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Posted by: Steve Walmsley
« on: Today at 02:39:10 AM »

Could we change the Academy rules to make it so that that all of the assigned commandant's skills (research field, production bonuses, etc) improve the likelihood/quality of those qualities for new officers/admins/scientists, instead of currently where it only helps if the scientist is >20% (IIRC) etc?

Often I don't HAVE a scientist in a field, much less someone with >20% in the field. I can reassign someone to the field, but they'll never come in with 20%. It would make more sense that even assigning someone with a specific field would help increase engagement in that field, even if they're an amateur.

If you assign a scientist as commandant, it already increases the chance of new scientists being in the same field, regardless of bonus. The 20% only affects the research bonus of  new scientists.
Posted by: xenoscepter
« on: Yesterday at 10:42:37 PM »

So, weird 11pm idea. About GSFs...


Currently, an FFD allows you to assign 6 of them. And that's kind of a bit of troublesome thing, really.

What if instead, FFDs were assigned GSFs on a per carrier basis?

So like, you can assign like... one or more carriers to that FFD, and then the GSFs on that carrier would all carry out their assigned missions as if assigned to that FFD.

Not sure how many would be a good idea to assign per FFD. Because unlike an arbitrary number of GSFs, you can just build one frack you sized mega carrier. But just limiting FFDs to one carrier worth would remove any incentive for smaller ones.

Maybe have them be designed similar to Ground HQs? Certain amount of tonnage per FFD as per it's design? Or just give them six CVs worth of GSFs since bigger being better is in many ways kept in check by the whole "it also costs more, needs a bigger shipyard, costs more fuel, needs more MSP / engy per ton" and all the other goodness a big ship tends to require, much less a whopping six of the buggers.

Oh and maybe let GSFs use their speed as evasion when being shot at by ground based AA. Would probably work to alleviate massed AA invalidating GSFs entirely.

Also also, I really do hope we get a dedicated Air-based ground unit someday in the future. Or maybe let use "assign" fighter-class ships. Would be a good way to hide them on asteroids... niche, sure, but fun and funny. Makes for a cool story too~

Just really don't wanna lose those GSFs... they're really fun in concept and I think they can work. :(
Posted by: xenoscepter
« on: Yesterday at 01:44:07 PM »

To piggyback off that idea, I'd love the option to set individual academies levels. Currently, the Training Level is and empire-wide thing. It's either 1, 5 or somewhere in between.

The ability to set a training level of an individual academy would allow some granularity to this. Giving the player a little more control over the quality / quantity ratio, while allowing them to create "elite academies" for their crews. Think Corbulo Academy of Halo, or the US Navy's Top Gun school for fighters. The latter perhaps having a fighter-centric officer at the head of it, so the officers that graduate from it are more fighter-oriented as well. The ability to rename academies with a local override, or just in general, would be a nice touch as well I think.

I think a good way to implement that would be to keep empire-wide training level as is, but just add a checkbox for enabling a colony to override it with a dropdown selector for 1-5. I don't know exactly how it's implemented right now on the back end, but I'd assume it takes a value of crew per academy, then multiplies or divides it by some number. Logically, having the game do it's current calculation, then check for overrides, then add or subtract that level of crew, would probably best performance wise if my assumption of how it works is right. IIRC, and this whole suggestion hinges on this, experienced crews are added back to the pool, and used first when new ships are built. So it's already possible to have mixed crew skills in the pool, now we're just adding to them.

On the subject of the RP options, and the quality / quantity ratio, having the Ship Design UI feature a dropdown for "Crew Level" with a 0-5 option would take that a step further if implemented alongside this. 1-5 would correspond to existing crew training, while 0 would be the default and indicate no preference. Conscript crews would function the same, but a checkbox for "Enforce Crew Level" could open two new options for staffing. Firstly, enforcing that level would allow the RP of various "elite guard" or similar forces, for all your future despot needs. Secondly, checking off Conscription with a "0" preferred crew training and also checking of the preferred level enforcement would allow simulating a wartime, "throw them at the enemy as fast as possible" type of scenario such as US drafts, where volunteers and conscripts are mixed and the training level degrades as demand for properly trained combatants outstrips supply.

Combined with this:
What do you think about adding a new Military High Education Academy?
We could look at it as a high specialization school, to improve a bit the abilities of the officers, when they come out of the basic Military Academy.
We could assign to it some officers, from both naval or ground specialization (let's say no more than 10 at the same time, and each one cannot attend for no more than 1 year, in total), for no less than 4 months and no more than 1 year, to increase one or two of their abilities (we could select them), at a certain rate (e.g., 2% or 3% per month), or to develop a new one (0.5% or 1% per month), at a slower rate.
It could be build one per sector, or one in a system having at least 500 million people.
Or some version thereof, and you could get a pretty robust officer and crew core (and a very RP flavorful one at that), with minimal extra work, since building and setting these things up would be very "set it and forget it"
Posted by: paolot
« on: Yesterday at 12:10:02 PM »

What do you think about adding a new Military High Education Academy?
We could look at it as a high specialization school, to improve a bit the abilities of the officers, when they come out of the basic Military Academy.
We could assign to it some officers, from both naval or ground specialization (let's say no more than 10 at the same time, and each one cannot attend for no more than 1 year, in total), for no less than 4 months and no more than 1 year, to increase one or two of their abilities (we could select them), at a certain rate (e.g., 2% or 3% per month), or to develop a new one (0.5% or 1% per month), at a slower rate.
It could be build one per sector, or one in a system having at least 500 million people.
Posted by: paolot
« on: Yesterday at 11:51:56 AM »

In the Commanders window, would it be possible to show always the same buttons? i.e., not hiding the Demote one?
For me, to see the buttons moving left and right because I'm selecting an officer of the lowest rank instead of a higher level, it is a bit disturbing.
When a lowest level officer is selected, the Demote button could be deactivated, or a message appears saying "Lowest rank officer: cannot be demoted." or something like this.
Posted by: nakorkren
« on: Yesterday at 09:46:51 AM »

Could the "Commander Experience" notification be split into "Ground Officer Experience", "Scientist Experience", "Naval Officer Experience", and "Admin Experience"? That would allow us more granular control over the notifications. TBH I typically only care about the scientist experience notifications on a regular basis.

Separately, would it be possible to add an option to hide health notifications for commanders who are not currently assigned to a role? It would cut down on the message clutter substantially without hiding what we usually care about, which is events impacting commanders with active roles.
Posted by: nakorkren
« on: Yesterday at 09:34:36 AM »

Could we change the Academy rules to make it so that that all of the assigned commandant's skills (research field, production bonuses, etc) improve the likelihood/quality of those qualities for new officers/admins/scientists, instead of currently where it only helps if the scientist is >20% (IIRC) etc?

Often I don't HAVE a scientist in a field, much less someone with >20% in the field. I can reassign someone to the field, but they'll never come in with 20%. It would make more sense that even assigning someone with a specific field would help increase engagement in that field, even if they're an amateur.
Posted by: Louella
« on: August 28, 2025, 12:26:47 PM »

I'm not sure if it's been brought up before, or is already planned, but...

Orders to transfer cargo, passengers, etc. to a target fleet, would be nice to have.

Some of them already exist, like troop transports can load units from another fleet for example.

But stuff like, having a lifeboat type ship, with orders to pick up lifepods, and then transfer them to another ship, that would allow some more things to be done. There is then some mechanical purpose behind designating a ship as a "Hospital Ship", to receive survivors - it'd be a ship with large passenger capacity, and boat bays for a number of fast lifeboats, the lifeboats would pick up lifepods and transfer them to the hospital ship.

Similarly, if people _really_ want to, they could then explicitly model shuttlecraft to load minerals, or passengers, from a body, and transfer them to their parent ship, rather than using the shuttle bay module. Doing that, would then give a reason for adding the command station for carrier operations to a lot more ships, which means more positions for officers, and more story potentials.
Posted by: paolot
« on: August 27, 2025, 06:12:12 PM »

There already is automated refit for shipyards.

Exactly!
And we already can build as many fighters as we like, using one single instruction/command.
It would be useful, IMO, that this option could be present also for building slipways and, as Coleslaw says, for ships and scrapping them.
Posted by: Garfunkel
« on: August 27, 2025, 05:35:50 PM »

There already is automated refit for shipyards.
Posted by: Coleslaw
« on: August 26, 2025, 09:28:19 PM »

In the Shipyards tab, in the SY activities, would it be possible to add the option to prepare multiple splipways in one activity? in case, the more slipways to add, the less the time for each one?

As a sort of follow-up to this, could ship construction/scrap tasks be made to be queueable? I'm pretty sure this has been suggested before, but being able to queue multiple ships for construction/deconstruction would be a god-send (at least, in my opinion.)
Posted by: paolot
« on: August 26, 2025, 05:35:57 PM »

In the Shipyards tab, in the SY activities, would it be possible to add the option to prepare multiple splipways in one activity? in case, the more slipways to add, the less the time for each one?
Posted by: paolot
« on: August 26, 2025, 02:30:45 PM »

Maybe already suggested.
In the Commander window, in the selection list on the right, would it be possible to toggle between showing all the officers and only the unassigned ones?
Posted by: paolot
« on: August 26, 2025, 02:25:05 PM »

In the Shipyard Tasks list, would it be possible to add also the "Sort by Progress" option?
Posted by: paolot
« on: August 26, 2025, 02:24:00 PM »

Another quality-of-life addiction, if possible: to refresh all the open windows at the end of a turn.
Too many times I unintentionally changed the commander of a ship, while I was selecting a new one for a new ship, because the Commander window didn't update and the lists of the commanders were no more aligned, or, in the Galactic Map, looked for a ship that already moved to another system!   :(