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91
C# Aurora / Re: C# Ground Combat
« Last post by QuakeIV on November 27, 2018, 05:14:14 PM »
I'm not saying this is definitely athing that should be added, but it would be hilarious if boarding teams could ask for fire support to shoot parts of the ship that have enemies they need help getting past.
92
C# Aurora / Re: Update on Progress
« Last post by Steve Walmsley on November 27, 2018, 04:39:42 PM »
This is more of a note than an update.

Just spent an hour with a weird bug that was causing NPR home worlds to change environment after game start. Firstly, I realised that I needed to run a evaporation cycle during system generation so that the first 5-day cycle didn't change the environment. Secondly, I couldn't understand why the water vapour generated by evaporation kept disappearing and slowly reducing the water on the planetary surface. Finally I checked the gas freeze out code, which is supposed to change atmospheric gases to a frozen state (in the ground, not the atmosphere), and realised that was where the water vapour was going (except I wasn't recording it so it just vanished). I then realised that I had set the boiling point of water vapour in the Gases table to 100 C, so it was effectively freezing out as soon as it evaporated. Boiling and Evaporation aren't the same thing of course, but simple oversights lead to annoying bugs :)

So, this is a note to explain why the boiling point of water vapour in the gases table is now 245K (about -28C) so it lines up nicely with when the hydrosphere changes from liquid to frozen.
93
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jorgen_CAB on November 27, 2018, 03:56:20 PM »
If anything, ship production bonuses should be based on how long it takes to build a ship and how long ago the previous ship was launched in such a case. Ships with long production times tend to get far less benefit from the builder's familiarity with the design than a ship that's build in a couple of weeks on a single slip.

I don't think this is really necessary. Ships themselves are not mass produced in assembly lines, and overall it will be just a buff to small units. They already have a massive buff that it is far easier to create small shipyards than to create massive ones. The cost of retooling already incentivises to keep building the same ships, simply increasing that cost would be the easiest way to achieve the same result instead of a complicated system to calculate when what was built.

It would also effect maintenance of the ships as well, so it would have many different applications.

As I said above it would not just give a bonus to small ships it would also give a different kind of bonus to larger hulls in a different way.

The retooling cost is sort of different. This would not really add much complexity but just be a modifier on ship cost AND maintenance. This would make expansive super specialist ships in low quantities not just expensive to build but also very expensive to maintain and this would make a different impact than just changing the retooling cost.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jorgen_CAB on November 27, 2018, 03:50:59 PM »
The way that I imagine it is that it will be based both on time to build and size. Bigger size also means you can automate and trim the production more, but smaller size should be slightly favored since you produce more ships in total numbers.

This would produce the effect that you can get a faster production efficiency with smaller ships BUT you will also tend to lose more efficiency when you upgrade smaller ships because they also tend to be more specialized and thus lose more efficiency when upgraded.

I also don't suggest this to be part of 1.0 release of C#... more as something to think about down the line.

In my opinion it would add some more interesting options of how you go about organizing ships not just based on direct efficiency of the components but also on future maintenance and production efficiency in the long term.

Both small and large ships will have different benefits to such a system.
95
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Whitecold on November 27, 2018, 03:41:06 PM »
If anything, ship production bonuses should be based on how long it takes to build a ship and how long ago the previous ship was launched in such a case. Ships with long production times tend to get far less benefit from the builder's familiarity with the design than a ship that's build in a couple of weeks on a single slip.

I don't think this is really necessary. Ships themselves are not mass produced in assembly lines, and overall it will be just a buff to small units. They already have a massive buff that it is far easier to create small shipyards than to create massive ones. The cost of retooling already incentivises to keep building the same ships, simply increasing that cost would be the easiest way to achieve the same result instead of a complicated system to calculate when what was built.
96
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Hazard on November 27, 2018, 03:12:55 PM »
If anything, ship production bonuses should be based on how long it takes to build a ship and how long ago the previous ship was launched in such a case. Ships with long production times tend to get far less benefit from the builder's familiarity with the design than a ship that's build in a couple of weeks on a single slip.
97
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by Steve Walmsley on November 27, 2018, 01:37:54 PM »
Has loading / unloading of ground units and the implementation of drop pods already been discussed and fletched out (and I can't find it) or is it just in the works still?

There was a discussion and I have coded it. I haven't got around to writing the changes post yet. I haven't coded boarding though.
98
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Father Tim on November 27, 2018, 12:00:17 PM »
I don't disagree with anything you're asking for, and I would appreciate the added realism of such a system.  If we could wish it into existence tomorrow, I'd say "Go for it!"  My problem is a lot less tangible -- it's "what other thing are we not getting, because Steve only has so much programming time?"  If Production Efficiency modifiers crop up in C# Aurora 1.3, or 1.4, then great -- but I wouldn't want to delay C# Aurora 1.00 by a month (or even a week) to get them in.
99
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jorgen_CAB on November 27, 2018, 11:27:04 AM »
There has been allot of talk about wealth and economics and one thing I would consider going forward is to give a production efficiency bonus for building the same type of ship in high quantities. This would represent more streamlined production routines, reduced cost of mass production of components, spare parts and tools.

Smaller ships should perhaps get a slight benefit in this process but not linear to its size... so a 1000t ship should not get double the efficiency reduction for every ship build than a 2000t ship.

This would intriduce a couple of more realistic choices in ship design and compromises you will need to do. It would also not make new technology a must to incorporate accross your entire fleets. You will have to seriously consider the reduced efficiency of modifying existing designs versus keep running older models a little longer.

This efficiency should also effect maintenance costs of ships. The more experience and efficient the production of a certain ship is the cheaper and more accessible spare parts, expertise etc becomes.

Production efficiency should then be reduced by the amount a ship is changed when you upgrade them. The more you change a design them more of the production efficiency you loose.

There could then be two new technologies. One that decide the maximum efficiency rate, this could start at 150% and go down to 50% where all ships start at 200% efficiency for a completely new ship model, which meant double the production cost.
The other technology would be the rate at which you gain production efficiency.

This technology and mechanics should impact fighters, ship components, ground units and ships built in shipyards.

It would hopefully not be too difficult to code and should not be too difficult to balance either.
100
C# Aurora / Re: C# Aurora v0.x Questions
« Last post by Vivalas on November 27, 2018, 11:22:29 AM »
Has loading / unloading of ground units and the implementation of drop pods already been discussed and fletched out (and I can't find it) or is it just in the works still?
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