Posted by: Tavik Toth
« on: Today at 12:24:43 AM »Sounds like something that would make the most sense as something closer ranged, like plasma carronades and the like. For me, I'd certainly be interested in a kinetic weapon like that.
Good ol' kinetic artillery for ships. They launch an explosive payload with no/minimal guidance (Excalibur?) after firing to impact and detonate on a target.If the fleet being targeted moves even just a little bit side-to-side, wouldn't the kinetic artillery nearly always miss if they don't have guidance but still have to travel to their target? Would that necessitate them hitting 'something' in a small radius around them ala a proximity fuse?
I dont really think "for the sake of" can apply when it comes to a role playing game though. If you get me? Like why is the Story character check box there? Its to build stories around Officers, I personally get great enjoyment out of seeing the histories and it adds so much to the RP side, but even gameplay wise when you start out you have loads of officers with nowhere to go. so over time they die or retire and before you know it around early/mid game you are left with nobody in any senior positions. Yes you can promote but the lack of history messes with the RP. Maybe its my playstyle I play at 20% tech with no starting ships because i enjoy the slow burn and other players might build loads of ships with the starting points and give them a good head start. I dont like that though I want to crawl out of the starting system.
I don't think adding officers for the sake of adding officers is a good idea if they're not functional, that'd just result in unnecessary bloat and make your roster harder to navigate. All the lower officer positions are abstracted with unnamed NCOs anyway and it'd be weird to have named officers occupy and leave them as they please (i.e. whenever a new assignment for them is created) without any impact on ship performance whatsoever. I like detailed assignment histories myself but they tend to happen naturally as your game grows older, mine currently has ~2700 naval officers, many of which have served on 4 or 5 different ships during their careers.
Player-designed command components sound interesting, and I think it'd be nice to have an option to have miscellaneous officers with your miscellaneous components, however making them actually apply their bonuses would be a natural next step, and I'm not sure how easy would that be code-wise, or balance-wise (let's say their efficacy would depend on component size, would we use the 1 HS AUX or the 4 HS PFC as a baseline?). So I think miscellaneous command posts would make for a fine roleplaying addition, but the actual, functional command modules are best left as dedicated, researchable components.
- System Governor as another Admin level between sector and planet.
- Return of Tour lengths for automated assignments. So captains can have a couple ships underneath them before assuming a flag rank or Junior Officers can experience support/fighter and other roles before getting a major command
- Ground Force Admin Commands as beyond the Division level, it's impractical to create HQ units and the user may want to spread the Corps or Army Group between multiple bodies in the same system.
- Ability to retrain officers from Fleet/Army/Admin/Science to another type of officer, Mostly for Roleplay or to quickly increase officer numbers in one category. i.e. your overmanned on Administrators but have a pressing need for ground force commanders or your ground forces are small and you need to find a propulsion MacGyver among your grunts.
- Ability to designate a Fleet/Ground positions ± 1/2 rank for assignment would be a welcomed addition.
- Reintroduction of Staff Officers for admin commands. maybe just 2 positions but you choose the boni they will provide.
- Reintroduction of Missile Series system
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