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Topic Summary

Posted by: Blacklight
« on: April 11, 2025, 03:45:15 AM »

Was thinking about this earlier today, have you ever thought about adding some kind of Jump blocker like what Stellaris has? a planet based installation that stops ships from jumping through any JP except the one they came through? Or maybe making it so they risk taking damage when jumping? Could also make it so it only affects non stabilised JP's. Would allow people to build fortress worlds which's sole purpose is to blockade a system and prevent hostile ships from penetrating further into your space without either glassing the planet or landing troops to flush out what you've got entrenched.

Could also be fun then to make it a rare precursor spawn, forcing players to deal with the precursors before they could continue exploration down that arm of the galaxy.
It'd have to be a fairly high tech building, but would allow for some fun RP runs, a fun precursor obstacle and also good ruin loot.
Posted by: David_H_Roarings
« on: April 07, 2025, 04:39:51 PM »

An idea that seems simple to me is to have an option in the fleets so that the order doesn't mean a pause/stop game advance when finished.

For "Orders Completed" with a case box or new order, for example, "do not warn me when finished."

This would be particularly useful with fuel harvesters
Posted by: xenoscepter
« on: April 06, 2025, 10:42:25 PM »

 --- Option to change "berthing quality". I know life support is largely abstracted, but the option to allow us to have crew quarters take up less space for any given deployment time in exchange for diminished performance would be flavourful. Likewise, allowing them to take up more space for a bonus to performance, as the opposite tact. Gives some nice RP to different ships. Maybe corvettes are cramped ass vessels because they really aren't meant for long term habitation while cruisers very much are.

 --- A nice dovetail would be to allow that malus to tick down to zero when on shore leave, so ships that spend a lot of time in port by design (system defense ships, etc.) won't be as badly affected.

 --- Obivously, fightercraft already have a greatly reduced crew need, so while this might be beneficial in some cases for them, they should still have to allocated a minimum of 1 Crew Quarters Fighter for both sanity's sake and to prevent potential null errors.
Posted by: Lindi
« on: April 06, 2025, 11:56:53 AM »

An idea that seems simple to me is to have an option in the fleets so that the order doesn't mean a pause/stop game advance when finished.

For "Orders Completed" with a case box or new order, for example, "do not warn me when finished."
Posted by: Panopticon
« on: March 25, 2025, 03:31:22 PM »

Yeah that all sounds pretty sweet.
Posted by: Tavik Toth
« on: March 25, 2025, 01:28:15 PM »

Also sounds a good way to RP experiment/prototype weapons and the like
Posted by: Steve Walmsley
« on: March 25, 2025, 11:15:05 AM »

Perhaps something like the Lensman 'Primary Beams' which originated from burning out a standard energy projector in one blast and was very destructive, later books featuring cartridges of sandard energy projectors which burned out with every shot and were then replaced

In fact, maybe a variety of modifications to weapons that increase their failure rates. Rather than current or immediate fails, there could be a range in between. One example might be an overloaded capacitor that improves rate of fire at the expense of higher failure. Or researching 20cm Carronades also provides a 'primitive 25cm' with a much higher failure rate. Unstable particle beams that have higher power but may explode, etc. Not something that is economically sustainable for general use, but useful in an emergency when outclassed.
Posted by: Andrew
« on: March 25, 2025, 10:13:42 AM »

Perhaps something like the Lensman 'Primary Beams' which originated from burning out a standard energy projector in one blast and was very destructive, later books featuring cartridges of sandard energy projectors which burned out with every shot and were then replaced
Posted by: Steve Walmsley
« on: March 25, 2025, 03:40:06 AM »

Playing with an idea here:

A fun  ;D addition would be variable firing range distances. Once the firing distance of a gun has been explored, you position yourself outside that range and nag away at the enemies defences.

At a quite high cost of maintenance and/or energy wouldn't it be fun if a gun emplacement on a planet could temporarily extend its weapon range to get a surprising counter volley into your occupying ships? Should definitely extremely costly to do that, but fun for some role-play events, if we can find a reasonable mechanic to realise this.

In Starfire, one race had bomb-pumped lasers, with the bomb detonating in a containment chamber inside their ships. It made the low-tech weapon powerful, with the downside that containment occasionally failed and blew up the ship. Maybe I could add something on these lines.
Posted by: Steve Zax
« on: March 24, 2025, 12:54:33 PM »

When do we get intel from interrogating prisoners from lifepods in 2.5?
When we pick up the pods, or when we land the prisoners on a colony?

Is it different in 2.5.1?

Is it GOING to be different in 2.6?

Assuming you meant to post in the questions thread. You get intel points upon picking up the pods in 2.5/2.5.1, and will get them after interrogating prisoners at a suitable colony in 2.6.0. https://aurora2.pentarch.org/index.php?topic=13463.msg171766#msg171766

Oops I posted in the wrong thread, thank you for your answer.
Posted by: TMaekler
« on: March 24, 2025, 04:27:18 AM »

Playing with an idea here:

A fun  ;D addition would be variable firing range distances. Once the firing distance of a gun has been explored, you position yourself outside that range and nag away at the enemies defences.

At a quite high cost of maintenance and/or energy wouldn't it be fun if a gun emplacement on a planet could temporarily extend its weapon range to get a surprising counter volley into your occupying ships? Should definitely extremely costly to do that, but fun for some role-play events, if we can find a reasonable mechanic to realise this.
Posted by: Ghostly
« on: March 24, 2025, 12:35:04 AM »

When do we get intel from interrogating prisoners from lifepods in 2.5?
When we pick up the pods, or when we land the prisoners on a colony?

Is it different in 2.5.1?

Is it GOING to be different in 2.6?

Assuming you meant to post in the questions thread. You get intel points upon picking up the pods in 2.5/2.5.1, and will get them after interrogating prisoners at a suitable colony in 2.6.0. https://aurora2.pentarch.org/index.php?topic=13463.msg171766#msg171766
Posted by: Steve Zax
« on: March 24, 2025, 12:26:57 AM »

When do we get intel from interrogating prisoners from lifepods in 2.5?
When we pick up the pods, or when we land the prisoners on a colony?

Is it different in 2.5.1?

Is it GOING to be different in 2.6?
Posted by: Ghostly
« on: March 23, 2025, 02:17:17 PM »

Could we get a distance circle marker for waypoints? Something that draws a circle at x mkm distance from a waypoint marker? Would be a nice helper tool to remind yourself keeping certain ships within certain distances to objects.

Can't support this enough, combat feels incomplete without being able to slather the map in circles and lines. Circles would also make placing buoy/mine fields much easier and semi-permanent lines would make intercepting lost contacts whose routes are known much more straightforward, currently one can use the distance measurement tool to check how close does an arbitrarily placed waypoint lie to a known route, but it requires several iterations to get right.

Implementation suggestions: both line and circle can be checkboxes on the Waypoint tab, to support creation of temporary/named/etc circles/lines, non-mutually exclusive, as having both checked would make a circle with a line as its radius. Can be activated by holding down shift, same way the distance measurement tool can be combined with waypoint creation right now. Can (and probably should) include the line's length/bearing and the circle's radius in its name and also allow snapping waypoints to any point on the shape.

While both shapes could also be valid targets for ship orders, with a ship ordered to such a target heading for its nearest point, I don't think that'd be too much of a dealbreaker and this could be omitted as long as waypoint snapping is available.

Attached: beautiful inspiration :)
Posted by: TMaekler
« on: March 23, 2025, 03:00:10 AM »

Could we get a distance circle marker for waypoints? Something that draws a circle at x mkm distance from a waypoint marker? Would be a nice helper tool to remind yourself keeping certain ships within certain distances to objects.