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C# Aurora / Re: Replacing PDCs
« Last post by Shiwanabe on Today at 05:35:52 PM »
So, there are a few oddities and bugs that I noticed. If you're got the bugs already, good, but I feel better getting them noted where you can see (sorry about stream of consciousness, was making notes as I read and analysed):

-Minerals vs cost; the final cost for specialised units is correctly calculated, but the minerals cost isn't. (cost .31 vs vendarite .2 for the Catachan Jungle Fighters)

-No indication of number of slots for a given type; I'm left slightly confused where the barrier for the secondary slots is. It'll be better in game, when I can just switch but it'll add more overhead for learning what to research if it's not easily available information.

-Lots of acronyms, no visible translations; What is max SF? AR I eventually got, but that's weird as well with Base and Racial - Might be better to just show Racial as that's what's used in the final unit.

-Surface to Orbit weapon ranges limited by Beam Fire Control Range, but FC Range is not listed on page while Speed is.

-Rifts world type but no specialisation?

-StO guns seem oddly small, base weapon+reactor+FC size with no turret? I can't say for certain as I can't see what techs you have, but they seem a bit small compared to what I remember my turrets coming to.


Other notes and things that feel weird to me:

-Construction equipment is vehicle; I'm not certain how you're doing this, but personally I feel that construction is done by infantry with vehicular support. While this could be just for building that vehicular support, it just feels weird to me that the construction equipment is not a large module for infantry.

-Infantry can't carry AP >20, but Heavy infantry can be AR 30; I don't think everything should automatically be able to pen itself, but it's odd that infantry units can become heavily armored enough to be un-pennable by infantry grade weapons. And this includes the anti-tank stuff they can carry. At current RL tech, this is hugely skewed in the other direction where infantry would be able to carry stuff with ~AP40, while having maybe AR10.

-NO ability to increase health at cost of output; Bulkhead equivalents. Kinda like the armored Magazines for missiles.

-StO cannot be placed on Mobile; It's odd that the superheavy stuff can't carry even the small examples of this.



The size ratios seem off to me. Looking at the table in the screenshots, a technical (light vehicle with a light crew-operated AP weapon and no armor to speak of) is size 30, while the two guys with RPGs riding along in the bed (infantry, no armor, light AT weapons) are a total size of 32. Clearly this can't be right.

I think you might be underestimating how much is abstracted away.

technical - vehicle, light AP weapon, min armour: 18+12+2//32
RPG 'guy' - infantry, light Anti-tank, min armour:  0+16+1//17

While this does mean that you're getting just under 2 RPGs for each technical, you're not necessarily only getting one person per RPG.

I do however feel that this might need to be adjusted as when you compare like for like:

technical - vehicle, light AP weapon, min armour: 18+12+2//32 - HP 40, shots 1/5.333size
Soldier - infantry, personal, powered armour:  0+5+2//7 - HP10, shots 1/7size

Or maybe not. Size for Size, they're fairly even. The technical gets more shots but is only one unit so anti-tank is more dangerous. While the Infantry has slightly more health with the 'bonus' of being split into units.

It's looking like it might be a case where you want better armour until they can beat it, then you want to use the smallest thing that can beat their armour. I guess it's spreadsheets time. ;)
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Installation / Re: v7.10 Patch
« Last post by froggiest1982 on Today at 05:02:55 PM »
Quote from: Erik Luken link=topic=8143. msg92689#msg92689 date=1466171433
Just "an error"? I do so love generic errors.

I just tried it, and it worked for me.  But since it's my dropbox. . .  Is anyone else having an issue?

I just feel like to inform that if you download now the Dropbox you will get a file archive-ba-a99. zip which contains another archive-ba-a99. zip with archive-ba-a99. exe inside.  This is recognized as malware.  Could be possible the link expired or simply been hacked?

Let me know, my backup copy has been corrupted and cannot download the 710 update anywhere else.

Thanks
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C# Aurora / Re: Replacing PDCs
« Last post by Scandinavian on Today at 04:25:29 PM »
The size ratios seem off to me. Looking at the table in the screenshots, a technical (light vehicle with a light crew-operated AP weapon and no armor to speak of) is size 30, while the two guys with RPGs riding along in the bed (infantry, no armor, light AT weapons) are a total size of 32. Clearly this can't be right.
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C# Aurora / Re: Replacing PDCs
« Last post by QuakeIV on Today at 03:21:48 PM »
It kindof looks like a no at the moment, but would it be possible to have a super heavy armored vehicle that is just a surface to orbit weapons platform?
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C# Aurora / Re: Replacing PDCs
« Last post by Steve Walmsley on Today at 02:02:14 PM »
Any way to consider adding mechs?

Also, maybe consider a "component" for law enforcement applications (like "non-lethal weapons").  The thought being that conventional forces aren't normally ideal for police work.  I think using police units in combat and vice versa might have some trade offs.

You can name the units in any way you see fit. So you could create an ultra-heavy vehicle design and call it a Titan, or Mech, or AT-AT. Whatever best suits the parent race.
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C# Aurora / Re: Replacing PDCs
« Last post by Steve Walmsley on Today at 01:58:53 PM »
Sexy! I'm assuming planetary CIWS functions as normal ship CIWS? Would it counter missiles directed against shipyards? Is atmosphere ignored for the STO weapons, and can other beam weapons than lasers be used?

Yes, planetary CIWS is the same as ship CIWS. Atmosphere no longer affects combat. Other beam weapons can be used.

I hadn't considered shipyards. It is effectively the same location though so perhaps planetary CIWS should protect them. I'll give it some thought.
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The Academy / Re: Dumb newbie mistakes to avoid
« Last post by Barkhorn on Today at 12:52:26 PM »
Launch a small craft, abandon the main ship, then pick up the life pods.  Those life pods should have everyone; you only lose people if the ship is destroyed by incoming fire, not if you abandon it.
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C# Aurora / Re: Replacing PDCs
« Last post by jonw on Today at 12:32:19 PM »
Sexy! I'm assuming planetary CIWS functions as normal ship CIWS? Would it counter missiles directed against shipyards? Is atmosphere ignored for the STO weapons, and can other beam weapons than lasers be used?
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C# Aurora / Re: Replacing PDCs
« Last post by DuraniumCowboy on Today at 12:09:51 PM »
Any way to consider adding mechs?

Also, maybe consider a "component" for law enforcement applications (like "non-lethal weapons").  The thought being that conventional forces aren't normally ideal for police work.  I think using police units in combat and vice versa might have some trade offs.
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The Academy / Re: Dumb newbie mistakes to avoid
« Last post by vorpal+5 on Today at 11:52:13 AM »
Yes it does, thanks much appreciated.

Unrelated, but I don't want to open too many threads on my name. How do you use a lifeboat to save your crew before an imminent destruction? Do I have to eject the very small craft, put the commander on board (not very courageous of him!), wait for my ship to blow up and then catch the survivors with the lifeboat?
I would like to put all the crew in the lifeboat before the main ship is blown up!

Or wait... I abandon the ship, it creates a wreck with all people in a lifeboat that I grab with my own lifeboat?
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