Aurora 4x

VB6 Aurora => Aurora Suggestions => Topic started by: sloanjh on April 19, 2010, 12:04:42 AM

Title: Official Suggestion Thread for 5.14 or later (inc Spoiler)
Post by: sloanjh on April 19, 2010, 12:04:42 AM
I'd like to renew my request for a "start date offset" that can be used as a difficulty level.  The idea is that, in the startup screen, there would be an offset (in years) that would change the start date used for NPR stuff (e.g. tech level etc.).  In a 1 billion pop conventional start I would set this to 10 years, as this is about the time it takes me to convert all my industry and get ships off the ground.  So if my game started at 2300, and I had set the offset to +10 years, then the NPR would all act as if the game started in 2310.  The reason for this request is....

[spoiler:3rsmui9e]I just encountered the Firestarters in a conventional start.  About 8 years into the game, they showed up in my home system - I had just barely gotten a GeoSurvey ship off the ground.  I haven't yet seen any hostile acts from them, but I imagine there will be one :-) What I'd like is to be able to play a conventional start without being years behind the NPR in terms of tech level, or to have "bad guys" show up in my home system before I've even had a chance to get off the planet....[/spoiler:3rsmui9e]

John
Title: Re: Suggestions for 5.13 or above (inc Spoiler)
Post by: Gyrfalcon on April 19, 2010, 08:14:19 AM
I agree that there needs to be a delay option. With the current state of things, a conventional start seems to be impossible.

[spoiler:1kzkcf4t]In my current game, I'm barely three years into the game when the alien species shows up, beelines to earth and nukes me into the ground. Despite full focus on spacecraft research, I'm years away from fielding anything.  I chose the option to start without PDCs at start, but ICBM missiles wouldn't help, and developing a working TN missile and sensor still would have taken me longer then the three years I had.

At this point, my only option is to restore my backup and cheat with Spacemaster and put some defense structures in orbit to drive off the attackers.[/spoiler:1kzkcf4t]
Title: Re: Suggestions for 5.13 or above (inc Spoiler)
Post by: Steve Walmsley on April 19, 2010, 02:08:24 PM
Quote from: "Gyrfalcon"
I agree that there needs to be a delay option. With the current state of things, a conventional start seems to be impossible.
I hadn't fully considered the situation of a conventional start. I like John's suggestion in the other thread so I am going to try and find a way to implement that for v5.14

Steve
Title: Re: Suggestions for 5.13 or above (inc Spoiler)
Post by: IanD on April 19, 2010, 04:22:09 PM
Now there are GMCs shouldn’t the Star Swarm leave carcasses which can be researched to yield advances in genetics? Perhaps there should be a new salvage module, the Bio-recovery module?

At one time Steve was talking about pre-TN starts having Mars capable spacecraft. Is there any chance of an advance on this axis?

Regards
Title: Re: Suggestions for 5.13 or above (inc Spoiler)
Post by: The Shadow on April 20, 2010, 12:32:34 AM
Is this now the official suggestions thread for the current version?  Or is the 5.10 one still it?
Title: Re: Suggestions for 5.13 or above (inc Spoiler)
Post by: Steve Walmsley on April 20, 2010, 12:16:30 PM
Quote from: "The Shadow"
Is this now the official suggestions thread for the current version?  Or is the 5.10 one still it?
I've made this the new thread. I have also removed the first few posts, which were mainly about the use of spoiler tags.

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: The Shadow on April 20, 2010, 12:25:19 PM
In that case, here's this suggestion again, so it doesn't get lost to posterity. :)  Perhaps you could even produce stupid, slave races that would do the opposite.

* Different modifiers - produce a gregarious race with high Diplomacy, or a soldier race with high Militancy and Xenophobia.  (The latter might get bonuses to troop strength, too.)

By the way, putting a training academy on the colony of another race should strongly influence what kind of graduates you get.  A smart race should produce a higher proportion of scientists (with bigger chances of high bonuses), and even the non-scientists should be more likely to have Geology bonuses and the like.  While putting that academy on a soldier race's colony would give you more officers, and ones more weighted toward command.

* Medical technologies that would extend the lifespan of commanders, or cure them when they fall ill.

* Biological weapons.  The cost of researching new plagues would depend on how specific they are.   :twisted: Like, you can pretty cheaply produce something that will affect all oxygen-based life (or whatever), but if you wipe out a planet with it, you won't be able to use it either.

On the other hand, for a lot of research points you could develop a plague specific to a particular race, but will (probably?) leave your own race alone.

I figure you'd mostly deliver plagues to planets via missile.  But perhaps there could be a ship-to-ship version too - if it breaches armor, the plague is delivered to the crew.  Meanwhile there could be defenses like extra compartmentalization, or well-stocked sick bays.

* Reduced cost of infrastructure, or extra bang from the infrastructure you have.  Terraforming efficiency and reduction of colony cost could arguably be moved to the Biology category, too.

* Oh - how about applying different themes to different races?  Or is this possible already?  (I'm not at my home computer at the moment.)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: randal7 on April 20, 2010, 09:07:01 PM
Apologies if this has been suggested (and shot down) before, but there's no way I have time to go through all those huge suggestion threads.

Probably my favorite thing about this game is that colony development is hard. No plunking down a few people and turning out battleships a few minutes of play time later; developing a colony that functions independently of the home world, rather than as an accessory, is an achievement. In that vein, terraforming is too easy. There is no incentive to do more than the bare minimum. A world that is the equivalent of the top of Everest or the bottom of Death Valley is equally productive to and populates as fast as the home world. There is no reason to terraform Mars, for example, because the civvies make you a ton of money hauling infrastructure on that short route and there are no negative effects from the uninhabitablity.

Now I don't have a well-thought out solution for this, other than to suggest adding some penalties/bonuses for distance from a perfect environment for the given species. That may or may not be a good idea; this game probably walks a knife-edge in this area as is, between hard enough to give a feeling of accomplishment and hard enough to be frustrating. And I've not played the new version with the bio-engineering to see how that effects this problem. I'm mostly just thinking out loud, so to speak.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on April 21, 2010, 03:12:40 AM
For Randal7.
Agree on little part of ur think.
Am in 2 project Terraforming caught in,and am so convicted r hard enough,take dozens years to completing.
Srry my english r near to horrible:)..

For me terraforming r good coding now.

Am play dozens campaigns..and "FOR ME" the MAIN suggestion possible are in ARMY field: am repeating every suggestion,am hope who Steve re-organize and re-manage whole sector of ARMY managment same as TASK Group window.

With HUNDREDS colonyes around..army in actual situation become very fast BORING nightmare situations.

my 2 cents.

THERE r too many people who havent play around in 2-5 colony maximum..
r too wrong: this game are HUGE..and when u venturing out and found dozens colony u found ARMY absolutely valuable,and NEED hurry re-coding.

Ty for attention
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on April 21, 2010, 04:09:08 AM
Steve.

hi Steve,sorry for criticsm somwhere,but am think the "usefull criticism" r understandable,no? :mrgreen:

Another interesting: Can set "Load Brigade and Associates Battalion" task group orders been made?

are useful for little "Police" operation around some Colony unrest prevention operations
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Octavian30 on April 22, 2010, 10:54:29 PM
Something different -

I've played with Roman names but there was only a very limited range of class names - are other 'specialty' games the same?
If so - for the Romans at least - can we email you a longer list of suitable names for you to include in the database for future releases?
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Beersatron on April 23, 2010, 12:36:11 AM
Quote from: "Octavian30"
Something different -

I've played with Roman names but there was only a very limited range of class names - are other 'specialty' games the same?
If so - for the Romans at least - can we email you a longer list of suitable names for you to include in the database for future releases?

afaik, Steve will take new themes or extensions to themes and add them for the next database patch.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Kurt on April 26, 2010, 12:46:51 PM
Steve -

I'm still using 4.77 for the Terran Campaign, so excuse me if I'm suggesting something that already exists.  

I'd really, really, like the ability to transfer cargo from one ship to another.  A fleet command would be preferable, or even the ability to manually transfer cargo.  

What I wanted to do was set up a deep-space carge transfer station, equipped with fuel capacity and cargo hold.  Cargo ships would then rendezvous with the station, refuel, transfer their cargo to the station's holds, then return to the origin.  As far as I can tell there is no way to do this as things stand.  

Kurt
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: The Shadow on April 26, 2010, 07:42:24 PM
Quote from: "Kurt"
Steve -

I'm still using 4.77 for the Terran Campaign, so excuse me if I'm suggesting something that already exists.  

I'd really, really, like the ability to transfer cargo from one ship to another.  A fleet command would be preferable, or even the ability to manually transfer cargo.  

What I wanted to do was set up a deep-space carge transfer station, equipped with fuel capacity and cargo hold.  Cargo ships would then rendezvous with the station, refuel, transfer their cargo to the station's holds, then return to the origin.  As far as I can tell there is no way to do this as things stand.

Agreed!  I've been on the verge of suggesting this for some time.  Freight depots on jump points would be handy things to build.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Elvin on April 30, 2010, 11:00:22 AM
Has taking command of civilian shipping on a temporary basis/rent been suggested before? As in real life, in some situations the Military/Government take command of civilian shipping to move supplies or troops (or even weaponising them) in times of crisis. While i'm not suggesting the ability to plug a gun onto freighters in emergencies, I would like to be able to requisition cargo ships to move emergency supplies around when I have no cargo fleet available. Alternatively, a feature to rent the time for use of civilian freighters would be good, as I often seem to find myself short a few cargo ships in critical times ( such as hastily shifting defences from one planet to another)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on May 01, 2010, 07:16:07 AM
Subject: AUTOMATED TURNS button:
a more ready and easy to use KEy associated at "Automated Turns" for easy to CUT-OFF damned Automated.

Mouse didnt r easy and not even r ok.

please associate it an Function key for FAST and secure stop damned automated 5-sec ...ty
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Hawkeye on May 01, 2010, 12:21:17 PM
Quote from: "waresky"
Subject: AUTOMATED TURNS button:
a more ready and easy to use KEy associated at "Automated Turns" for easy to CUT-OFF damned Automated.

Mouse didnt r easy and not even r ok.

please associate it an Function key for FAST and secure stop damned automated 5-sec ...ty

Well, CTRL+F8 works for me
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on May 01, 2010, 03:41:59 PM
Our "friends" ..spoilers.

Ive set Automated fire in a nearest system for hunting Precursors ships..when one single battered Earth ship retun in Sol System..and encounter an our "spoiler" friend..made a firefight..andf ive lost whole my Earth population for revenge.

Steve..not good ur late "New".

Srry

Edit later: now ive more than 200hundereds useless and bad looking game Aliens ships stationed in Sol..are u crazy? :mrgreen:
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Kurt on May 02, 2010, 08:44:02 PM
Steve -

Once again this suggestion is from the Terran Campaign, so I make it with the understanding that I am using 4.77 and things may have changed.  I don't think so, though, which is why I'm making the suggestion.  

I am encountering a problem in the Campaign, and I've got a couple of ideas on how to fix it.  The problem is with maintenance facilities.  Essentially, what is happening is that I've got squadrons of ships stationed all over to provide protection against attacks.  Many of my colonies are intended to produce resources for major population centers.  Titan and Nova Terra are examples of this.  Both exist only to produce resources for Terra and Mars.  Titan's resources are sent to Mars via mass driver, while Nova Terra's are sent via a freighter on a regular run.  The problem is that eventually the mass drivers or freighters deplete the resources and when that happens I get all sorts of error messages on the Event screen informing me that maintenance wasn't performed on my ships stationed at those locations.  For Nova Terra that will persist for another five day update, then everything will be okay as resources accumulate, at least until the freighter arrives again.  For Titan there is no solution.  Once the mass drivers reduce the resources to zero they never rise again, unless the production outstrips the shipping capacity, in which case one resource accumulates while the others remain at zero.  

I can think of several possible solutions:
1.  Currently, resources are either picked up by freighters or shipped out by mass drivers before production/maintenance is performed.  If you changed that to the other way around, then there would always be resources available for maintenance.
2.  If you made it so that mass drivers and "Pick up all resources" commands left enough resources for maintenance and production, that would work too.  Say enough resources for one months production & maintenance at current consumption levels.  To pick up more you'd have to tell the freighter to load X amount of Y mineral.  
3.  Finally, you could change maintenance so that if no resources are available, maintenance facilities would use maintenance supplies stockpiled on the planet.  This would steadily use up the supplies, but it is better than nothing.  

Kurt
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: sloanjh on May 03, 2010, 01:43:20 AM
Quote from: "Kurt"
I can think of several possible solutions:
1.  Currently, resources are either picked up by freighters or shipped out by mass drivers before production/maintenance is performed.  If you changed that to the other way around, then there would always be resources available for maintenance.
2.  If you made it so that mass drivers and "Pick up all resources" commands left enough resources for maintenance and production, that would work too.  Say enough resources for one months production & maintenance at current consumption levels.  To pick up more you'd have to tell the freighter to load X amount of Y mineral.  
3.  Finally, you could change maintenance so that if no resources are available, maintenance facilities would use maintenance supplies stockpiled on the planet.  This would steadily use up the supplies, but it is better than nothing.  

4.  Set up "reserve levels" of each mineral on each planet below which any export mechanism (mass driver, freighter, ....) would not take them.  This is a slightly different spin on the long-standing suggestion about mass-drivers, except this moves it to being a record on the populations mining state (as opposed to the mass driver state).  So for example if I set a reserve level of 1000 Duranium on a planet, the planet had 1454 Duranium, and a freighter was told to load all Duranium, it would only load 454.  This way of doing it might be easier to code up, since it's essentially just changing the way that "minerals available" are calculated....

John
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Texashawk on May 06, 2010, 03:38:15 PM
Just 2 little things that sort of disturb the immersion for me - stupid, but perhaps easily fixable?

1) Fighters, depending on how they are set up, can have from 15-30 people. Somehow that seems... like a lot of people on board for a hyper-fast tactical attack craft, but maybe that's just my sensibilities.
2) Gender pronouns are ignored in the events log. It's a bit weird to hear 'Stephanie Bell has been involved in an accident that will effect his long-term health.' or some such.

This game is so awesome (literally) that little things like that really stand out.

Thanks for your time!  :D

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: welchbloke on May 06, 2010, 04:09:34 PM
Quote from: "Texashawk"
Just 2 little things that sort of disturb the immersion for me - stupid, but perhaps easily fixable?

1) Fighters, depending on how they are set up, can have from 15-30 people. Somehow that seems... like a lot of people on board for a hyper-fast tactical attack craft, but maybe that's just my sensibilities.
I've always thought of Aurora fighters to be analogous to something like a MTB, E-Boat or PT Boat.  As a result, the numbers seem fine to me.

Quote from: "Texashawk"
2) Gender pronouns are ignored in the events log. It's a bit weird to hear 'Stephanie Bell has been involved in an accident that will effect his long-term health.' or some such.
The easy fix for this, to my mind, is to replace all the 'his' with 'their'.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Father Tim on May 07, 2010, 09:39:01 PM
Quote from: "welchbloke"
Quote from: "Texashawk"
2) Gender pronouns are ignored in the events log. It's a bit weird to hear 'Stephanie Bell has been involved in an accident that will effect his long-term health.' or some such.
The easy fix for this, to my mind, is to replace all the 'his' with 'their'.


I remember the name files being separated by gender, which led me to assume that each officer has a 'gender' flag set somewhere, which would make it easy enough to match up his/her properly.  Now that I think it through, I assume Steve would have written it that way if it was that easy, so probably there is no such flag.

'Their' was good enough for Shakespeare; it's good enough for me.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: sloanjh on May 08, 2010, 03:22:24 AM
Quote from: "Father Tim"
I remember the name files being separated by gender, which led me to assume that each officer has a 'gender' flag set somewhere,

This is a correct assumption - I've seen the flag in the DB. (IIRC :-) )

John
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Aldaris on May 08, 2010, 04:12:56 AM
Would it be possible to implement known exoplanets along with known real stars?
Unknown characteristics would be randomised, and other planets would be filled in as possible, but it would be interesting to see the planetary systems around Sol slowly standardize over the years.
(http://en.wikipedia.org/wiki/List_of_extrasolar_planets (http://en.wikipedia.org/wiki/List_of_extrasolar_planets), if it helps.)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: symon on May 11, 2010, 08:09:01 AM
Can I suggest a way of allowing more SM control of system generation. Either I've been doing something wrong for a long time or it's not possible to adjust/control starsystems.

I've clicked Create system/delete system literally thousands of times but even with SM terraform cannot generate anything like a 'starting system that I have in mind'. At the moment, setting starting conditions seems very difficult, which would be a real pain for a multiplayer start!
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Trueknight on May 24, 2010, 12:19:00 PM
I'm not sure if this is the right thread to post, since isn't sticked and it's been a while since the last post...i'm sorry if i'm wrong.

Anyway, i was thinking about this suggestion since a long time, i hope it can make it to the game. I haven't seen anything like that in the previous posts, but maybe i missed it...

The first(and maybe the most) thing i liked in Aurora was the great sense of RolePlaying that having individual "named" officers gave to the player.
I was thinking, though, that it's quite awkward to see naval and ground officers just pop out from nowhere; in my opinion it would be great from a Role Playing poin of view if the game could keep track of XOs and maybe the most high ranking officers of a given entity (ship, o ground unit).

In most of space opera that i've read/seen, great importance it's given to XO and senior officers on a ship, and i'd love to see a little of that in Aurora too, but before you start having an heart attack for the micro-management implications, let me explain what i had in mind  ;)

There's nothing it can be done to address this or at least make it customizable?

What do you think about that? Thanks for your attention, i hope my bad english was clear enough to express my ideas to improve this GREAT game.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: IanD on June 08, 2010, 12:40:49 PM
For the SM. A merge empires button.

This button would merge populations (doable now), missile and component stockpiles, mineral stockpiles, research including partially complete projects and RST (which would save me having to recreate all the components, missiles etc), shipyards with partially completed ships, and ship designs (if you transfer a ship currently while you have the ship design you cannot build them until RST is replaced), ships and fighter squadrons all with the push of one button – OK, several if you must..

The last is really annoying me currently. I transferred the fighter squadrons on the task force screen, but the fighter management screen refuses to acknowledge the presence of any fighters what so ever! :?

I am sure it wouldn’t take Steve more than an evening to knock this off

These thoughts were engendered by my current campaign.

I think your model for the effects of a nuclear attack on a population may need a little tweaking, especially if its a pre-TN population. The consensus appears to be from my very superficial reading that all agriculture would be impossible for at least the first year after a nuclear war involving about 100 15-kiloton weapons. Eurasia would go to –30C and North America –20C. The guestimates for the length of time this weather pattern would persist is from 1-10 years, thus after about six months a pre-TN population would be starving rapidly. A TN population with lots of available power may be able to slow the rate of decline with massive hydroponics factories build like skyscrapers (see Scientific American November 2009), but I would think a much higher population decline would be appropriate. Current world food reserves are between 60-120 days, which even with stringent rationing would not last long enough.
An item of equipment that could be added would be precipitators and would increase dust removal from the atmosphere. These units could either large as in Terraformers or small craft, built in shipyards or built in fighter factories. If the latter you would need a lot to have an effect. This would prevent a 10 year freeze, sterilising the planet.

Regards
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Zed 6 on June 08, 2010, 06:08:50 PM
1. Regarding Column sorting- Ctrl-F7 Technology Report & Ctrl-A Available Colony Analysis- Double clicking on a column allows sorting in a variety of ways. Being able to do the same on F2 Population and Production - Research ,Industry, Manage Shipyards and Ctrl-F4 Task Force Organization especially and probably others tables would be nice to have. Also on F2- Basic Pop List checkbox (Upper Left). This would be nice to be left in the state it was put in, so when the window is reopened it remembered it's state, instead of defaulting to unchecked.


2. Economics Page F2. The Main population location list on the left hand side. Colonies with population are sorted first near the top. That's fine, but colonies without population are sorted by number of mines. Sorting unpopulated colonies by Alphanumeric order would be a nice option.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: UnLimiTeD on June 11, 2010, 06:18:24 PM
Quote
For the SM. A merge empires button.
+1!
Additionally, an other useful SM function:

SM Training!

I'm doing a little RP, of course with fleet training, and now creating an enemy for the obligatory fluff, I want a force that I can control immediately without delays, to actually look dangerous instead of unorganized.
Being able to set Task force training and maybe even Crew Training to an arbitrary amount of the fly would really help.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Steve Walmsley on June 14, 2010, 11:41:41 AM
Quote from: "Texashawk"
Just 2 little things that sort of disturb the immersion for me - stupid, but perhaps easily fixable?

1) Fighters, depending on how they are set up, can have from 15-30 people. Somehow that seems... like a lot of people on board for a hyper-fast tactical attack craft, but maybe that's just my sensibilities.
I have heard this suggestion before and rejected it on the basis that the same rules should apply to fighters as any other ship. However, Symon mentioned this same issue to me the other day as well and he had a very good rationale for changing it. Ships are out on patrol for months at a time and therefore need three shifts or more plus a lot of ongoing maintenance. Fighters are only dispatched on missions lasting several hours and therefore should have need for only one crew shift and less of an ongoing maintenance requirement. This seems a perfectly reasonable argument, so if a design qualifies as a fighter in v5.20, it only requires 25% of the crew of a normal ship (fractions rounded up). This gives the NATO fighters in my current game crews of between 3 and 7.

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: symon on June 14, 2010, 12:05:15 PM
Excellent! It occurred to me later that if it was easy to do, you might want to shift some of the 'missing' crew to the hanger. Failing that, upping the manning requirements for the hanger might be an idea.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: UnLimiTeD on June 15, 2010, 05:41:47 AM
Something I have discussed a while back, and now finally refined enough to suggest it here:

An Overhaul of Orbital Combat.

I feel the limit of 1 apm for beam weapons is rather arbitrary, and not even useful from a gameplay perspective, making it too easy to use them against thin atmospheres, and impossible versus thicker.

The full suggestion, with a small discussion, and summary, can be found here:

http://aurora.pentarch.org/viewtopic.php?f=1&t=2559&p=25369#p25369

I changed the first post to contain a summary of everything important.
It's still rather long, and extremely complex, but that can hardly be a counterargument in this game ;)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Elouda on June 15, 2010, 06:09:39 AM
Quote from: "UnLimiTeD"
Something I have discussed a while back, and now finally refined enough to suggest it here:

An Overhaul of Orbital Combat.

I feel the limit of 1 apm for beam weapons is rather arbitrary, and not even useful from a gameplay perspective, making it too easy to use them against thin atmospheres, and impossible versus thicker.

The full suggestion, with a small discussion, and summary, can be found here:

http://aurora.pentarch.org/viewtopic.php?f=1&t=2559&p=25369#p25369

I changed the first post to contain a summary of everything important.
It's still rather long, and extremely complex, but that can hardly be a counterargument in this game ;)

This looks pretty interesting. I agree that there needs to be a little more diversity in energy weaponry for orbital bombardment - as things stand now, I'm faced with either reducing their earths atmospheric pressure or having everyone develop meson cannons only in my multi-nation campaigns. This would bring some more variety and make a range of weapons viable.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on June 24, 2010, 10:48:01 PM
Posted in the 5.1 thread by me.

Hostile transit detections tell you which JP they are coming from.
For terraforming, add an option to level a gas to a percentage of atm.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Morrigi on July 03, 2010, 10:52:41 PM
Make plasma torpedos available without taking them from the spoilers, just at a high tech level.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: lastverb on July 04, 2010, 09:31:53 AM
Well, Im back after a while :) have few things to catch up so I started a game to see those spoilers. For now 2 sugestions:

a) Make "Increment length adjusted as a ship is withing firing range" a pulse length adjustment - we alredy have firing and radar contact breaks so i think this one is useless.
It just make me to pass 3 ingame days with 1minute increments and it dont seem to end so ill start new campaing. There is no shooting between nprs (there were 3 days ago) - I passed 30sec just to see if next increment will be 30sec too - it passed full minute on next.

b) Final resolution solution - so far there is one - GimeSpace Desktop Extender because sdesk cut windows to max res, but it make You furious with moving desktop every time your mouse is near desktop edge.
It seems like a problem to hd desktop users. 16:9 (1600:900) and 16:10 (1680:1050). Because aurora dont use windows that width and need more height the solution would be simple: new hd version with some button lines vertically on the side rather than horizontaly on the bottom. Windows that would need adjustment (for 900px height):
Lower resolutions (1024:768) would need almost whole game reconstruction - too much effort, and dont know if any1 still using that. You should also put the link in the instalations: http://sites.google.com/site/gimespace/ (http://sites.google.com/site/gimespace/)

ah and the crew change on fighters should also change crews on gunboats (same reason) to something like 50% (<=1000 tons ships check?)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Morrigi on July 04, 2010, 04:13:27 PM
Allowing ships larger than 1000 tons to be carried like gunboats would be awesome. It would give awesome RP potential, and open up new ideas for designs.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Steve Walmsley on July 04, 2010, 04:17:51 PM
Quote from: "Morrigi"
Allowing ships larger than 1000 tons to be carried like gunboats would be awesome. It would give awesome RP potential, and open up new ideas for designs.
You can already do that. You can put any ship in a hangar if the hangar is large enough. Its especially useful for making repair ships that take damaged ships into an internal bay or for motherships that will reload box launchers on large vessels.

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on July 04, 2010, 05:27:39 PM
Quote from: "Morrigi"
Allowing ships larger than 1000 tons to be carried like gunboats would be awesome. It would give awesome RP potential, and open up new ideas for designs.

In the Bureau of Ship Design, page 2, about half-way down you'll see a post titled "An exercise in curiosity".

The ships in that thread are from a 3.x or 4.x game, I don't recall which. This was when maximum missile size was also 24.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on July 05, 2010, 05:01:41 PM
Hello,

First Post.  Been loving the game.  I have no life anymore, thinking up stuff for new ship designs as I go about regular business.  Anyways...

I'd like to have a bit more functionality in the ground units section.  I'm currently cursing how Marine units don't have an appropriately sized HQ to transfer to small assault boats easily.  And how it requires a population center to transfer a ground unit from a captured ship back to the Troop Transporter.  I'd be pleased if these issues were addressed - it's by no means game breaking, but it feels a bit ... incomple ... not finis ... not quite perfect!

Also, little niggling things like remembering settings in Events window, clickbox positions, and such.  I'm sure they only stand out due to the amount of time I'm spending on this incredible game.

Thank you Steve and best of luck/skills with your gambling,
Len
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: dooots on July 11, 2010, 02:31:34 AM
Limit the resource modifier for home world resources to greater then or equal to 1.  Did a conventional start and only had 10k neutronium and mercassium and didn't find any in system.  I know conventional starts are supposed to be harder but that seems to be a bit extreme for a game where you only start with 1 shipyard and 5 research labs.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: wilddog5 on July 11, 2010, 05:00:46 AM
A task group order to alow a tanker to take fuel from a target fleet

This is to alow the semi automated transfer of fuel from a harvesting fleet to a planet. eg

Get fuel from harvesting fleet
Standard transer to system X
Unload 90% fuel to planet X4
Standatd transfer to system Y

Having this set as a cycle order would alow the tranfer of fuel to go much more smoothly it could even have a conditional version like the minerals do (when fuel = X Litres)

sorry if this has allready been posted  :?:
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Shinanygnz on July 11, 2010, 03:03:03 PM
I'd like to be able to give or sell my old freighters and colony ships to civilian lines instead of just giving them a cash subsidy.  Pretty please.

Stephen
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: welchbloke on July 15, 2010, 07:47:12 AM
I would like is some kind of range facility on the F3 screen.  Select 2 objects and a read out gives you the range between them.  Also, the ability to set up range rings around objects with a user definable radius woud be nice too.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on July 16, 2010, 04:09:09 PM
As requested by Steve, something to do with warheads and missiles...

Shifting Gears
- oh, for the ability to step down a missile drive to interoperate with other missile launches

Tractoring a buoy
- you all know you want this.  One buoy per tractor.  Move that minefield around if you messed up the placement.

Warp capable drone bodies -
They go through and release submunitions once they arrive.  Not guaranteed to arrive intact.  I can see some fun with a WP buoy picket that tosses WP capable second stages BACK through the WP and releases a minefield/laser WH/jack-in-the-box on the other side right on top of the assault force as a delicious countermeasure

Microwave Warhead
- generates a Microwave pulse, like the X-Ray Lasers make flashy lights.  Stop that runaway Corvette in it's Tracks.  Kill the Active Sensor on that scout.  Should include the stereotypical *ding* sound effect when it goes off.

Cloaking Warhead
- Cloaking vs various signals, thermal, EM, etc.  Lowers the range at which MFC can lock for anti-PD purposes and range at which your contact signal can be detected, somewhat like ECM and cloaking already, but affecting an area, capability and range determined by MP spent.  Seed them through your task group on drone bodies, on buoys at WPs, or tractor them for extra ninja fun.

Tagging Warhead
- nail one of these limpets on a contact and track em on passives.  Tag a neutral/ally with a known hostile active transponder in "friendly territory" and watch the ensuing fireworks *I'd like to suggest contact profiling included with this suggestion, so this isn't an instagib - should have to match thermal and EM output by boosting the contact signal, which of course is also rated in max boost with MP spent, match mass and not exceed known class specs.

Bait Warhead
- Puts out a fake contact signature, EM/Therm/Shield/Mass, all rated in MP.  Rockets off in a different direction to let your outgunned TG run for the WP while the enemies chase it down.  Lay down a buoy and make em THINK you're lying in wait.  Generate fake buddies coming to the rescue.  Random chance that the foe takes the bait

PD Warhead
- for AM purposes.  Put it on a missile body and launch an AM salvo, it'll go off like a CIWS in the second stage if it's in range of an enemy missile.  Stick it in a buoy, and watch it interdict salvo after salvo of enemy missiles.

Painting Warhead
- No, not for interstellar paintball.  Very small active transmitter on which follow up salvos will home then speed match, right into detonation range of the Paint warhead target.  Allows Forward Observer shooting - Stealthy McScouty tosses a Painter at Mister Target, and the whole taskgroup fires too, generating a HUGE salvo.  Perfect if we can gear missile drive speeds either prelaunch or have missiles with enough AI to match speeds once entrained.  Sadly, should cause loss of entire salvo if destroyed enroute.  Requires active missile targeting from Paint shooter, or sufficient sensor package to be fire n forget.

Anti-Personnel Warhead
- For when you just don't feel like picking up lifepods.  Huge range on detonation...  Kills Pods dead.

Hypermissile/Hyperdrone engines
- for when you are playing around outside the Hyperlimit.  .999 c missiles!

Jarhead Warhead
- gets into range then shoots Marines at the enemy.  Uses an embarked Marine Company/Marine Battalion readiness rating as an additional ammo source.  Best for Boarding combat, but I can see much fun with this in Planetary Assaults - should be rated for max atmospheric penetration.

Thanks for reading, feedback happily acknowledged, flames sadly ignored.
Len
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Kurt on July 17, 2010, 07:39:39 AM
Steve -

I would like a "Nebula Systems Only" check box on the game creation screen, along the lines of the "Known Systems" check box.  

Obviously, if the nebula systems only box is checked then every system generated would be a nebula system.

Just something I've been thinking about.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Caplin on July 17, 2010, 11:30:42 AM
Hi,
A minor thing, but it would be quite helpful in the Filter Events list if there were a textual indication of whether a given event type were hidden or not.
I'm sure there are a few other areas where a similar principle would apply but can't think of them off hand.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: UnLimiTeD on July 17, 2010, 06:09:20 PM
Hidden?
Like, if it was SM view or just you?

___________________
I'd like to suggest marking to be developed equipment, but allowing it for use in the design screen.
That way, one could design a ship with components still to be researched, and got the designs waiting and shipyards tooled once that one new weapon is available.

Would also allow to play with designs before researching tech only to find out that one weapon you just happen to use a dozen of is one hullsize to big and the fleet speed would drop by 500, or that you used the wrong capacitor.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Caplin on July 17, 2010, 06:14:40 PM
Nope, hidden as in "I won't see events of this kind in the Events Window."
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Caplin on July 18, 2010, 02:41:45 PM
Hi,
For consistency, it would be nice if the ordnance/fighters tab of the ship design window allowed use of alt+a in the same way the design view does.
Similarly,  if possible consistent keyboard shortcuts in other places would be appreciated.
Some windows are closeable with alt+c for close, but others are not.
More keyboard shortcuts would be in general a good thing.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Steve Walmsley on July 18, 2010, 11:41:30 PM
Quote from: "dooots"
Limit the resource modifier for home world resources to greater then or equal to 1.  Did a conventional start and only had 10k neutronium and mercassium and didn't find any in system.  I know conventional starts are supposed to be harder but that seems to be a bit extreme for a game where you only start with 1 shipyard and 5 research labs.
The Abundance Modifier for a Sol Start is always set to 1. If you do have a really bad start, you can use the HW Minerals button in the SM functions section on the F9 system view window to generate a new set of random minerals for your homeworld. Make sure you are in SM mode, open the F9 window, select your homeworld and press HW Minerals

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Steve Walmsley on July 18, 2010, 11:44:18 PM
Quote from: "zkline"
Hi,
A minor thing, but it would be quite helpful in the Filter Events list if there were a textual indication of whether a given event type were hidden or not.
I'm sure there are a few other areas where a similar principle would apply but can't think of them off hand.
I have added a preceding (H) to the Filter Events list for any events that are hidden.

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: sloanjh on July 21, 2010, 12:23:50 AM
From the new ammo management thread in Mechanics:

Add the ability to define multiple "named" loadouts for ship classes.  This would be especially useful for colliers, which need different loadouts according to the weapons mix and threat environment of the fleets they're accompanying.

John

PS - This is an old suggestion from a while back... bringing it up now because you're working in the ammo code now.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on July 21, 2010, 04:55:51 AM
Quote from: "sloanjh"
From the new ammo management thread in Mechanics:

Add the ability to define multiple "named" loadouts for ship classes.  This would be especially useful for colliers, which need different loadouts according to the weapons mix and threat environment of the fleets they're accompanying.

John

PS - This is an old suggestion from a while back... bringing it up now because you're working in the ammo code now.
UP UP for me!
+1
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on July 22, 2010, 01:15:33 AM
WINDOWS: F2,economic,COLONY LIST

Interesting thing: make list "for Planetary Systems Colony" only (same as "Fuel" selections windows

When u have 100000 colony..hw u can found a Systems colonyes?

Select a "SINGLE" Systems and so u can show all Colonyes inside them for better management.

e.g.: display Mass driver and Mining colony,for send asap minerals where needed..etc.etc..
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: welchbloke on July 22, 2010, 06:01:42 AM
Quote from: "waresky"
WINDOWS: F2,economic,COLONY LIST

Interesting thing: make list "for Planetary Systems Colony" only (same as "Fuel" selections windows

When u have 100000 colony..hw u can found a Systems colonyes?

Select a "SINGLE" Systems and so u can show all Colonyes inside them for better management.

e.g.: display Mass driver and Mining colony,for send asap minerals where needed..etc.etc..
So some kind of nested tree arrangement with systems(or maybe sectors) as the top level?  Sounds like it might be useful.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: welchbloke on July 22, 2010, 06:36:18 AM
One of my officers just got awarded her 10th medal; however, the medals awarded section of the Commanders window only shows 9 medals and does not scroll.  Any chance of a scroll bar please?
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on July 22, 2010, 08:37:59 AM
Quote from: "welchbloke"
Quote from: "waresky"
WINDOWS: F2,economic,COLONY LIST

Interesting thing: make list "for Planetary Systems Colony" only (same as "Fuel" selections windows

When u have 100000 colony..hw u can found a Systems colonyes?

Select a "SINGLE" Systems and so u can show all Colonyes inside them for better management.

e.g.: display Mass driver and Mining colony,for send asap minerals where needed..etc.etc..
So some kind of nested tree arrangement with systems(or maybe sectors) as the top level?  Sounds like it might be useful.
TY v.MUCH Welch ma friend!!

ur translation give a right idea what am mean....:S
ma english sometimes r absolutely not funny..

YES..this features was,are,IS, very USEFUL!!!
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: wilddog5 on July 22, 2010, 03:59:54 PM
construction ship alteration and making JP's colonys

Rather than having jump gate construction ships to build just jump gates alow them to build any ship just like a mobile shipyard.

This could be done by making a gate cost say 1800 Build Points (BP) and scaling the construction rate to match the build rate of the current gate construction modules eg 180 day would become 10 BP per day and a 10 day would become 180 BP per day. (Bit fast but this is for ease of understanding)

The ship yard part is to alow the construction of habitat stations around other planets, you send materal to the planet and the construction ships get to work.

Unlike the ship yards they should have no requirement for retooling or a construction (size of ship that can be built) limit but should be much slower to build ships and stations, To compensate for the lower speed they should alow mutiple construction ships to work on a single project.
This could be done so that the total amount of shipyard construction rate is a total of the construction ships BP amount devided by the number of ships being built. example below.

[center:1pgblz79]construction ships        1          Ships being built         1               time to build (years) 10

construction ships         10         Ships being built        1                time to build (years) 1

construction ships        10          Ships being built        2                 time to build (years) 5[/center:1pgblz79]

(sory for the B U but I could not get the formating right)

I know that the lack of tonnage limit and retooling can be abused but i think that the lower speed and the higher cost of construction ships compared to a shipyard (plus the fact that you need a shipyard to build them) would limit this to the production of stations and prototype/emergancy ship construction


__________________

making JP colonys

im not sure if this is a good idea my intent of this idea was to make it so that you could use habitats to build a construction and matinence facility for JP defences and stations and mabe foating massdrivers to alow the transport of materals but i think the removal of the industry tab and the other relevent tabs just for this type of colony not realy worth it. The whole reasion I thought of this was I could see this being done in real life if the transnew tech was avalable and JPs where real. (shrugs)


feal free to expand on these ideas

thank you for reading and have a nice day/night
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on July 22, 2010, 04:03:07 PM
Mobile Shipyard am think arent a first in mind of Steve plan.For some various reason.And for SA difference.Too unreal build ships far from Mineral source and real manpower and others infrastructures need at same big deal.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: UnLimiTeD on July 23, 2010, 04:18:40 PM
+1 For mobile shipyards.
Makes sense, definitely.
Now we just need mobile construction factories ;)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on July 24, 2010, 10:58:11 AM
Quote from: "UnLimiTeD"
+1 For mobile shipyards.
Makes sense, definitely.
Now we just need mobile construction factories :-P
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Hawkeye on July 24, 2010, 12:59:53 PM
From what I understand, the mobile shipyard approach is one of the Starfire things, Steve is deliberately avoiding which falls into the category of: Nuke ´em today, settle tomorrow, churn out a new battlefleet the day after tomorrow.
Personally, I could live with a mobile repair dock, speeding up after-battle repairs that the ships can do now anyway, using spare parts, perhaps even repairing part of the armor damage (welding plates over holes, but not fully restoring the armor belt)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Beersatron on July 24, 2010, 01:07:03 PM
Mobile Shipyards would need a population and a mineral supply to use and were never practical before. But now, it may be possible to make some form of Mobile Shipyard with the new Orbital Habitats Steve is putting in.

I would suggest starting a separate thread and detailing out how you think it could be implemented otherwise we are going to have a long conversation about it in this one! :)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on July 24, 2010, 01:12:08 PM
Quote from: "Hawkeye"
From what I understand, the mobile shipyard approach is one of the Starfire things, Steve is deliberately avoiding which falls into the category of: Nuke ´em today, settle tomorrow, churn out a new battlefleet the day after tomorrow.
Personally, I could live with a mobile repair dock, speeding up after-battle repairs that the ships can do now anyway, using spare parts, perhaps even repairing part of the armor damage (welding plates over holes, but not fully restoring the armor belt)

I'd love to see a mobile repair dock. Something you send to the scene of a battle to repair your cripples enough to get them home for full repairs. Maybe something reminiscent of Moon's Koskiusko FRD in the spin off from the Serrano books.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Poojawa on July 24, 2010, 02:13:30 PM
Been trying to scourge the Search, but I guess it's way too broad, or just not working.

But I'd totally like to see Strikecraft put in. single/two man fighters that are only a few tons with specialized components. They'd only have a few hours worth of fuel, extremely low caliber weapons (1-5 cm gauss cannons, .1-.8 size missiles), but able to deploy a flight of them for operations.

since there would only be one to three 'crew', officers would be discouraged from flying them, but able to should the player choose. The idea behind is that fleet carriers can  carry the 500 ton 'fighters' which are fine and dandy, but they can usually only mount one laser weapon, or box launchers (in my experience with 'em at least).  So I don't find them nearly as useful as just having a full-on warship with greater range and firepower do the job. But I would love to have strike craft that could launch and be able to evade/shoot down missiles, or have very very long raids.

Not to mention the RP perks of being able to have a strike craft squadron rip apart hostile alien ships while keeping the fleet safe.


Also, I support the colony tree of per sector, per system, per planet. And auto-assignments of civilian administrators.

Aaaand Also, mobile repair docks are already in. Just  tack on a huge amount of Mantinence Moduals along with a lot of Damage Control stations, the 'mother ship' will take over from there.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Father Tim on July 24, 2010, 02:50:11 PM
Mobile shipyards are already in - just tow 'em to where you need 'em and tow along some orbital habitats to go with 'em.  Oddly, you still need an acceptable-grav rock around which to put them all in orbit.

#:-]
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: UnLimiTeD on July 24, 2010, 07:00:58 PM
I think the idea is more to have shipyardsto build the population centres, AKA, orbital habitats, in the first place.
And honestly, it's starting to get a little depressing to regularly hear "That was in starfire, Steve won't change that", justifying the Status Quo with past Problems in a game I never played, for lack of any better explanation.
I find it extremely unlikely that space ships would be assembled in giant spaceborn docks unless that race is very wary about someone shooting at them before they are finished.
I think it's a lot more likely to build the parts on the planet, ship them up, assemble and install them into the floating husk with shuttles.
I mean, theres no gravity, the ship can't sink before it's finished or something.

And another suggestion:

Automated Construction factories.
Not spaceborn, just automated like mines.
I think thats a logical evolution.
If you don't have population, just pay double.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: wilddog5 on July 25, 2010, 02:33:15 AM
My thoughts with the construction ship was to make the jumpgates construction time match the current rate but the constrution ships to take much longer to build ships so that you would need at least 10 construction ships to have the equivlent construction to a shipyard thus makeng them impratical for general ship construction.

With the habitats it was to be a compromise between building at a shipyard and towing or sending the construction ship to the planet with the required minerals and waiting a while.

that is all
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on July 25, 2010, 06:35:33 PM
Quote from: "Father Tim"
Mobile shipyards are already in - just tow 'em to where you need 'em and tow along some orbital habitats to go with 'em.  Oddly, you still need an acceptable-grav rock around which to put them all in orbit.

#:-]

Shipyards. I'm looking for something to perform as a Damage Control, except from an external source.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Andrew on July 26, 2010, 02:47:57 PM
On the Combat assignement screen add the ships name, I find the highlight on the ships name vanishes from the tree view and I can lose track of which ship I am on if working down a list of identical ships
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: welchbloke on July 26, 2010, 03:06:05 PM
Quote from: "Andrew"
On the Combat assignement screen add the ships name, I find the highlight on the ships name vanishes from the tree view and I can lose track of which ship I am on if working down a list of identical ships
The name of the selected unit should appear to the name of the window after a colon e.g.
Combat Assignments Window:Cymru
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Andrew on July 26, 2010, 04:21:34 PM
Quote from: "welchbloke"
Quote from: "Andrew"
On the Combat assignement screen add the ships name, I find the highlight on the ships name vanishes from the tree view and I can lose track of which ship I am on if working down a list of identical ships
The name of the selected unit should appear to the name of the window after a colon e.g.
Combat Assignments Window:Cymru
Doh
Failed to notice that for a long time
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: welchbloke on July 26, 2010, 04:25:26 PM
Quote from: "Andrew"
Quote from: "welchbloke"
Quote from: "Andrew"
On the Combat assignement screen add the ships name, I find the highlight on the ships name vanishes from the tree view and I can lose track of which ship I am on if working down a list of identical ships
The name of the selected unit should appear to the name of the window after a colon e.g.
Combat Assignments Window:Cymru
Doh
Failed to notice that for a long time
Don't feel too bad, I didn't notice it until today.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: UnLimiTeD on July 28, 2010, 10:41:34 AM
I'd like to suggest an additional Ship System using current ingame tech levels:

Ranged Damage Controls.
The Idea is that to use a damage Control at range, helping to repair another ship, at lower speed.
With half strength, they would be 5 at normal, 10 at improved, and 15 at advanced status, and could be used at one ship at a time to repair it's systems.
Maybe even armor. Or, for a change, maybe only armor.
That would be interesting.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Beersatron on July 28, 2010, 10:29:40 PM
An option to 'Scrap PDC' in the industrial section would be a nice to have. I did a forum search but couldn't find mention of it.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Brian Neumann on August 01, 2010, 10:30:10 AM
It would be nice for conventional starts to be able to convert more than 1 unit to cadre at a time.  Just a pop up box asking how many of the selected unit to convert and a double check that you don't go over the number available.

Brian
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 01, 2010, 01:36:20 PM
I didn't find this suggestion in search for +civilian ship, +civilian behavior or +commercial shipping.  Maybe it's in game but I'm not seeing it...

Could we have civilian colony ship designs that include cargo space pick up infrastructure as well as colonists?  Right now they're transporting colonists to a 2.18 colony cost planet with no infrastructure.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Beersatron on August 01, 2010, 01:49:54 PM
Quote from: "iamlenb"
I didn't find this suggestion in search for +civilian ship, +civilian behavior or +commercial shipping.  Maybe it's in game but I'm not seeing it...

Could we have civilian colony ship designs that include cargo space pick up infrastructure as well as colonists?  Right now they're transporting colonists to a 2.18 colony cost planet with no infrastructure.

The Civs use your designs and they 'buy/build' them based on their Wealth and how much the Freighter or Colony Ship costs in Build Points.

You should probably design a tramp Freighter with minimum of 5 cargo holds and try to keep the BPs below 1500 as I think that is their starting wealth.

If a Colony is overcrowded then the Civs will transport Infrastructure to it if there is a Shipping Line that has a Freighter that is. You do not need to build the infrastructure in this case.

After you have a cheap Freighter built, go to the Shipping Lines window and subsidize them as much as you can afford (each click takes 1000 wealth from your bank). This will help them get more ships.

Afaik, it is 'random' as to wether or not they build a Colony Ship or a Freighter - I have personally noticed a trend towards Freighters.

Does that help?
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 01, 2010, 02:55:36 PM
Quote from: "Beersatron"
The Civs use your designs and they 'buy/build' them based on their Wealth and how much the Freighter or Colony Ship costs in Build Points.

You should probably design a tramp Freighter with minimum of 5 cargo holds and try to keep the BPs below 1500 as I think that is their starting wealth.

If a Colony is overcrowded then the Civs will transport Infrastructure to it if there is a Shipping Line that has a Freighter that is. You do not need to build the infrastructure in this case.

After you have a cheap Freighter built, go to the Shipping Lines window and subsidize them as much as you can afford (each click takes 1000 wealth from your bank). This will help them get more ships.

Afaik, it is 'random' as to wether or not they build a Colony Ship or a Freighter - I have personally noticed a trend towards Freighters.

Does that help?

Thanks for the insight, Beers.  Actually what I'm hoping to see in future updates is a civilian AI behavior that checks to see if the colonist destination planet has sufficient surplus infrastructure when a colony ship that also has a cargo hold initiates a colony run.  If the destination requires infrastructure, then collect some from the colony source planet if available.

Heck, even if they picked up just enough infrastructure to cover the colonists on a base 2.0 colony cost world I'd be delighted.

In my current game, I managed to initiate civilian colonization by dropping some Government infrastructure on 36 Ophiuchi A V, 4 jumps away from Sol.  Nothing else on the planet.  So civilian shipping lines have taken it upon themselves to start transporting colonists out there.  Unfortunately, it's a very high cost colony world and they've dumped more colonists than can be supported now, even if there was sufficient colony space when they initiated the colony run. .  The civilian freighter lines haven't yet picked up any infrastructure runs there.

It's sad that civilians are being transported out to an overcrowded hellish wasteland, only to die from lack of infrastructure support.  They're walking out the airlocks to die in droves.  And there's several more colony ships in transit already.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 01, 2010, 02:59:07 PM
I'd like to see 1 or 2 shield systems classified as civilian. Any more than that, and it goes military.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 01, 2010, 03:48:54 PM
Xenomorphs!

***(Event notifications in italics, suggestion in normal text)***

System Surveyed - Survey Force Geo 004 has discovered Derelict Alien Freighter on 36 Ophiuchi-A V.

Lets have special Alien ruins, not just outposts or cities.  Crashed ships, or even functional ships that generate an empty alien colony with a single alien race ship in a task group in orbit.

Officer Update - Lieutenant John Kane of Captain Michael Dallas' Xenology Team has suffered a serious medical problem that will affect his long term health.

Cue facehugger.  Pull the affected officer from the Team, kick off a timer to the chestburster event.

Officer Update - Lieutenant John Kane has been killed in a medical emergency.

Start up another timer and run these two events at completion.

Intelligence Update - Alien Queen has been detected on 36 OPhiuchi-A V
Intelligence Update - Xenomorph colony has been detected on 36 Ophiuchi-A V
Unrest Increasing - Unrest levels are rising on 36 Ophiuchi-A V

Create Xenomorph colony on planet - make them immune to radiation and dust levels.  Start reducing the host colony growth rate, start killing off population, inversely add Xenomorph population, create Xenomorph ground units on planet.  Xenomorphs never surrender, are immune to radiation and dust, generate population from other colonies on planet, and freely create military ground units at will.  What can you do?  Send in the Colonial Marines of course.

Combat Report - 8th Colonial Marines has lost 58% readiness rating
Combat Report - 8th Colonial Marines has lost 92% readiness rating
Combat Report - 8th Colonial Marines has been destroyed.  Colonel William Gorman has perished along with his unit.
Combat Report - Lieutenant Ellen Ripley has managed to escape in a lifeboat.

Run combat as normal.  Make sure Ripley survives by generating a lifepod with no time limit in orbit of planet.  Is there a way to target your own lifepods?

*********************
Mark the population from the colony as "infected" and also tag any ship that interacts with the infected colony.  Civilian shipping should occasionally ignore planetary bans.  Uh oh.  Nuke your own civilian shipping or hope they don't land anywhere important?  Infected ships should make a beeline for the nearest trade center, either their own or a friendly NPR with trade relations so they can "do Business".  Troop Transports without Drop Modules should be marked as infected too.  Eventually start generating Xenomorph Ground Units on board and run boarding combat.

There shouldn't be a way to eradicate the Xenomorph colony as long as they have a host colony with positive population.  They continue to grow from nothing, spawning Ground Units until they finally generate one with Alien Queen, either as a Ground Unit or as a Xenomorph Officer.  Better hope that she dies with her troops.  Once the host population goes to zero, stop generating Xenomorph pop or GU.

How to end this horrible scourge in your game?  Click the Abandon Colony Button.  Hopefully no ships in orbit get marked as "infected".

And of course you still have:

Factory Restored - 4th Engineering Brigade has recovered 12 x Xenomorph Infection from Derelict Alien Freighter on 36 Ophiuchi-A V.
Combat Report - 4th Engineering Brigade has been destroyed.  Colonel Mason Wren has perished along with his unit.
Intelligence Update - 4th Xenomorph Battalion has been detected on 36 Ophiuchi-A V

Only way to resolve the crisis is to Nuke the entire site from orbit.  It's the only way to be sure.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 01, 2010, 03:51:27 PM
Quote from: "Erik Luken"
I'd like to see 1 or 2 shield systems classified as civilian. Any more than that, and it goes military.

How about shield systems a certain level of tech behind cutting edge are marked as civilian when created using Design New Project?
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 01, 2010, 06:10:45 PM
Quote from: "iamlenb"
Quote from: "Erik Luken"
I'd like to see 1 or 2 shield systems classified as civilian. Any more than that, and it goes military.

How about shield systems a certain level of tech behind cutting edge are marked as civilian when created using Design New Project?

The problem there is you can pile on a huge amount of "civilian" shields that have the same strength as military systems, they just regenerate slower. I'd prefer to limit the strength of civilian shields compared to military shields.

Possibly a new option on the shields, "Civilian/Military". Military is as now, Civilian would follow the engine scheme (larger, less efficient).
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 02, 2010, 01:53:28 AM
Quote from: "Erik Luken"
Quote from: "iamlenb"
Quote from: "Erik Luken"
I'd like to see 1 or 2 shield systems classified as civilian. Any more than that, and it goes military.

How about shield systems a certain level of tech behind cutting edge are marked as civilian when created using Design New Project?

The problem there is you can pile on a huge amount of "civilian" shields that have the same strength as military systems, they just regenerate slower. I'd prefer to limit the strength of civilian shields compared to military shields.

Great point.  Civilian shields limited to one install before becoming military, like sensors.  +1

Quote
Possibly a new option on the shields, "Civilian/Military". Military is as now, Civilian would follow the engine scheme (larger, less efficient).

I'd prefer less clutter on my racial tech system component screen.  Already I have pages of engines for different types of ship designs.  I'd prefer that civilian shields take a similar path to sensors and limit civilian designs to 1 space.

On that note, I'd like to see cloaking devices, power plants and engines scale similarly to shields.  One component, one rating.  Multiple components, aggregated rating with an inefficiency multiplier that can be lowered with extra research.

And finally, any thoughts on having shields require power as well as fuel?  Get some use from the power plants and force more tradeoffs - perhaps have engines provide a minimal power rating that can be tapped by civilian shields, but too low for weapons which benefit from surge power.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 02, 2010, 02:52:43 PM
Suggestion for Civilian lines.

When they are created, grant them one ship, either freighter or colony ship. After that, their ship purchases should be based on their income/wealth.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 02, 2010, 06:18:48 PM
How about some (not all) of the retired military officers go into the civilian administration. Say a small percentage, 5-10% of the non-health/death retirees.



*EDIT*
Instead of retirees, how about some of the RIFfed officers?
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: backstab on August 03, 2010, 01:19:37 AM
How about if you do not have enough military strength to contain unrest, the units you do hav in the region/planet begin to loose readyness/moral representing losses from counterinsurgency.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Andrew on August 03, 2010, 04:34:34 AM
When assigning ground units to Brigades and Divisions, include an option to not show full Brigades/Divisions. It would make things much less confusing to have only Brigades you can assign troops to visible.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Laurence on August 03, 2010, 02:06:02 PM
Quote from: "Erik Luken"
Instead of retirees, how about some of the RIFfed officers?

Oooh, useless officers become politicians.  Nice. :)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: schroeam on August 03, 2010, 02:36:43 PM
Quote from: "Andrew"
When assigning ground units to Brigades and Divisions, include an option to not show full Brigades/Divisions. It would make things much less confusing to have only Brigades you can assign troops to visible.
Double click on the brigade and it will hide the attached battalions, and the same goes for divisions/brigades.
Adam.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Hawkeye on August 03, 2010, 03:02:11 PM
I think what Andrew meant is in the drop-down list, where you select the brigade to assign your batallion to.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: schroeam on August 03, 2010, 03:53:52 PM
Quote from: "Hawkeye"
I think what Andrew meant is in the drop-down list, where you select the brigade to assign your batallion to.
Oh, in that case I agree :)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Andrew on August 03, 2010, 05:47:03 PM
Quote from: "adradjool"
Quote from: "Hawkeye"
I think what Andrew meant is in the drop-down list, where you select the brigade to assign your batallion to.
Oh, in that case I agree :)
Yes that what I meant
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 03, 2010, 08:22:44 PM
Is it possible to have NPRs discriminate ship contacts by class if you're not already in communication with them?  I'd like to blow a bunch of NPR survey ships away with one class of ship, then turn around and give those ships to a different friendly NPR.  Let them take the brunt of my actions.

Sneaky Terran:
"That could not possibly be us, Disgusting Slime Creature with large missile destroyer fleet, sir.  That must have been the Space Cannibals two systems over.  I will happily provide you with their coordinates."

Disgusting Slime Creature:
"Thank you for this information, Ugly Meat Puppet Thing with no discernible military power, I will reward you with this new engine design."  *goes off to beat on so-called Terran Friendly Race*

Hmh...  Mebbe I just want more intricate diplomacy options.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Chairman on August 04, 2010, 01:23:33 AM
Not sure if it´s been mentioned, but I would like to bee able to target a group of ships. Got some 100 enemy ships in my Sol system, totaly lost wich one was wich, sins they were i 4 distinct groups, lost my carriers before I got my bearings and fired on right group.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 04, 2010, 12:39:17 PM
When using the "Create Ruin" button in SM mode, the ability to select from pre-existing races. Obviously the first ruin (and game-generated ruins) would be random races, but if there is one or more "ruin races" in the database, the ability to select from one of those would be nice.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Beersatron on August 04, 2010, 01:23:26 PM
Quote from: "Erik Luken"
When using the "Create Ruin" button in SM mode, the ability to select from pre-existing races. Obviously the first ruin (and game-generated ruins) would be random races, but if there is one or more "ruin races" in the database, the ability to select from one of those would be nice.

In the same area of Ruins, on the Summary Screen of a colony that had Ruins could we keep the Name of the Race, their Tech Level, type of Ruin and how many installations were originally found?

All that information disappears when the last installation is activated.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on August 04, 2010, 01:35:06 PM
Quote from: "iamlenb"
Is it possible to have NPRs discriminate ship contacts by class if you're not already in communication with them?  I'd like to blow a bunch of NPR survey ships away with one class of ship, then turn around and give those ships to a different friendly NPR.  Let them take the brunt of my actions.

Sneaky Terran:
"That could not possibly be us, Disgusting Slime Creature with large missile destroyer fleet, sir.  That must have been the Space Cannibals two systems over.  I will happily provide you with their coordinates."

Disgusting Slime Creature:
"Thank you for this information, Ugly Meat Puppet Thing with no discernible military power, I will reward you with this new engine design."  *goes off to beat on so-called Terran Friendly Race*

Hmh...  Mebbe I just want more intricate diplomacy options.

:-D
i LOVE this RolePlaying posture.

Sarcasm but truly eheh
Title: Re: Suggestions for 5.13 or above (inc Spoiler)
Post by: Steve Walmsley on August 04, 2010, 02:06:57 PM
Quote from: "IanD"
At one time Steve was talking about pre-TN starts having Mars capable spacecraft. Is there any chance of an advance on this axis?
There are conventional engines in v5.20 that have 1 power compared to 25 for a nuclear thermal engine. Here is a pre-TN freighter powered by commercial conventional engines and using conventional armour. 15 km/s is 54,000 kph, or 33,750 mph.

Code: [Select]
Sprint class Freighter    32,500 tons     148 Crew     205.8 BP      TCS 650  TH 10  EM 0
15 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 4 MSP    Max Repair 5 MSP
Cargo 25000    

Commercial Conventional Engine (4)    Power 2.5    Fuel Use 10%    Signature 2.5    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 27.0 billion km   (20833 days at full power)
Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Steve Walmsley on August 04, 2010, 02:11:11 PM
Quote from: "Texashawk"
Fighters, depending on how they are set up, can have from 15-30 people. Somehow that seems... like a lot of people on board for a hyper-fast tactical attack craft, but maybe that's just my sensibilities.
Fighter crews have been reduced by 75% for v5.20

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Steve Walmsley on August 04, 2010, 03:07:10 PM
Quote from: "sloanjh"
Set up "reserve levels" of each mineral on each planet below which any export mechanism (mass driver, freighter, ....) would not take them.  This is a slightly different spin on the long-standing suggestion about mass-drivers, except this moves it to being a record on the populations mining state (as opposed to the mass driver state).  So for example if I set a reserve level of 1000 Duranium on a planet, the planet had 1454 Duranium, and a freighter was told to load all Duranium, it would only load 454.  This way of doing it might be easier to code up, since it's essentially just changing the way that "minerals available" are calculated....
I have added this for v5.20. You can now set a Reserve Level for each mineral type on a colony. The level is shown on the mineral tab of the F2 window and you can change it by double-clicking on the appropriate line on the grid.

Mass Drivers will only send minerals above the reserve level. When cargo ships are given orders to load a particular mineral, they will only load minerals above the reserve level.

I have also fixed a bug that was preventing the "Load Mineral When X Available" move order.

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 04, 2010, 07:23:32 PM
In the event log, when a ship is named, can we get the class-type added to it? Like instead of "Big Boojum Gun broke on the ship HonkenBigShip..." we'd see "Big Boojum Gun broke on the DN HonkenBigShip..."
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 04, 2010, 07:28:33 PM
A message in the event log when a task group reaches 100% fleet training.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 04, 2010, 07:31:11 PM
In the Genetics area, a project that will increase the maximum age (or the onset of aging rolls).
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on August 05, 2010, 03:56:53 AM
WINDOWS: Galactic MAP
Items: MILITARY SQUADROON

Suggestions: r possible some of.."Squadroon evidence icons" (overlay?) or "choice" (same as display choice) on Galactic map ?..for fast look around and Squadroon deployment status? some infos about Fleet Squadroon become very useful..strategical and cosmetics..(Ahhhhh WHY ive been missed to learn English?:DDD)

Use it a Icons generator?:D
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on August 07, 2010, 07:31:05 AM
2 Useful Suggestion am think:

1>>>>
Windows: F2 Sub-INDUSTRY

What: FUEL PRODUCTION >>> set a LIMIT (for NOT end OF SORIUM reserve)

otherwise: Setup a Minimum SORIUM ore Strategical Reserve Untouchable.

2>>>>

Windows: Combat Assignment Overview
WHAT: for a FAST weapons setup pls a flag selection of ONLY MILITAR SHIPS,otherwise on Earth system (for example) are TOO Civilian traffic and a Cbt A.O. are too HOT and full of useless infos (too ships and squadroon to found MIlitar fast and easy)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Beersatron on August 07, 2010, 06:03:04 PM
The ability to transfer the crew from one ship to another.

i.e.

I have an old Revenge class Missile Cruiser that has 100% TF training and a crew grade of 40%. The Revenge class is now in its third revision and it costs more to refit the Mark 1 than it does to create a new Mark 3.

If I could build a Mark 3 and then designate it as retrieving crew and officers from an existing ship that it would be built with no/skeleton crew and no officer would be auto-assigned. The ship wouldn't follow any orders until a crew was assigned from the planet or transfered to it from an existing ship. The ship that the crew comes from would then have to be re-crewed from the planet or yet another ship.

There would obviously have to be penalties since a new ship may need more crew than an older one and the technology is going to be newer so they need some kind of retraining. There is also the fact that a GE or GV crew will not necessarily be suitable for transfer to a CG.

Thoughts? Can it be done through the SM?
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 08, 2010, 10:46:23 PM
I'd kind of like the SM ability to place explosions at whim on the system map.  Drop down boxes with number and strength or fill in the blank input boxes, then click to place.  Just in case something I see annoys me, I an fill it with one hundred million strength ONE HUNDRED BILLION explosions!  BOOM!

Maybe spawn swarms of missiles with a selectable target from dropdown listing everything in the system.  "Muahahaha colony!  Cheat on your taxes to your Emperor, will you?  Eat Nuclear Hell!" or "Mmmm I wonder how good this prototype point defense ship can protect the planet from 100 missile salvos x 10?  heheh"

BOOM is always fun, more BOOM, more fun.  Bigger BOOM, bigger fun.  Who cares what the target it :twisted:
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Hawkeye on August 10, 2010, 01:10:30 AM
Inspired by iamlemb´s bug report and some observations I did myself:

Steve, would it be possible to reduce the loading time for marine companies - a lot!
Without any cargo handling systems, it takes them 9+ DAYS to mount their dropship and even with a single, improved cargo handling system (rating 10) it still takes them a full day. I don´t have a problem with a day or so for loading an armored batallion but a company of marines?
My BB/BC/CV all have at least a company of marines and a dropship aboard so I can board a crippled hostile. The rather ridiculous loading times simply won´t let me (yeah, I still could, but I usually run out of patience and blow the offender away instead)

Edit: How about introducing a modifyer for the various types of troops?

Heavy Armor: Twice loading time (lots of heavy equipement)
Assault Infantry: 1.5 x loading time (still a lot of heavy stuff, just not as much as the heavy armor)
Mobile Infantry: As is
Garrison: Half loading time (very little heavy stuff, mostely foot sloggers)
Marines: 1/10th loading time (Optimized to be mobile, used to form a beachhead fast in - fast out)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 10, 2010, 03:14:59 AM
Quote from: "Hawkeye"
Inspired by iamlemb´s bug report and some observations I did myself:

Steve, would it be possible to reduce the loading time for marine companies - a lot!
Without any cargo handling systems, it takes them 9+ DAYS to mount their dropship and even with a single, improved cargo handling system (rating 10) it still takes them a full day. I don´t have a problem with a day or so for loading an armored batallion but a company of marines?
My BB/BC/CV all have at least a company of marines and a dropship aboard so I can board a crippled hostile. The rather ridiculous loading times simply won´t let me (yeah, I still could, but I usually run out of patience and blow the offender away instead)

Edit: How about introducing a modifyer for the various types of troops?

Heavy Armor: Twice loading time (lots of heavy equipement)
Assault Infantry: 1.5 x loading time (still a lot of heavy stuff, just not as much as the heavy armor)
Mobile Infantry: As is
Garrison: Half loading time (very little heavy stuff, mostely foot sloggers)
Marines: 1/10th loading time (Optimized to be mobile, used to form a beachhead fast in - fast out)

I really like the modifier for troop types suggestion.  Right now, I've loaded the LCU Carriers with 10 (yes, 10!) Advanced Cargo Handling modules simply to reduce the loading times for Marine Companies to a reasonable time frame.  It's nice that all units load from Troop Transport bays to Drop Modules concurrently, but without a HQ company for Marines and the current inability to split Marine Battalions into companies among several Drop Modules, I'm clicking 80+ times to load up 20 LCUs for a mobile ship assault and then watching morale drop as they complete loading.  Since Drop Modules can't be preloaded without (quite reasonable) penalties, I was thinking that a small Troop specific loading module that doesn't work for cargo would be a good solution for a FAC sized craft.  But I like Hawkeye's suggestion better  8)
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on August 10, 2010, 05:50:51 AM
Quote from: "iamlenb"
Quote from: "Hawkeye"
Inspired by iamlemb´s bug report and some observations I did myself:

From my personal experience in the Marine Corps while out on float on the USS Tarawa, we cruised to the coast, loaded, landed and were laying on the sand in Somalia in less than 12 hours just as part of an operational exercise.  Surely a TN tech society can do better.  Morale was worse when we sat off the coast two weeks waiting for word to go in, sleeping on piles of gear and ammo in the well deck.  When we were stood down from combat posture and started running exercises instead, morale picked back up.  :-D yeah older..eheh) am loving read Space Mobile Infantry and others military novels,and USMC "adventures" too..and am tell u: nice to know a true Marine.

Good work out there on real world,Marine.
USA save us many times.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: waresky on August 10, 2010, 12:00:15 PM
My "USMC Assault Shuttle Raptor" (in marines honor..:-)..)

Code: [Select]
USMC Raptor II class Assault Shuttle    310 tons     23 Crew     102.9 BP      TCS 6.2  TH 23.1  EM 0
10645 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 7%    IFR: 0.1%    Maint Capacity 21 MSP    Max Repair 50 MSP    Est Time: 2.82 Years
Drop Capacity: 1 Company    Cargo Handling Multiplier 20    

FTR Internal Confinement Fusion Drive E600 (1)    Power 66    Fuel Use 6000%    Signature 23.1    Armour 0    Exp 50%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (12 hours at full power)

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

12 hours to load-up
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: IanD on August 12, 2010, 10:39:32 AM
To give ruins a bit more spice, have a low percentage of recovered installations release a battalion sized group of 'droid soldiers, their strength could even vary with the tech level of the ruins. If you have coded them for the precurors in 5.20 then this should be easy! :D

Regards
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: UnLimiTeD on August 14, 2010, 05:38:48 PM
Don't know if it's already been suggested, but I've just built a Beam Fire Control, and noticed there are separate drop down menus to make it PDC only or Fighter only.
For consistencies sake, and to prevent players from accidentally ticking both, I'd recommend getting both options into one drop down, if at all possible.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Kurt on August 14, 2010, 07:01:10 PM
Quote from: "IanD"
To give ruins a bit more spice, have a low percentage of recovered installations release a battalion sized group of 'droid soldiers, their strength could even vary with the tech level of the ruins. If you have coded them for the precurors in 5.20 then this should be easy! :D

Regards

I like this idea.  Add some random threats to the game!
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 15, 2010, 04:00:35 PM
I've got the following formation
Code: [Select]
CRUFOR 1
   -- CRURON 1.1
   -- CRURON 1.2
   -- DESRON 1.1
   -- DESRON 1.2
   -- DESRON 1.3
   -- DESRON 1.4
The actual task groups are the squadrons. The two cruiser squadrons have jump capability. The destroyer squadrons do not. I'd like to be able to issue orders to the CRUFOR and have all the subordinate squadrons follow through.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 15, 2010, 07:22:50 PM
Alphabetize the "Protect Threat Axis" Task Group drop box.
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: iamlenb on August 15, 2010, 11:22:10 PM
For the Task Group, formations, a small graphical window where one can set up escort/protect positions using the add waypoint style mechanism, drag ship names and even whole task groups to said positions, drag and drop the empty/filled positions, see sensor/fire control ranges, point defense ranges, and have a numerical text auto updating coordinate box.  Ability to designate formation for entire task force using such a method.


Virtual task groups subordinated to motherships that autocreate upon launch, and vanish from drop down box when landed.


Ghost ships, that have no crew, or heck, even dead crew, that send a "eerie creepy feeling" message to event log when boarded and appropriated.


Scripting system for generating random encounter scenarios, the script file instancing from script resource database file.  Put the two files in the Random Encounters subfolder and have Aurora drop a random encounter into a newly entered system.  I'd like commands like

from DreadPirateRoberts.scr script file
Create Task Group - System: Player Owned, Colony >10m population - Name TG: Dread Pirate Roberts - Number "1": Class Template "1":Name "Dread Pirate Roberts Flagship" - Number "2":Class Template "2":Name "PsychoLogist" "TheRapist" - Action: Max Speed to planet, bombard with all weapons, attack hostile ships when detected, retreat to closest jumpgate and remove from active when receive any internal hit

from DreadPirateRoberts.rsc resource file
-Class Template 1
Default Name List
Default Task Group Name
Other Default Behavior and Attributes
-Class Template 2
Default Name List
Default Task Group Name
Other Default Behavior and Attributes


MMMmm, I'll think of more stuff later  :twisted:
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Steve Walmsley on August 16, 2010, 07:37:04 AM
Quote from: "Hawkeye"
Inspired by iamlemb´s bug report and some observations I did myself:

Steve, would it be possible to reduce the loading time for marine companies - a lot!
Without any cargo handling systems, it takes them 9+ DAYS to mount their dropship and even with a single, improved cargo handling system (rating 10) it still takes them a full day. I don´t have a problem with a day or so for loading an armored batallion but a company of marines?
My BB/BC/CV all have at least a company of marines and a dropship aboard so I can board a crippled hostile. The rather ridiculous loading times simply won´t let me (yeah, I still could, but I usually run out of patience and blow the offender away instead)

Edit: How about introducing a modifyer for the various types of troops?

Heavy Armor: Twice loading time (lots of heavy equipement)
Assault Infantry: 1.5 x loading time (still a lot of heavy stuff, just not as much as the heavy armor)
Mobile Infantry: As is
Garrison: Half loading time (very little heavy stuff, mostely foot sloggers)
Marines: 1/10th loading time (Optimized to be mobile, used to form a beachhead fast in - fast out)
Added for v5.20. The modifiers are mainly as you suggested with a few additions

Engineer Brigade 3x
Heavy Assault 2x
Low Tech Armour 2x
Assault Infantry 1.5x
Garrison 0.5x
Marine battalion 0.5x
Replacement 0.5x
Cadre 0.5x
Marine Company 0.1x

Everything else is 1x

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Steve Walmsley on August 16, 2010, 07:57:58 AM
Quote from: "IanD"
To give ruins a bit more spice, have a low percentage of recovered installations release a battalion sized group of 'droid soldiers, their strength could even vary with the tech level of the ruins. If you have coded them for the precurors in 5.20 then this should be easy! :D
Added for v5.20

Steve
Title: Re: Official Suggestion Thread for 5.14 or later (inc Spoile
Post by: Erik L on August 16, 2010, 04:54:39 PM
I'm sure this has been posted before in various forms...

The ability to set a goal for shipyards, i.e. Add slipways until there is 10. Add tonnage capacity until it is 10,000.