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Posted by: Zincat
« on: Yesterday at 05:26:16 PM »

To be honest, wouldn't it make more sense if they bailed out to life pods and scuttled their ship? Thinking about it, why would the enemy just surrender their warship full of advanced technology to an aggressive technologically inferior alien they don't know anything about? I don't know about you, but if I was captain in that situation I'd be blowing the sucker up if I could.

Cause you know, not everyone wants to die. Statistically speaking it's fair to say a lot of people would surrender in a hopeless situation (unless they think they're going to be killed anyway but that's another matter)
Happy martirs are not the majority. If given a chance to survive most will try to take it.

And Steve did say it depends on the race's xenophobia and such. So...
Posted by: Bails_64
« on: Yesterday at 05:11:54 PM »

To be honest, wouldn't it make more sense if they bailed out to life pods and scuttled their ship? Thinking about it, why would the enemy just surrender their warship full of advanced technology to an aggressive technologically inferior alien they don't know anything about? I don't know about you, but if I was captain in that situation I'd be blowing the sucker up if I could.

Posted by: Hazard
« on: Yesterday at 10:07:06 AM »

Yes, but which ship creates a prize crew if the alien ship simply surrenders? How does it get on board? Also, the ship providing the few crew members would need to visit port to replenish them.

This type of detail won't make any difference to any meaningful decision on the part of the player and it won't make any appreciable difference to the crew pool. It would only add micromanagement that would quickly become tedious. It is a lot better for game play reasons for the prize crew to manifest out of thin air. This is no different than commanders always being exactly where you need them.

Fair.
Posted by: Steve Walmsley
« on: Yesterday at 09:02:47 AM »

If you are going to be doing prize crews, maybe let it draw a tiny complement from the boarding fleet/ship (because even a boarding ship is going to take a larger crew than just a dozen people) and then let the player assign a prize crew on the basis of 'level the crew counts between all ships in a task force'

Yes, that would mean that a number of crew was just drawn from the mother ship and its escorts. That's the way it goes. Or let a player assign how much 'over capacity' crew they want as well as an excess of crew quarters.

Yes, but which ship creates a prize crew if the alien ship simply surrenders? How does it get on board? Also, the ship providing the few crew members would need to visit port to replenish them.

This type of detail won't make any difference to any meaningful decision on the part of the player and it won't make any appreciable difference to the crew pool. It would only add micromanagement that would quickly become tedious. It is a lot better for game play reasons for the prize crew to manifest out of thin air. This is no different than commanders always being exactly where you need them.
Posted by: Hazard
« on: Yesterday at 08:40:58 AM »

If you are going to be doing prize crews, maybe let it draw a tiny complement from the boarding fleet/ship (because even a boarding ship is going to take a larger crew than just a dozen people) and then let the player assign a prize crew on the basis of 'level the crew counts between all ships in a task force'

Yes, that would mean that a number of crew was just drawn from the mother ship and its escorts. That's the way it goes. Or let a player assign how much 'over capacity' crew they want as well as an excess of crew quarters.
Posted by: Steve Walmsley
« on: Yesterday at 06:36:03 AM »

I'm not going to make the prisoner issue over-complex. When a ship surrenders, it becomes your ship with an overhaul factor of 0.01. This is the same as capturing it via boarding combat. You can scrap it, refit it, etc..

For the crew, I don't have any specific code yet but it would make sense to treat them in the same way as rescuing alien life pod survivors. You gain intel and the survivors become POWs, which you can drop off at a colony. In this case, they would be POWs on what was their own ship and you will need to add a crew. I'll probably create a small 'prize crew'  for free and you will need to get the ship to a colony to take on a full crew.

There is no code for POWs at the moment beyond tracking their location, so I will look at that as part of diplomacy.
Posted by: Bughunter
« on: Yesterday at 05:51:45 AM »

Don't remember if anything was changed around PoW handling yet, but should probably tie in with that. Return of prisoners etc. as part of peace agreements.

But this could potentially be another major addition, if you also consider the AI needed for it.
Posted by: LoSboccacc
« on: Yesterday at 03:35:50 AM »

couple questions

how surrender going to work if the language is not yet decoded?

can the crew be absorbed in the empire forming a dependent/independed pop? or dropped on an asteroid and made work on the miners?
Posted by: Shuul
« on: Yesterday at 03:27:40 AM »

In my opinion surrendering ships open many possibilities g r diplomatic negotiations. Should NPR ask to retrieve their captured ships? Can we propose to return them as a sign of good will? etc.
Posted by: Father Tim
« on: August 21, 2019, 11:42:40 PM »

All of the above are options.

Note that Aurora already had surrendered ships. . .  but far fewer of them, and far less intelligent rules for when they would surrender.
Posted by: Kristover
« on: August 21, 2019, 08:16:19 PM »

The latest feature covered, enemy fleets surrendering under certain conditions, what happens to the ships and crews?  Do we keep the ships for scrap?  Retrofit for reuse?  breaking them down for intelligence/research purposes?  Do we capture their Commanders as prisoners?  Just curious.
Posted by: Doren
« on: August 21, 2019, 02:49:43 PM »

Why not just have ONE PD setting and call it a day.
I think there might be at least one case where you might want to have separate FF vs AD though not sure if it would warrant the extra complexity.
If enemy fires some missiles at a target A and some missiles at target B. Target A has PD and is on PD duty. Target B is low value target and you do not care for protecting it. If missiles that target Target B move first Target A can exhaust it's PD capacity on missiles targeting Target B and missiles targeting Target A hit unhindered.
Due to Area Defence rules we still try to cover Target B but from player perspective they would prefer to see Target B burn rather than Target A
Posted by: Jorgen_CAB
« on: August 21, 2019, 02:41:07 PM »

Why not just have ONE PD setting and call it a day.

You fire on missiles at the closest point but never closer than 10.000km distance. At least then range on your Gauss will start to matter to some degree since there always is a chance you get to fire two times against incoming missile with greater range than 10.000km.

If PD start to become too effective you can also allow missile agility a small evasion chance to even out the field. Agility will simply add to the missiles speed for tracking purposes. Now with the tracking bonus added to the game this actually make even more sense.


I think that these things added might cancel each other out in the end so PD stays reasonable effective as the game goes on.


If Agility add to the defence of missiles then we might also see reduced effectiveness of late AMM that otherwise become way too effective at engaging missiles for their cost. Exactly how much defence add is a balancing act, but if it make missiles better at targeting it should also make them better at evading stuff if perhaps not as effective as for targeting stuff.

Posted by: Doren
« on: August 20, 2019, 02:54:34 PM »

Area defence PD would actually be a lot more useful if it would be able to shoot missiles that pass through but do not end their turn in PD range since that would already mean that you could protect disabled ships with your PD which could be thought as a improvement over final fire.

There's also a situation where you could have PD ships on top of enemy missile ships (like jump point situations) and they could start launching missiles at other targets if they happen to know (maybe after a salvo or so? or pervious engagement) that they cannot actually harm the PD ships due to amount of PD but in case of final fire mode missiles would go unhindered compared to a area defence if it was more reliable to be used
Posted by: DIT_grue
« on: August 20, 2019, 02:42:05 AM »

I think 'passing through' would probably be the best implementation of area defence. That wouldn't be too hard to implement and I could use the closest point of approach during the increment.

<snip>

Rather than than trying to make area mode work for energy weapons, maybe we just have to accept the concept isn't really viable.

Huh... that seems like it might end up merging the PD modes from the other direction, as it were? (Depending on implementation, of course.) Rather than discarding Area Defence as useless, if 'closest approach' is 'zero, because it's trying to hit me' then you've ended up with Final Defensive Fire plus a risk that your weapons can't protect you because they have already shot at missiles aimed at someone else who isn't even nearby to return the favour. Which makes FDF more-or-less the midpoint on a spectrum from AD to FDF(self only), and might be a good outcome?
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