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Posted by: Ulzgoroth
« on: September 27, 2024, 11:41:22 AM »

I pretty much stabilize any jump point where I've found the far side of it unoccupied. I use civilian lines heavily and usually have a relatively limited number of jump tenders, so I welcome adding more jumps to the 'I can build here' and 'I can move the tender forward' list.
Posted by: Steve Walmsley
« on: September 26, 2024, 06:01:51 PM »

One point that hasn't been mentioned in this thread. You can detect a stable jump point on active sensors (without the need for gravitational sensors), so when deciding to stabilise, you are also making it easier to detect.

For active sensor detection purposes, what is the size of a stable jump point?
Or are they detected whenever in range of any active sensor, regardless of resolution?

For detection purposes, stable jump points are resolution 500, or 25,000 tons.
Posted by: paolot
« on: September 26, 2024, 04:33:18 PM »

...
For active sensor detection purposes, what is the size of a stable jump point?
Or are they detected whenever in range of any active sensor, regardless of resolution?

Don't think stable JPs can have various sizes. Or, at least, I never saw a stable JP different from another one.

Posted by: skoormit
« on: September 26, 2024, 04:43:38 AM »

One point that hasn't been mentioned in this thread. You can detect a stable jump point on active sensors (without the need for gravitational sensors), so when deciding to stabilise, you are also making it easier to detect.

For active sensor detection purposes, what is the size of a stable jump point?
Or are they detected whenever in range of any active sensor, regardless of resolution?
Posted by: Zeradash
« on: September 23, 2024, 02:33:26 AM »

It's very fun to see how stabilization seems to reflect on different playstyles.

I normally stabilize from the home world to every world I colonize, even if it's just an outpost with some sensors or some automated mines. I always keep a buffer of a few systems with the unexplored parts though, and I keep everything well scouted and tight on security.
I personally think it can make the late game a lot more entertaining, depending on what you do and how things go. It also frees me of headaches if I want to roleplay, or make really big ships/stations to wander around.
Posted by: Erik L
« on: September 20, 2024, 06:05:51 PM »

I stabilis(z)e the ones in my core systems.
Posted by: Steve Walmsley
« on: September 19, 2024, 11:35:43 AM »

The technobabble is that all TN ships operate in the Aether, regardless of whether they are moving. Wrecks have lost integrity so cannot remain in the Aether. If you don't accept that as reasonable, that's fine, but the lore is there to provide some rationale for the game mechanics, not vice versa. It's also not logical that ships in Aurora function like ships in the sea, but the gameplay is better with that paradigm, so the Aether exists to provide a rationale.

You used to have to find wrecks, but it was tedious so they became visible in later versions. At the time, everyone agreed with the change.

I'm not adding tugging wrecks because it makes recovery too easy, especially for wrecks in contested system, claimed systems or in orbit of NPR home worlds. Sneaking in to salvage key wrecks creates some fun situations.

I don't think stabilization is a no-brainer. For example, Invaders don't have jump drives. It also makes them easy to detect. I have several jump points in my current campaign that I won't stabilise, for both those reasons.
Posted by: alex_brunius
« on: September 18, 2024, 05:17:18 PM »

Wrecks being visible is covered in the Lore post. Ships travel in the Aether, but wrecks return to normal space and can be detected as normal matter, like system bodies.
http://aurora2.pentarch.org/index.php?topic=10239.0

You used to have to detect them, but it led to tedious micromanagement to search for them without really adding any gameplay decisions.
Im aware of the lore but that doesn't mean think it's consistent or logical.
For example why isn't Space Stations without engines orbiting a planet also visible just like wrecks then if it's the travel through the Aether that cause them to become harder to spot?

Some brainstorming ideas:
- If it was too much micro to detect the them then maybe give wrecks a say 10 times as large apparent tonnage signature (because it's presumably spread out over greater area)
- Improve the intel system to better display immobile or orbiting contacts (like say wrecks or space stations) indefinately if detected once
- Make it possible to tug the wrecks or load them in hangars for easy recovery (common suggestions around here already)

Jump point are substantially more important than wrecks, so they are harder to detect.
It's true but there are two gameplay considerations of making them easier to detect. First it makes it less of a no-brainer choice to stabilize all JPs. Second it makes it easier and faster to track down where those aliens are (and for them to track down you) leading to more potential fun and interactions.
Posted by: Steve Walmsley
« on: September 18, 2024, 04:58:33 PM »

One point that hasn't been mentioned in this thread. You can detect a stable jump point on active sensors (without the need for gravitational sensors), so when deciding to stabilise, you are also making it easier to detect.

I wouldn't complain if Stable JPs were automatically visible system wide. It would make alot more sense than it currently is having wrecks show up systemwide IMHO.

Edit: Isn't that how it worked in VB6 version?

Wrecks being visible is covered in the Lore post. Ships travel in the Aether, but wrecks return to normal space and can be detected as normal matter, like system bodies.
http://aurora2.pentarch.org/index.php?topic=10239.0

You used to have to detect them, but it led to tedious micromanagement to search for them without really adding any gameplay decisions. Jump point are substantially more important than wrecks, so they are harder to detect.
Posted by: alex_brunius
« on: September 18, 2024, 07:31:51 AM »

One point that hasn't been mentioned in this thread. You can detect a stable jump point on active sensors (without the need for gravitational sensors), so when deciding to stabilise, you are also making it easier to detect.

I wouldn't complain if Stable JPs were automatically visible system wide. It would make alot more sense than it currently is having wrecks show up systemwide IMHO.

Edit: Isn't that how it worked in VB6 version?
Posted by: Steve Walmsley
« on: September 18, 2024, 06:53:40 AM »

Same really, one of the few quirks of Aurora's Sci-fi that I don't really like is the squadron jump drives that take up such a large fraction of a ships tonnage until you get way up the tech tree. I'd much rather have every ship equipped with its own self jump only drives that were much smaller. I'd be happy if the Squadron size affected overall size and allow us to drop it down from 3 to self-jump

Increasing the squadron size for a jump drive doesn't change the size - it just increases the cost.

Also, jump drives were made much smaller in v2.4, so you can have a drive on most ships now.
Posted by: Steve Walmsley
« on: September 18, 2024, 06:49:14 AM »

One point that hasn't been mentioned in this thread. You can detect a stable jump point on active sensors (without the need for gravitational sensors), so when deciding to stabilise, you are also making it easier to detect.
Posted by: GodEmperor
« on: September 17, 2024, 10:33:59 AM »

Tbh i just wing it.
I never build jump engines so i usually pair jump stabilizer ships with survey - i stabilize at my end, jump the stabilizer alone, confirm if there is anything to survey on the other end and then start stabilizing way back and eventually get survey ship to do some surveying in the mean time.

As you can imagine my survey/jump stabilizer corps has the highest attrition rate of all of my armed forces lol.
Posted by: Bughunter
« on: September 13, 2024, 02:34:30 AM »

I tend to stabilize between my core worlds and planned future core worlds.. then being paranoid about not letting even the smallest alien scout vessel into those systems  :)
Posted by: KriegsMeister
« on: August 05, 2024, 08:03:13 PM »

If it exists, I stabilize it. I stabilize them all. I make several stabilization ships and put them on the standing order to stabilize nearest jump point. They run on automatic.

The others will tell you of tactical advantages or problems that could arise. I'd rather focus my time and energy on designing and building new ships, carefully planning where to put new colonies, and making sure that my fleets can protect those colonies.
Why not just play with the "All jump points are stable" option? Save you some resources since you already just want them done automatically anyways.

See, I want an option in setup to "NOT ALLOW" stabilization. Not player stabilization, not NPR stabilization, NONE! I would even like a "no assisted jumps allowed" button! You want to go through a jump point? Put a jump drive on every ship!

But I accept that there is not such a button as programming the AI to use it in ship design would be an excessive development cost.
Same really, one of the few quirks of Aurora's Sci-fi that I don't really like is the squadron jump drives that take up such a large fraction of a ships tonnage until you get way up the tech tree. I'd much rather have every ship equipped with its own self jump only drives that were much smaller. I'd be happy if the Squadron size affected overall size and allow us to drop it down from 3 to self-jump