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Testing / [img] tag not working?
« Last post by Kyle on Today at 10:59:17 AM »
https image:


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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by chrislocke2000 on Today at 06:56:28 AM »
Like the idea of a mix of shields but would want to make sure there is no simple optimal solution so that every race just moves to that position as it takes a lot of the diversity out of the game and removes some of the scope to have different flavours of AI / race type. I think pure armour should be just as feasible as pure shields or a mix of both in much the same way you don't want a single weapon system dominating the game.
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Pulsar 4x / Re: Kickstarting Pulsar
« Last post by TMaekler on Today at 06:26:11 AM »
Honestly, I used to program myself - seeing the amount of stuff Steve is adding to C# Aurora, I personally am astonished how quickly things are going for a spare time project. If I compare it to commercial projects, don't think that you need to hide for the "long" development cycle - especially as a lone programmer.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Peroox on Today at 04:41:22 AM »
Still we need both.  If someone want to use shielded fighter/FAC he rather choose current one.  More choice = more interesting game.  Thing is to make both choice viable and easy to do. 
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by QuakeIV on Yesterday at 11:45:41 PM »
Thats also a good point.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Whitecold on Yesterday at 11:38:58 PM »
Why not just have two types of shield generators? The current ones and ones that have a higher strength but let some damage leak through?
The buffering effect of reducing strikes means the leaky shields will be more survivable. 10 half strength hits do much less damage to armor than 5 full strength ones in armor penetration.
You take more armor damage early on in an engagement, but your shields last longer, and each individual hit is weaker, so your armor gets sandblasted at first. So if your ship has some armor to soak up the leakage, the leaky ones are strictly superior.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by QuakeIV on Yesterday at 09:15:08 PM »
I kind of think people threatening to never use the different shield concept because they 'dont take chances' shouldn't really be a huge factor in whether to make them that way or not.  If they actually aren't worthwhile steve could just make them cheaper in mass and resouces to balance them.
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The Corporate Federation / Re: Corporate Federation - Comments
« Last post by Kurt on Yesterday at 09:07:32 PM »
Yeah I think you are pretty much out of danger unless the Dregluk decide to send their entire mobile fleet at you and they have full magazines. The dozen or less partially damaged, somewhat loaded ships with a mix of old and new missiles at a time aren't gonna cut it anymore.

I think you are right, but the constant attacks are making it difficult to get anywhere, and the ecological damage is mounting.  I don't think I've ever continued a campaign where my primary race had suffered this much damage and had 25% radiation on its only really populated world. 

Kurt
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The Corporate Federation / Republic: Overall Situation June 2135
« Last post by Kurt on Yesterday at 09:05:17 PM »
Classified: Top Secret
Need to Know: Ministerial Level or Above
24 June, 2135

Current Status of the Human Race
Earth:
Population: 4.91 Billion
Shipyards/Slipways: 23/44
Industrial Facilities (All): 11,782
R&D Labs: 198
Environment: Average Temp -25.5 degrees from normal averages.  Radiation currently causing 25% drop in industrial efficiency. 
Estimated annual population decrease rate is -5.14%.

Lunar Colony: Abandoned, heavily irradiated
Venusian Mining Colony: Destroyed

1st attack, August, 2134: 200 million killed on Earth and the Moon.  The Moon colony is shattered and all R&D labs destroyed.  The Earth’s government is decapitated in the attack and later falls. 

2nd attack, October, 2134: 9 million killed on Earth, 10 million on the Moon. 

3rd attack, late October, 2134: Venusian mining colony destroyed, 30 million killed on Earth.

4th attack, December, 2134: 7 million killed.

Martian Colony:
Population: 12.45 million
Planetary industry destroyed
Environment: Residual radiation from bombardment causing 2.71% drop in industrial efficiency. 
Estimated annual population growth rate is 8.17%.  Current infrastructure capacity is 36.79 million.  While there is a only a small drop to productivity due to radiation effects, there continues to be unrest and a marked lethargy throughout the colony as a result of the disorder that followed the collapse of the former corporate government during the bombardment.  The Interim Government forces deployed to the planet, primarily from the 3rd Infantry Brigade, are spending most of their time trying to root out the criminal syndicates and militia groups that sprang up during the period of lawlessness and that continue to plague the colony. 

4th Attack, December, 2134: Unknown number of Martian colonists killed, estimated to be 5-10 million.  All mining facilities, both crewed and automated, are destroyed. 

Ganymede Colony:
Population: 5.4 million
Industry: 184 mines (both automated and crewed)

Outer System Installations:
Six outer system bodies being mined by mining ships or automated mines. 
Total mines: 222

Conclusion:
The long-term effects of the bombardment of the Earth are incalculable at the current time, as the bombardment is ongoing.  The current scientific consensus is that it will take years, perhaps decades, for the dust and radiation in the Earth’s atmosphere to clear, and for the birth rate to rise to a positive factor once again.  Reports from industrial leaders indicate that in spite of the current dedication of the work force to contribute the war effort, productivity is down by 25%, affecting not only munitions and ground construction efforts, but also shipyard productivity.  These effects can be avoided by moving critical industry off planet.  There are advantages and problems with all of the existing options:

Option #1: The Moon is close to the Earth, meaning it would take less time to transport colonists.  In addition, The Moon’s proximity to the Earth means that it lies within the Earth’s defensive envelope, and can be defended by Earth’s missile bases.  However, The Moon was bombarded nearly as heavily as the Earth was, and the radiation present will hinder industrial production nearly as much as it does on the Earth.     

Option #2: Mars has an existing population and the lowest colonization cost in the Solar System, aside from Earth.  It is farther away than the Moon, meaning that colony ships will have a much longer round-trip time/cost, and it is outside the Earth’s defensive envelope.  Indeed, for significant periods of time Mars is closer to the jump point to the Washington system than the Earth, making it a prime target. 

Option #3: Ganymede, like Mars, has an existing population, however, the distance from Earth and the high colonization cost both argue against making Ganymede our first choice.  In addition, Ganymede suffers from the same problem as Mars, in that it is currently undefended and has likely only escaped Dregluk attention because of its low profile. 

Based on the above factors, it appears that Mars would be the best option to escape the pervasive radiation that has poisoned both the Earth and the Moon, but building up that colony will have to wait until defenses can be built and the Fleet has better control of the system. 
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by wedgebert on Yesterday at 05:18:09 PM »
Why not just have two types of shield generators? The current ones and ones that have a higher strength but let some damage leak through?
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