure to check the box for having a wp survey already done.  If you really want to push the pace then delete all but one jump point and have it go to your original race home system.  This will get the npr exploring right into your home system really fast.  If you do this make sure you design the ships you want and use the fast oob under the spacemaster functions to give yourself a fleet to fight with.

Brian
 

Offline Caplin (OP)

Re: Combat practice
« Reply #3 on: July 14, 2010, 08:34:49 PM »
Hi,
Thanks for both your responses.  I went ahead and created a game to try out.  
The fire control assignments screen is accessible.  I was able to direct
my weapons easily, and figure out what was where.
The issue I had was logistical.  
How do you guys typically manage combat?  I thought a combination of the "follow" task force order and watching the distances would suffice.
I ran into trouble telling where other enemy contacts were.  I imagine when 5.20 comes out with its map coordinates this will become easier.
Nevertheless, any input would be appreciated.  For what it's worth, the test mostly went well.
Best and thanks,
Zack.
 

Offline waresky

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Re: Combat practice
« Reply #4 on: July 15, 2010, 02:37:18 AM »
Kurt,brian,wlech,Steve and many others know english better than mine,so are to helpfull to u.

My Naval doctrine r simple: scouting-cloak ship through jp gate,then more fastest beam armed ships jump in and follow from Escorts,then Main Battle Fleet as follow all.
not ever r good..but still work

srry for my poor english:))
 

Offline welchbloke

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Re: Combat practice
« Reply #5 on: July 15, 2010, 03:01:47 AM »
Quote from: "zkline"
Hi,
Thanks for both your responses.  I went ahead and created a game to try out.  
The fire control assignments screen is accessible.  I was able to direct
my weapons easily, and figure out what was where.
The issue I had was logistical.  
How do you guys typically manage combat?  I thought a combination of the "follow" task force order and watching the distances would suffice.
I ran into trouble telling where other enemy contacts were.  I imagine when 5.20 comes out with its map coordinates this will become easier.
Nevertheless, any input would be appreciated.  For what it's worth, the test mostly went well.
Best and thanks,
Zack.
I suspect that the co-ordinate system for 5.20 is going to be the clincher for you.  I tend to use a mixture of watching the ranges on the F8 screen, looking at the distance on the F12 screen (I also use the follow at x range command, normally where x is the effective range of my weapon of choice) the final component for me is the F3 screen with sensor/ weapon range rings displayed.  I use the F3 screen to make a rough guess about when I'm in range; the displayed ranges don't correct for ECM/ ECCM, so I have to estimate the effect on sensor/weapons ranges.
Welchbloke
 

Offline waresky

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Re: Combat practice
« Reply #6 on: July 15, 2010, 06:01:28 AM »
Quote from: "welchbloke"
Quote from: "zkline"
Hi,
Thanks for both your responses.  I went ahead and created a game to try out.  
The fire control assignments screen is accessible.  I was able to direct
my weapons easily, and figure out what was where.
The issue I had was logistical.  
How do you guys typically manage combat?  I thought a combination of the "follow" task force order and watching the distances would suffice.
I ran into trouble telling where other enemy contacts were.  I imagine when 5.20 comes out with its map coordinates this will become easier.
Nevertheless, any input would be appreciated.  For what it's worth, the test mostly went well.
Best and thanks,
Zack.
I suspect that the co-ordinate system for 5.20 is going to be the clincher for you.  I tend to use a mixture of watching the ranges on the F8 screen, looking at the distance on the F12 screen (I also use the follow at x range command, normally where x is the effective range of my weapon of choice) the final component for me is the F3 screen with sensor/ weapon range rings displayed.  I use the F3 screen to make a rough guess about when I'm in range; the displayed ranges don't correct for ECM/ ECCM, so I have to estimate the effect on sensor/weapons ranges.
Overall..we lack of some of "Tech" Naval Help "CombatDisplay".
All r seems as..little artisan.
 

Offline welchbloke

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Re: Combat practice
« Reply #7 on: July 15, 2010, 07:46:14 AM »
Quote from: "waresky"
Quote from: "welchbloke"
Quote from: "zkline"
Hi,
Thanks for both your responses.  I went ahead and created a game to try out.  
The fire control assignments screen is accessible.  I was able to direct
my weapons easily, and figure out what was where.
The issue I had was logistical.  
How do you guys typically manage combat?  I thought a combination of the "follow" task force order and watching the distances would suffice.
I ran into trouble telling where other enemy contacts were.  I imagine when 5.20 comes out with its map coordinates this will become easier.
Nevertheless, any input would be appreciated.  For what it's worth, the test mostly went well.
Best and thanks,
Zack.
I suspect that the co-ordinate system for 5.20 is going to be the clincher for you.  I tend to use a mixture of watching the ranges on the F8 screen, looking at the distance on the F12 screen (I also use the follow at x range command, normally where x is the effective range of my weapon of choice) the final component for me is the F3 screen with sensor/ weapon range rings displayed.  I use the F3 screen to make a rough guess about when I'm in range; the displayed ranges don't correct for ECM/ ECCM, so I have to estimate the effect on sensor/weapons ranges.
Overall..we lack of some of "Tech" Naval Help "CombatDisplay".
All r seems as..little artisan.
All I would like is some kind of range facility on the F3 screen.  Select 2 objects and a read out gives you the range between them.  That would be enough for me.  If I was really stretching it then the ability to set up range rings around objects with a user definable radius woud be nice too.  I think I'll post both ideas in the suggestions thread :)
Welchbloke
 

Online Steve Walmsley

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Re: Combat practice
« Reply #8 on: July 15, 2010, 11:01:23 PM »
Quote from: "welchbloke"
All I would like is some kind of range facility on the F3 screen.  Select 2 objects and a read out gives you the range between them.  That would be enough for me.  If I was really stretching it then the ability to set up range rings around objects with a user definable radius woud be nice too.  I think I'll post both ideas in the suggestions thread :)
If you hold shift and the left mouse button down, moving the mouse on the system map draws a line with distance and bearing.

EDIT: You can show range circles around objects using either the orbit comparison on the Display tab or the Distance Circle on the Waypoints tab.

Steve
 

Offline welchbloke

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Re: Combat practice
« Reply #9 on: July 16, 2010, 04:42:47 AM »
Quote from: "Steve Walmsley"
Quote from: "welchbloke"
All I would like is some kind of range facility on the F3 screen.  Select 2 objects and a read out gives you the range between them.  That would be enough for me.  If I was really stretching it then the ability to set up range rings around objects with a user definable radius woud be nice too.  I think I'll post both ideas in the suggestions thread :oops:
Welchbloke