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Messages - TheDeadlyShoe

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1
C# Aurora / Re: Replacing Teams?
« on: February 12, 2018, 07:50:13 PM »
It is a good idea. I've been thinking along the same lines. It makes sense that a ship could fully survey smaller bodies but larger ones would need a ground-based survey for the full impact. This could also be combined with another suggestion that certain worlds could be identified as having additional potential. Now this becomes something with a lot less micromanagement, as it might only be one or two worlds in a system.

It could all be part of the Anomaly system
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2
The Academy / Re: Insight of a new player.
« on: December 22, 2017, 05:59:43 PM »
I think Gieweh is saying that civilians grow out of control if you do things like heavily colonize Luna.  I agree about that.

In C#, profits will scale with distance, so short range trading wont be as profitable, maybe.
The following users thanked this post: MagusXIX

3
C# Aurora / Re: Replacing PDCs
« on: December 04, 2017, 03:48:54 PM »
IMO the self design paradigm for dropships runs up against the problem that the typical scifi dropship is way too small to carry Aurora-C formations.  literally the only scifi book, game, or show dropship i can think of that would fit would be Battletech, which used very large dropships so they could fit large numbers of very large battlemechs. 

like, a 'drop pod' carrying companies of tanks or hundreds of infantry is kinda ridiculous for the vast majority of RP.

Maybe dropships could also be set up as a kind of ground unit..? *shrug*

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4
C# Aurora / Re: Replacing PDCs
« on: November 16, 2017, 06:34:41 PM »
You're limiting yourself.  Aurora isnt even really a game. It's a storytelling engine.  There is nothing stopping you from saying a fortress ship/habitat design is actually a planetary fort, or from saying that a collection of STO beam units+sensors+maintenance facility+fuel/ammo dump is a single military facility.

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5
Bureau of Ship Design / Re: My first original warship please review
« on: November 10, 2017, 03:29:47 PM »
It's much improved, yeah.   I'd say the magazine capacity is low and the sensors poor for the tech level, but its a much more practical ship than your previous one.
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6
Bureau of Ship Design / Re: My first original warship please review
« on: November 09, 2017, 03:32:29 PM »
*less engine multiplier, but more engines. thing should be faster but with less fuel consumptions pretty much.  lowering the multiplier will let you ahve a lot less fuel and thus more engines.
*either dump the shields or add a lot more of them
*moar guns
*possibly less armor, idk what your armor tech is but 15 is a lot of layers

on that ship you need 2 ecm at most and maybe 2-3 eccm. 
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7
The Academy / Re: Troop transfer between ships
« on: March 29, 2017, 02:25:39 AM »
Well...

The game doesn't really support 'starbases' in any respect.  You don't actually need troops on them anyway, unless you have boarding shuttles; in that case, I'd suggest using cryo drop modules and just parking the cryo'd troops in the shuttle.

If you really want troops on your starbase, use SM to teleport your station to a planet (in the special order tab), have it load the infantry, then teleport it back to its waypoint.

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8
Aurora Suggestions / Re: Bigger bureaucracy
« on: March 18, 2017, 11:13:22 AM »
There's a Sector Command structure - once built, it opens up a sector command position that provides bonuses to every colony in its sector, the potential size of which is determined by the level of the sector command.  Essentially it does the same thing.
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9
The Academy / Re: Synchronous fire usable only during JP attacks?
« on: March 14, 2017, 05:40:33 PM »
If you're at 100% training and 100% morale then synch fire won't do anything. It is only for compensating for crew delays.
The following users thanked this post: Detros

10
The Academy / Re: Available capacity
« on: March 09, 2017, 04:45:16 PM »
Capacity for ship components has always been a bit wonky, and ton doesn't directly translate to cargo unit; for example, 1 ton of minerals is 2 cargo units. There are also cases where pregenerated components are bugged in various ways statistically.

The following users thanked this post: Tor Cha

11
Aurora Chat / Aurora Hard Mode
« on: March 05, 2017, 03:01:07 PM »
My personal house rules for increased challenge in Aurora :^)

Game Setup
Difficulty: 300%.
Sol system start
Human gravity variance should be set to 0.7g
Disaster: Cooling 2%.
Spoilers On
Swarm On
Invaders Off (you can turn them on later)

Note: Disasters only seem to apply to a Solar System created at game setup.

Terraforming
You may not use Terraforming Modules.
You may not Terraform Earth.
Terraforming Facilities must be built on-site and may not be moved.
VERY HARD: Terraforming Facilities may not be built. You can use TFs found through xenoarchaeology to terraform worlds on which they are found, but may not move them.

Colonies
Conquered alien homeworlds should have their political status frozen after rising one level.
You may not loot the infrastructure from alien homeworlds, but use it in place.  (At 300% difficulty, the amount of alien equipment otherwise trivializes the game.)
VERY HARD: You may not colonize in the Solar System.

Ship & Systems Design
VERY HARD: All missiles must have at least 1 point of Armor or ECM. Yes, including AMMs.
VERY HARD: You may not use the Sorium Harvester module.

Combat Rules
You are strongly encouraged to avoid the use of beam ships that barely outrange & outspeed the enemy to cut down infinity enemy beam ships. 
VERY HARD: You may not use the Final Fire PD mode on Beam Fire Controls. (You may use Final Fire Self Only.)
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12
The Academy / Re: Missile Launchers Size and Missiles Size's
« on: March 04, 2017, 01:07:54 PM »
1.) yes
2.) yes
3.) yes

It's not usually done, since missiles are usually limited more by total magazine than other factors.
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13
Mechanics / Re: Fighter Speed Limit?
« on: March 03, 2017, 09:05:58 PM »
Yes, although i thought it was half the speed of light, not 1/3.  Oh well.

Your ship doesnt really have the range for beam combat at that tech level imo. You essentially rely on having more initiative than your opponent. If you do not, it will be highly difficult for you to stay in weapons range.  There is also the issue of high level ECM reducing your already-paltry range.

I believe you'd be better off with a heavier but more capable fighter.
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14
The Academy / Re: Transportation of Construction brigade
« on: February 23, 2017, 02:17:59 PM »
Yes.

Construction Brigades are size 5, Conventional and Forced Labor battalions are size 25, and marine companies are size... 0.2?  Otherwise everything is size 1.
The following users thanked this post: Tor Cha, Detros

15
Bureau of Ship Design / Re: Beam Defence Base Fighter
« on: February 11, 2017, 11:18:14 AM »
Is anywhere in game visible the effect of current atmospheric situation on damage for non-messon weapons?
iirc, it is a percentage reduction scaling from 0-1 atmosphere. Any world with 1 atmosphere or greater is immune to energy bombardment except from mesons. 

It doesn't matter too much since even natively habitable worlds typically spawn with <1 atmo. 
The following users thanked this post: Detros

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