Author Topic: Semi-Official 6.x Suggestion Thread  (Read 108352 times)

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Offline Rich.h

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Re: Semi-Official 6.x Suggestion Thread
« Reply #675 on: September 25, 2015, 09:28:49 AM »
It would be handy to have a couple of extra filters for the events window. We already have one for command assignments but there times where I would like to see some assignments. If possible it would be useful to be able to have different command assignment types filters, so I could have a filter for ground troops, a filter for commercial ships, and a filter for military ships.
 

Offline 83athom

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Re: Semi-Official 6.x Suggestion Thread
« Reply #676 on: September 25, 2015, 10:04:37 AM »
Would it be possible/Steve-be-willing to add an AOE warhead to the game like the Continuous-rod warhead (annular blast fragmentation)? Except with nuclear/antimatter equivalent, kind of like the Diamondback missile (prototype nuclear sidewinder variant). Also, possibly a proximity fuse to go along with it so even if you miss you might get a slight boost to your chance at a hit (like a reroll or a +xx%).
Pros; AOE damage, Some damage is done even if shot down at close range(possibly), Actual mines that don't just fire another missile (but a lot more ineffective), Can hit multiple ships in a TG. Effective against; Light Fighters, Drones, Missiles, lightly armored ships (civilian, recon, commercial, civilian, etc)
Cons;Reduced damage per warhead msp, Reduced damage per distance.

Possibly it could go something like this;
Targeted ship; when the normal rolls to see if you hit or not, If it fails roll again with the same chances and if that hits do 50%-75% damage (passing both does nothing extra)
Ships in TG; Roll twice, if both pass do 50%-75% damage, if one passes do 25%-50% damage, and if all fail do nothing
Ships within a set of range (idk, maybe 5000 km?); Divide CtH by 2 and roll, if pass do 10%-25% damage.
« Last Edit: September 25, 2015, 12:14:47 PM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline TheDeadlyShoe

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Re: Semi-Official 6.x Suggestion Thread
« Reply #677 on: September 25, 2015, 12:47:27 PM »
If you look at the newtonian aurora mechanics documents, you can see steve's design for AOE high-power nukes
 

Offline backstab

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Re: Semi-Official 6.x Suggestion Thread
« Reply #678 on: September 27, 2015, 07:12:56 PM »
I'd like to see the ability to name colonies.  I have a power on a planet that has taken multiple colonies from various other nations and it is getting hard to determine which prior colony is which.
Move foward and draw fire
 

Offline MarcAFK

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Re: Semi-Official 6.x Suggestion Thread
« Reply #679 on: September 27, 2015, 10:57:35 PM »
Am I blind or is there no easy way to sort through a bazillion contacts on the system menu?
I would love clicking on a contact on the list to recenter the window to its location. There's a Russian colony somewhere I'm at a loss to find, it may be on the moon.
Ok I can see it on the system information menu, but it would be helpful for sorting through ships too.
Another suggestion, allow permanent research/wealth/industry/population growth etc bonuses to be set for an empire when it's first created.
« Last Edit: September 28, 2015, 01:20:00 AM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
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Offline 83athom

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Re: Semi-Official 6.x Suggestion Thread
« Reply #680 on: September 28, 2015, 09:26:52 AM »
I'd like to see the ability to name colonies.  I have a power on a planet that has taken multiple colonies from various other nations and it is getting hard to determine which prior colony is which.
Can't you already do that? On the bottom bar of the summary screen there is a button called "Rename".
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline swarm_sadist

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Re: Semi-Official 6.x Suggestion Thread
« Reply #681 on: September 28, 2015, 12:19:15 PM »
Can't you already do that? On the bottom bar of the summary screen there is a button called "Rename".
That renames the whole planet. When there are multiple colonies on the planet from occupation and surrender, they just rename themselves to whatever the planet is named. Therefor you would have 2+ colonies named "Earth". He wants to be able to rename just the colony.
 

Offline MarcAFK

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Re: Semi-Official 6.x Suggestion Thread
« Reply #682 on: September 30, 2015, 06:50:05 PM »
A default order for task force training would be excellent, combined with making a fleet receiving conditional orders not cause an interrupt would make my game run smoother.
At the moment half my interrupts are from training squadrons announcing they're going back to earth to refuel, then later that they have done so and are waiting for new orders.
Ideally I should be able to automate a squadron for training, refuelling then training again and get no interrupts until either the entire fleet reaches 100% or they start getting maintenance failures.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline linkxsc

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Re: Semi-Official 6.x Suggestion Thread
« Reply #683 on: October 02, 2015, 03:45:59 PM »
A default order for task force training would be excellent, combined with making a fleet receiving conditional orders not cause an interrupt would make my game run smoother.
At the moment half my interrupts are from training squadrons announcing they're going back to earth to refuel, then later that they have done so and are waiting for new orders.
Ideally I should be able to automate a squadron for training, refuelling then training again and get no interrupts until either the entire fleet reaches 100% or they start getting maintenance failures.

I concur
Its also an annoyance when trying to use conditionals to order state run colony ships, every pickup and dropoff results in an interrupt.
Ofcourse fuel usage ones are kinda important sometimes. For example, scout ships and survey ships that are often FAR away from any kind of refueling support, I do like that they cause interrupts, but on other ships, not so much.
Perhaps have a checkbox next to the order where it is set such that when checked, it actas as an interrupt, oterwise, the ship just automatically executes its conditional orders and chugs along (perhaps still notifying the player in events though.
 

Offline MarcAFK

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Re: Semi-Official 6.x Suggestion Thread
« Reply #684 on: October 02, 2015, 06:06:24 PM »
At the moment you will get an interrupt when the ship runs out of orders anyway.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Krictic

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Re: Semi-Official 6.x Suggestion Thread
« Reply #685 on: October 08, 2015, 08:04:38 AM »
So, my idea is to make pre-TN technologies more relevant, i know the game revolve around TN, but i think adding a few "current-day" tech would add tremendously to realism, i mean, by deacelerating TN development and adding a few pre-TN tech we would be able to do smaller, longer missions that requires more planning, by travelling at speed as slow as 70km/s, space travel wouldn´t be so trivial to do as it is.

maybe that´s already been discussed, but i wanted to give some input anyway.
 

Offline Rich.h

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Re: Semi-Official 6.x Suggestion Thread
« Reply #686 on: October 08, 2015, 08:32:12 AM »
If possible can we have more shift/ctrl clicking on the combat overview screen? So far we can select multiple weapons when assigning them to a fire control, but when assigning a target with FC's can only select on FC at a time. I have noticed now I have moved into larger ships with large numbers of weapon systems and FC that this can become a serious chore. When they AI decides to offload 50+ large salvos of missiles at me and I have a group of PD escorts along I can almost hear the cries of agony from my mouse. I'm not sure if it was simply never thought to be needed or cannot be done for that section of the screen.

In a similar fashion could we get shift/ctrl clicks added to the ground unit tab of the population window, and also to the task group window for the ships in the TG section?
 

Offline chrislocke2000

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Re: Semi-Official 6.x Suggestion Thread
« Reply #687 on: October 09, 2015, 05:32:52 AM »
It would be great to have an order to jump and divide survey vessels as well as the jump and divide vessels currently in place. With the new fuel rules I'm finding a need for larger support fleets for my survey expeditions and it gets to a bit of micro management when I need to split and regroup different parts of the group
 

Offline Yonder

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Re: Semi-Official 6.x Suggestion Thread
« Reply #688 on: October 09, 2015, 11:48:02 AM »
It would be nice to have shore leave conditional orders.

Triggers:
Deployment time 80% of Intended
Deployment time 90% of Intended
Deployment time 100% of Intended

Actions:
Return to Colony or Recreation Ship (if small enough) for shore leave
 

Offline Yonder

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Re: Semi-Official 6.x Suggestion Thread
« Reply #689 on: October 11, 2015, 02:28:23 PM »
Because of the long and variable turn processing times it would be great if there was some sort of gentle chime when turn processing had completed and it was time for your input again.