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Messages - linkxsc

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Aurora Suggestions / Re: Semi-Official 7.x Suggestion Thread
« on: February 10, 2018, 11:00:11 PM »
Ability to manually design solar systems for use ingame.

Right now, the only guaranteed system we have is Sol. I'd like the ability to in future versions of the game, hand the game a well managed CSV file that dictates a system or systems that would be added to a roster for systems to be generated when visiting new systems, OR be able to grab them at will when using the "create new system" button in the F9 menu.

Advanced Tactical Command Academy / Re: Submarines in space?
« on: January 12, 2018, 08:16:34 PM »

Seaplane tenders?

I've messed with more "pure" "sub" designs before, 1-2kt ships with a bunch of missiles. But they only really work at higher techs when you can do a lot of damage with a single missile (cause you can only carry so many, and reloading is a pain) and I'm pretty sure they'll go straight to worthless the second the AI starts putting CIWS on their commercial ships.

Advanced Tactical Command Academy / Re: Submarines in space?
« on: January 11, 2018, 10:54:52 PM »
I find the best anti commercial tactic in the game are small submarine like mini carriers who basically find the pray and have a few beam fighters do the dirty work. They can practically operate and terrorize an area indefinitely, at least for a couple of years depending on the design.

I envision a "carrier" 6-10kt with 2-4kt of hangar space. Assuming 2kt of hangar, 2x 250t scouts (1 thermal, 1 em, can probably do a size 3 array on them), 4x 112t light fighters,
and 2x 500t 10cm railgun fighters. (or more tiny GC fighters and make the pair of scouts larger), and use thermal sig reduction galore on the engines

Scouts trawl around at low speed (low thermal sig) looking for thermal sigs that look like commercial shipping. Carrier sits ~5-10bkm out to launch and recover fighters. When targets are spotted, send out the fighters to take them out (if you can, approach at lower speeds so your thermals don't show up)

C# Aurora / Re: Cap Civilians?
« on: January 11, 2018, 10:01:03 PM »
Well far as I know, it's not actually numbers of ships that are the problem, its more the sheer number of task groups (each civilian ship being its own TG)

You can see this yourself if you mass some govt controlled freighters and set them to act like civilian shipping, but have them blobbed up in 3-4 TGs total.

The Academy / Re: Question regarding Missile Fire Controls.
« on: June 01, 2017, 11:58:05 AM »
The smallest distance that can actually be used is 10,000km.  But I don't know if this is including targets that are in exactly the same location; i.e. 2 ships in the same fleet or 2 fleets orbiting the same body.

I know beam weapons won't work if their range or the fire control range is below 10,000km.  Even if the FC range is only below 10,000 due to ECM.

Ive had active missiles retarget all the way out to the edge of their sensor range at ships that were clearly not part of the TG initially fired upon.

The Academy / Re: Screens too big
« on: February 23, 2017, 08:37:59 PM »
Have you tried the workarounds? Or any of the scrolling desktop options?

Past that, either buy a bigger laptop, or hang around till c# aurora comes out.

Bureau of Ship Design / Re: engine-less ships
« on: February 12, 2017, 09:03:29 PM »
Tractor fleets work. Ive messed with them.

Thing to note, they only work on fairly large ships. I wouldnt suggest going for a combined 10kt ship as the tractor is a sizeable portion of the ship.

Mechanics / Re: Problems with boarding neutral vessels.
« on: February 09, 2017, 02:06:45 AM »
Might be worth suggesting over in the relevant thread. Seems like a weird oversight.

Well... not a lot of people use boarding in this game. So it probably just never occurred to Steve to put it in. Course the intelligence screen could outright use an overhaul.

Mechanics / Re: Recovering Fired (and unexploded) missiles.
« on: December 02, 2016, 06:02:59 PM »
Indeed. If your enemy could get their hands on an unexploded missile it would be worth alot to them, and allow them to figure out exactly how to defeat it. This would be even more of a risk in space then here on Earth where the missile would probably crash quite violently and be in a pretty bad shape even if it didn't properly explode.

Tru story. US took a long time to deploy proximity fused anti aircraft rounds to ships, as they were sfraid some might get captured, or one might not go off and be imbedded in an aircraft that RTBed.

Actually happened with the sidewinder missile. One got stuck in a mig 15 i think. Pilot flew it back to base landed. Missile got shipped to Russia, reverse engineered it, and deployed a near perfect replica as their realy heat seeking a2a missile.

Mechanics / Re: Recovering Fired (and unexploded) missiles.
« on: December 01, 2016, 07:11:10 PM »
Effectively, all missiles after being fired that dont find a target, auto self destruct. (Something real missiles do mind you)

Aurora Suggestions / Re: Having a PP scientist at start breaks the game
« on: November 26, 2016, 11:30:53 PM »
Eeh not really a problem. More that existing NPRs dont advance properly in tech to match you. Which I believe was an oversite in code that was pointed out a while ago and will be fixed in the next patch.

Though i might argue that tech levels as a whole could use a thinning of the gaps.

From 1 level to the next you get a sharp 50% or higher rise in capability of something. Thats way too steep and makes fleets merely 1 tech higher so ridiculiously op vs the previous generation.
Tech advancements should honestly be a bit more fradual.

But thats not really what Steve is working on atm.

Mechanics / Re: Тhat before ? 7.2 or C# ?
« on: November 26, 2016, 11:25:07 PM »
Aurora, the XXX of 4X's !
Hey i get off to it, i dunno about others.

The Academy / Re: System View - Out of Memory Error
« on: November 26, 2016, 11:23:49 PM »
Which is system view is that F9?

The Academy / Re: missile fire control = active sensor?
« on: November 24, 2016, 08:09:39 PM »
So theoretically a small craft with say 10mkm Active Sensor Range could "mark" a target and be shot at by from a different ship with a long range Missile Fire Control of 200mkm and as long as the small craft keeps active contact...  :o

Just out of curiosity. If the MFC is not the thing keeping track of the enemy ship why did Steve create it basically with having 3x longer range (if you create an identical size and component MFC / ASS)? Is there a special function of it having a theoretical longer range other than my described two ship setup?
First half. Yes you can use active spotting craft far ahead of the fleet keeping the actual fleet safe from detection.

Second half. Probably so that you can do the above more easily. Also you could argue that the MFC is a directed narrow beam sensor rather than the omnidirectional active sensor.

Mechanics / Re: Тhat before ? 7.2 or C# ?
« on: November 24, 2016, 06:23:18 PM »

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