Author Topic: C# Aurora v0.x Suggestions  (Read 93390 times)

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Offline Zincat

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Re: C# Aurora v0.x Suggestions
« Reply #1260 on: July 12, 2019, 01:14:11 PM »
On the point of lifepod penalties, could this not be implemented by using a racial trait? We already have various ones so add in a new one that could be called compassion or such, the higher it is then the greater the morale penalties a population suffers from losses such as lifepods. This then easily allows folks to create races of custom opinions and keeps a scalable mechanic in place also.

.. Maybe call it "willingnes to sacrifice"? Honestly I think it would be better to just leave it to roleplay. For example, if I roleplay a honorbound warrior race... it's not a matter of compassion or such. Maybe they think that surviving a lost fight is cowardice. Maybe they think that wasting space for escape pods is stupid and inefficient. I really don't want to reduce something like this to "compassion", there can be a lot of reasons for a race not wanting to save the people in escape pods.

I'd still really just leave it to roleplay. I'm ok with having variable lenght of escape pods duration in designs if people want to.... provided we can also choose to go without escape pods at all.
 
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Offline SpikeTheHobbitMage

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Re: C# Aurora v0.x Suggestions
« Reply #1261 on: July 13, 2019, 02:55:36 AM »
Count me as another who would like to be able to configure lifepod duration, even down to nothing for those who want that.  A modest cost for increased duration is entirely reasonable and crew returned to a populated colony should at least add their grade points to the pool.

Since we are on that subject, the ability to move survivors and POWs between ships would also be much appreciated.  It would be nice to be able to rescue a 300 seat pod with two 200 seat shuttles and then offload the survivors to the mothership so the shuttles can go get the next one.  Transferring them to another ship or back onto a shuttle for fast transit to another ship/colony would be useful as well.

If Steve allows putting fighter factories on carriers then making on-board survivors available to crew new fighters would be an interesting dynamic, especially if such ships have to provide new crews themselves instead of automagically drawing from the homeworld.
 

Offline Scandinavian

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Re: C# Aurora v0.x Suggestions
« Reply #1262 on: July 13, 2019, 03:57:05 PM »
While we're on the subject of crews, crew rotation could be an alternative to R&R. At any stop where the crew could R&R, you could instead opt to perform a six-hour action that would muster off your existing crew and take on new crew, at the cost of resetting your vessel performance to the racial training level default (or the minimum, if the vessel class is set to use conscripts). For warships this would normally be counterproductive, but merchant vessels typically do not want to spend two weeks in port while the crew is on shore leave, and don't generally care about the things that crew grade modifies.

On a purely cosmetic note, I think the "use conscript crew" should be changed to "use merchant crew." I have a hard time imagining a modern vessel being entrusted to an impressed crew (outside some neo-Victorian dystopia). Whereas I have no problem at all with imagining orbital miners and fuel refineries being crewed by merchant mariners.
« Last Edit: July 13, 2019, 03:58:56 PM by Scandinavian »
 
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Offline Kelewan

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Re: C# Aurora v0.x Suggestions
« Reply #1263 on: Today at 10:36:48 AM »
I like the escape pod idea. But it should probably come with some more negative effects from not rescuing your personnel. Otherwise I think it will be too tempting to just go with the minimum time on every design. Or perhaps set 14 days as the minimum time.

I, too, love the idea of variable escape pod time that one sets when designing ships.  But I strongly disagree that there should be increased penealties for not rescuing personnel or a fixed minimum duration for life pods.

Whether or not an empire rescues survivors is a *role-playing* decision for that empire, and should not be inflicted on me by game mechanics.  What if my empire is a machine race, and automatically downloads all crew before ship destruction?  What if my empire is a hive mind and sees zero value in rescuing drones?  What if my empire suffers from military chauvinism and views 'death before dishonour' as the overriding principle (in which case, it would be nice if I could prevent my ships from having life pods at all)?

The 'penalty' for too-short a time on your life pods is that you don't get your crew back.  If you want a three-day window, or a three-month window, that should be up to your empire to decide.

I am also in favor of configurable life time for escape pods during ship design, but short lived escape pods, or no escape pods at all also have implications regarding capturing POW
and therefor for intelligence gathering.  This could leave the AI  in an big disadvantage. So some other game mechanics  to offset the disadvantage may be required.
 

Offline Garfunkel

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Re: C# Aurora v0.x Suggestions
« Reply #1264 on: Today at 01:17:49 PM »
While we're on the subject of crews, crew rotation could be an alternative to R&R. At any stop where the crew could R&R, you could instead opt to perform a six-hour action that would muster off your existing crew and take on new crew, at the cost of resetting your vessel performance to the racial training level default (or the minimum, if the vessel class is set to use conscripts). For warships this would normally be counterproductive, but merchant vessels typically do not want to spend two weeks in port while the crew is on shore leave, and don't generally care about the things that crew grade modifies.

On a purely cosmetic note, I think the "use conscript crew" should be changed to "use merchant crew." I have a hard time imagining a modern vessel being entrusted to an impressed crew (outside some neo-Victorian dystopia). Whereas I have no problem at all with imagining orbital miners and fuel refineries being crewed by merchant mariners.
I don't think this is much of an issue now that Steve has removed crew morale for commercial vessels. So we can RP crew rotation to be taking place among them easily enough.
 

Offline SpikeTheHobbitMage

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Re: C# Aurora v0.x Suggestions
« Reply #1265 on: Today at 01:41:45 PM »
I like the escape pod idea. But it should probably come with some more negative effects from not rescuing your personnel. Otherwise I think it will be too tempting to just go with the minimum time on every design. Or perhaps set 14 days as the minimum time.

I, too, love the idea of variable escape pod time that one sets when designing ships.  But I strongly disagree that there should be increased penealties for not rescuing personnel or a fixed minimum duration for life pods.

Whether or not an empire rescues survivors is a *role-playing* decision for that empire, and should not be inflicted on me by game mechanics.  What if my empire is a machine race, and automatically downloads all crew before ship destruction?  What if my empire is a hive mind and sees zero value in rescuing drones?  What if my empire suffers from military chauvinism and views 'death before dishonour' as the overriding principle (in which case, it would be nice if I could prevent my ships from having life pods at all)?

The 'penalty' for too-short a time on your life pods is that you don't get your crew back.  If you want a three-day window, or a three-month window, that should be up to your empire to decide.

I am also in favor of configurable life time for escape pods during ship design, but short lived escape pods, or no escape pods at all also have implications regarding capturing POW
and therefor for intelligence gathering.  This could leave the AI  in an big disadvantage. So some other game mechanics  to offset the disadvantage may be required.
If the AI can set its own policy, even just choosing one at random at race creation, that would make it even.  If crew are valuable enough that whether or not to rescue them is a legitimate strategic choice, not just for RP, then that should be enough to keep it balanced and interesting.

I don't think this is much of an issue now that Steve has removed crew morale for commercial vessels. So we can RP crew rotation to be taking place among them easily enough.
So combined with the unlimited fuel glitch my geosurvey ships will now have unlimited endurance?   :D

Seriously, though, I've been using crew morale to keep track of such ships' deployment times.  This means I won't have any way to know when to bring them in for shore leave.

Edit: I just checked and survey ships will still have morale, but other civilian ships won't.  Other small civilian ships would still be affected.
« Last Edit: Today at 05:17:44 PM by SpikeTheHobbitMage »
 

 

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