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Posted by: Titanian
« on: July 26, 2018, 06:21:40 AM »

And fire control tracking speed really need a nonlinear scaling factor. Otherwise x4 is always the right choice for turreted pd. All the other settings exept x1.25 get used only very rarely by me, as x1.25 is usefull for railgun pd as it futureproofs the firecontrols for when the next level of fire control speed instantly upgrades all non-turreted weapons. All the other settings I don't really use, as my bfc tracking tech is usually higher than my ship speeds anyway.

Finer granularity would be nice for several settings, especially capacitor recharge. Then one could finally produce 10cm laser with 1.5 recharge rate instead of 2, and so on. Would be especially useful for particle beams with all their odd power requirements.
Posted by: QuakeIV
« on: July 25, 2018, 11:13:18 PM »

Having more scalable beam fire controls sounds really fun to me.  Then you can have a long range laser battleship that has some gigantic super expensive fire control, just so it can fight off a 100 tonne harassment fighter from a much more advanced faction.  That sort of hilarity.
Posted by: SpikeTheHobbitMage
« on: July 24, 2018, 09:53:50 PM »

As instructed:


One of the main issues I've been finding with beam ships is that continuously scaling costs for more advanced beam fire controls as tech advances. With that in mind, I'd like to propose that its costs only scale with the multipliers applied to it, the tech advances being "free" bonuses.

In further thoughts: What I'd envision to make beam FCs better: Higher base cost to compensate a bit the non-escalating costs. "Sliding" values for range and speed instead of fixed multipliers, allowing for more precise fine control of the values, with a minimum and maximum value. Said value might just be the present 25% and 4x, or it could be set by tech, starting closer to 1 and increasing back to the present possible values (or other values, although that might present some issues with absolute max range due to light speed).
We directly key in tracking speed when designing turrets, so having the same option for FC makes sense.  Selecting tonnage as well and getting a range might be advantageous.
Posted by: Felius
« on: July 23, 2018, 08:38:09 AM »

As instructed:


One of the main issues I've been finding with beam ships is that continuously scaling costs for more advanced beam fire controls as tech advances. With that in mind, I'd like to propose that its costs only scale with the multipliers applied to it, the tech advances being "free" bonuses.

In further thoughts: What I'd envision to make beam FCs better: Higher base cost to compensate a bit the non-escalating costs. "Sliding" values for range and speed instead of fixed multipliers, allowing for more precise fine control of the values, with a minimum and maximum value. Said value might just be the present 25% and 4x, or it could be set by tech, starting closer to 1 and increasing back to the present possible values (or other values, although that might present some issues with absolute max range due to light speed).
Posted by: Rayuke
« on: July 17, 2018, 09:35:29 PM »

Quote from: tobijon link=topic=8107. msg107632#msg107632 date=1522781756
Quote from: Rayuke link=topic=8107.  msg106917#msg106917 date=1519854934
tachyon technologies, between both a displacement drive (or "wink" drive) also a tachyon gun that "teleports bombs into or around other ships" source is from the Odyssey One Book series

how would tachyons help teleport something? they are just particles moving faster than light
its easier to understand in the book but basically they convert the bomb into tachyons, as barkhorn said its almost exactly like mesons work, i also thank the other techs from the books would work awesomely hear armor that reflects lasers to 99% of there energy or armor that absorbs light 99% that its basically cloaked but is absolutely susceptible to laser fire, antimatter blasts, much like missiles but made for close combat (not exactly a good idea for this game) and power plants that are black holes that consume refuse and random matter for fuel but are detectable by gravametric censers but effect the accary of the tachyons (mesons) and last but not least tachyon censers that take a "snapshot" of the local space
Posted by: Kurt
« on: July 04, 2018, 12:43:19 PM »

Genius!

"Are they dead?"
"Yes"
"Are you dead?"
"No."
"Success!"

Ha!

Kurt!!!  Welcome back!!!!!

John

Glad to be back!
Posted by: sloanjh
« on: May 04, 2018, 07:05:03 AM »

Genius!

"Are they dead?"
"Yes"
"Are you dead?"
"No."
"Success!"

Ha!

Kurt!!!  Welcome back!!!!!

John
Posted by: Kurt
« on: May 03, 2018, 11:30:28 AM »

That is a bug in VB6. The random POWs you find are from old games. They aren't being deleted correctly.

Genius!

"Are they dead?"
"Yes"
"Are you dead?"
"No."
"Success!"

Ha!
Posted by: Garfunkel
« on: May 03, 2018, 07:55:35 AM »

Make default orders check whether the ship in question can complete it before executing it. For example, I have a Survey Group with a Jump Tender and multiple Survey Ships. I set Grav Survey as its default order and order the TG to split into individual ships after jumping through an unknown JP. Afterwards, I have to remember to clear default orders for the CJ as otherwise it will fruitlessly try to survey the JP locations.
Posted by: Steve Walmsley
« on: April 21, 2018, 09:33:44 AM »

I'm not advocating that particular use of POWs, but I would like to see them have some added effect or utility in the game. I run across planets that have survivors and POWs on them, but I can't really do anything with them, as far as I can tell.

That is a bug in VB6. The random POWs you find are from old games. They aren't being deleted correctly.
Posted by: JacenHan
« on: April 03, 2018, 09:43:48 PM »

Fires are much more dangerous in space. Spaceships are enclosed systems, you can't just vent the heat and toxic smoke the way you can on Earth. On the other hand, ships will be designed presuming that you need to close down entire sections of the ship at a time from air flow, either because of a hull breach or because of a fire or any other disaster, so fire control is a lot easier; just let the fire consume all oxygen and if possible use the cooling system to chill the local temperature to below the ignition temperature. Or, for that matter, open the burning sections to hard vacuum, it'll resolve itself soon enough.

This FTL parody came to mind. "Works on people too."
Posted by: Barkhorn
« on: April 03, 2018, 07:09:54 PM »

tachyon technologies, between both a displacement drive (or "wink" drive) also a tachyon gun that "teleports bombs into or around other ships" source is from the Odyssey One Book series
Your tachyon gun idea is basically what mesons do.  Mesons don't interact with anything, and when they decay they release a huge amount of energy.  You can control how long a meson takes to decay when you create it.  So what happens is, the fire control computer decides how far away the target is, and thus how long the meson should take to decay.  The meson is fired, it passes cleanly through the armor because mesons don't interact with anything.  Then, assuming the FC was accurate in it's distance measurement, the meson decays inside the ship, and goes off like a bomb.

They also travel at 99% the speed of light, so as far as the target is concerned, it teleported there.
Posted by: Hazard
« on: April 03, 2018, 05:28:27 PM »

Fires are much more dangerous in space. Spaceships are enclosed systems, you can't just vent the heat and toxic smoke the way you can on Earth. On the other hand, ships will be designed presuming that you need to close down entire sections of the ship at a time from air flow, either because of a hull breach or because of a fire or any other disaster, so fire control is a lot easier; just let the fire consume all oxygen and if possible use the cooling system to chill the local temperature to below the ignition temperature. Or, for that matter, open the burning sections to hard vacuum, it'll resolve itself soon enough.
Posted by: tobijon
« on: April 03, 2018, 01:55:56 PM »

Quote from: Rayuke link=topic=8107. msg106917#msg106917 date=1519854934
tachyon technologies, between both a displacement drive (or "wink" drive) also a tachyon gun that "teleports bombs into or around other ships" source is from the Odyssey One Book series

how would tachyons help teleport something? they are just particles moving faster than light
Posted by: Barkhorn
« on: April 03, 2018, 11:48:27 AM »

Suggestion:

Damage to a ship should do more than just reduce the HTK or break parts.  It should also have a chance to start a fire.  Aurora generally tries to emulate 20th and 21st century naval warfare, and during that time period fire was a major threat to warships.  It's a major reason the IJN suffered so badly in WW2.  Japanese crews weren't trained to fight fires; they had designated damage control teams.  Crews were trained to abandon their station and call for a DC team in the event of fire.  This meant that the fire would burn uncontrolled for several minutes, and would be much worse by the time the damage control team arrived.  American crews on the other hand were all trained to immediately start fire fighting.

Compare two examples.  The IJN Akagi was hit by a single 1000lb bomb at approximately 10:30AM, June 4th during the Battle of Midway.  Over the course of the day, Japanese damage control teams fought a losing battle against the flames, and at 4:30AM June 5th they were forced to scuttle the ship.

The USN Bunker Hill was hit by two kamikazes and two 550lb bombs in quick succession during the Battle of Okinawa.  390 crew were killed, but fires were put out and the ship was saved.
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