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General C# Fiction / Re: Terran Alliance - Journey to the Stars - Discussion Thread
« Last post by Garfunkel on July 03, 2025, 07:21:08 PM »Interesting format, kinda like a news channel instead of the usual AAR or story style.
I thought that only decoy missiles with the correct signature will defend a ship. In other words, a 20,000 ton ship must be defended by decoys which each have a signature of 20,000, not multiple decoys with signatures that add up to 20,000.
Hmmm...after reviewing the section on decoy missiles I can't rule out your take on it, or mine. It isn't clear. Arguably your take is better given the limitation on decoy launcher size, but that could be an oversight.
A quick question on decoy launchers.
After reviewing the section on the 2.20 changes list on decoy missiles and launchers, I'm left a bit confused and wondering if I've done something wrong. After recent reverses, my navy is looking to install decoy missiles and launchers on its capital ships. Easy enough. I used the missile designer to design a decoy missile for a new 30,000 ton strike cruiser design. The resulting missile is 150 MSP (375 tons), with a decoy signature of 30,000 tons. As intended. The problem arises in trying to design a launcher. The section in the create research project window for designing the decoy launcher gives the largest size launcher as 99. This appears to mean that I cannot have a decoy missile for anything larger than 19,800 tons. Is this correct?
I feel like I'm missing something. Is there a research branch I'm missing?
Kurt
I have noticed the same thing and believe this is an oversight on Steve's part. Probably copied from the regular missile launcher designer.
I'm still a bit unclear on the mechanics, but it seems like two decoys of half the size are as effective as a single full-size decoy. I'm not sure how the size scaling is supposed to work to make "right sized" decoys the most effective.
A quick question on decoy launchers.
After reviewing the section on the 2.20 changes list on decoy missiles and launchers, I'm left a bit confused and wondering if I've done something wrong. After recent reverses, my navy is looking to install decoy missiles and launchers on its capital ships. Easy enough. I used the missile designer to design a decoy missile for a new 30,000 ton strike cruiser design. The resulting missile is 150 MSP (375 tons), with a decoy signature of 30,000 tons. As intended. The problem arises in trying to design a launcher. The section in the create research project window for designing the decoy launcher gives the largest size launcher as 99. This appears to mean that I cannot have a decoy missile for anything larger than 19,800 tons. Is this correct?
I feel like I'm missing something. Is there a research branch I'm missing?
Kurt
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
Purly for roleplaying but sure isnt that the aim of the game ha.
Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.
I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it.
I've Suggested something similar over the years.
Link:
https://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509
https://aurora2.pentarch.org/index.php?topic=13020.msg163378#msg163378
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
Purly for roleplaying but sure isnt that the aim of the game ha.
Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.
I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it.
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
- 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.
- The officer improves the skill required by the ship station up to 1% or 1 per year per HTK of the component.
two example Officer StationsCode: [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 80Code: [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