Author Topic: Suggestions Thread for v2.0  (Read 85917 times)

0 Members and 2 Guests are viewing this topic.

Offline papent

  • Lieutenant
  • *******
  • Posts: 163
  • Thanked: 45 times
  • Off We Go Into The Wild Blue Yonder
Re: Suggestions Thread for v2.0
« Reply #720 on: December 08, 2023, 12:10:03 AM »
Add a tech series for "Maximum Sorium Harvesting Diameter", similar to the current "Maximum Orbital Mining Diameter" techs.

Obtaining fuel from gas giants is far too easy right now, and it's basically impossible to run them dry since they spawn with millions of tons of sorium. This would reduce the fraction of gas giants that are exploitable in the early game, and spur redevelopment in the mid game as higher-quality sorium reserves within your territory become exploitable.

I'm not a fan. I already find it a bit tricky to find a sorium-bearing gas giant that is in the right place with sufficiently high accessibility, especially with Raiders as this adds a requirement that the gas giant be in a system which can support a defensive force.

Perhaps an alternative would be to reduce the amount of sorium so that it is possible to run these gas giants dry in a reasonable time frame?

Maybe split the difference and have a tech line for the minimum accessibility you can extract fuel from? Have to research 3 levels to utilize that 0.7 gas giant that's in a perfect location.
In my humble opinion anything that could be considered a balance issue is a moot point unless the AI utilize it against you because otherwise it's an exploit you willing choose to use to game the system. 
Rule 0 Is effect : "The SM is always right/ What SM Says Goes."
 

Offline Snoman314

  • Sub-Lieutenant
  • ******
  • Posts: 127
  • Thanked: 39 times
Re: Suggestions Thread for v2.0
« Reply #721 on: December 08, 2023, 01:46:41 AM »
Add a tech series for "Maximum Sorium Harvesting Diameter", similar to the current "Maximum Orbital Mining Diameter" techs.

Obtaining fuel from gas giants is far too easy right now, and it's basically impossible to run them dry since they spawn with millions of tons of sorium. This would reduce the fraction of gas giants that are exploitable in the early game, and spur redevelopment in the mid game as higher-quality sorium reserves within your territory become exploitable.

I'm not a fan. I already find it a bit tricky to find a sorium-bearing gas giant that is in the right place with sufficiently high accessibility, especially with Raiders as this adds a requirement that the gas giant be in a system which can support a defensive force.

Perhaps an alternative would be to reduce the amount of sorium so that it is possible to run these gas giants dry in a reasonable time frame?

I'm with @nuclearslurpee on this one. If you get lucky you can have a near-infinite amount of Sorium in the Sol system, but not always. And even then I have managed to suck Jupiter dry on occasion, and the next best sorium gas giant was 2 systems away. This meant more tankers and logistics, and due to spoilers, tanker escorts, a military outpost to protect he fuel complex etc etc.
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: Suggestions Thread for v2.0
« Reply #722 on: December 09, 2023, 12:20:45 PM »
Suggestion: The "Copy Class" button in the Class Design window should provide a pop-up dialog asking the user for the name of the new class.

I can virtually guarantee that no one plans to use "Class Name - Copy" as the actual class name, so why not eliminate an extra button click?
 
The following users thanked this post: BAGrimm

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1706
  • Thanked: 599 times
Re: Suggestions Thread for v2.0
« Reply #723 on: December 09, 2023, 02:03:29 PM »
Suggestion: The "Copy Class" button in the Class Design window should provide a pop-up dialog asking the user for the name of the new class.

I can virtually guarantee that no one plans to use "Class Name - Copy" as the actual class name, so why not eliminate an extra button click?

I'd rather not, a lot of the time I don't know what name I'll give the new class and come up with it while I design/make modifications to the copy class. This would make that process quite irritating as I'd just give it a placeholder name anyways.
 

Offline Snoman314

  • Sub-Lieutenant
  • ******
  • Posts: 127
  • Thanked: 39 times
Re: Suggestions Thread for v2.0
« Reply #724 on: December 09, 2023, 02:11:24 PM »
Suggestion: The "Copy Class" button in the Class Design window should provide a pop-up dialog asking the user for the name of the new class.

I can virtually guarantee that no one plans to use "Class Name - Copy" as the actual class name, so why not eliminate an extra button click?

I'd rather not, a lot of the time I don't know what name I'll give the new class and come up with it while I design/make modifications to the copy class. This would make that process quite irritating as I'd just give it a placeholder name anyways.

Yeah, i use 'Class Name - Copy' as a placeholder all the time as well.
 

Offline Kaiser

  • Commander
  • *********
  • K
  • Posts: 329
  • Thanked: 41 times
Re: Suggestions Thread for v2.0
« Reply #725 on: December 10, 2023, 05:58:05 AM »
I suggest a simple terraforming display info on the environmental tab, which says "terraforming devices present (yes) or (not)".

This is because when you have multiple populated colonies across the universe or inside a system and you want terraform many (albeit not all of them) it is hard to remember in which body you have already moved terraforming devices so you have to always switching between tabs to recall that.
 

Offline Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11695
  • Thanked: 20557 times
Re: Suggestions Thread for v2.0
« Reply #726 on: December 10, 2023, 06:56:01 AM »
I suggest a simple terraforming display info on the environmental tab, which says "terraforming devices present (yes) or (not)".

This is because when you have multiple populated colonies across the universe or inside a system and you want terraform many (albeit not all of them) it is hard to remember in which body you have already moved terraforming devices so you have to always switching between tabs to recall that.

Environmental tab already has 'Annual Terraform Capacity'. If this line isn't present, there are no terraformers at the colony.
 
The following users thanked this post: Kaiser

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2801
  • Thanked: 1058 times
Re: Suggestions Thread for v2.0
« Reply #727 on: December 10, 2023, 11:21:04 AM »
Cargo Hold - Fighter

Maybe 250 tons? Really just big enough to move bit of infrastructure. Would make fighter-size only based RP work. Currently everything else works with them - tankers, troop transports, colonist transport, surveying, and of course fighting. But no cargo, which is a bit of a bummer!
 
The following users thanked this post: papent, Droll

Offline Desdinova

  • Lt. Commander
  • ********
  • D
  • Posts: 280
  • Thanked: 282 times
Re: Suggestions Thread for v2.0
« Reply #728 on: December 10, 2023, 11:35:41 AM »
While I think it's cool that the star catalog is being expanded, I'd like to see a curated set of real stars. Have the option to play with the set paired down to a couple hundred real star systems that are likely to have habitable or interesting planets, with most of the red and white dwarfs removed.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1706
  • Thanked: 599 times
Re: Suggestions Thread for v2.0
« Reply #729 on: December 10, 2023, 09:53:37 PM »
An additional option under "Display" to hide/show comets which I believe existed at one point but I can't find it anymore.
 
The following users thanked this post: Doc, nuclearslurpee

Offline smoelf

  • Commander
  • *********
  • Posts: 337
  • Thanked: 142 times
  • 2021 Supporter 2021 Supporter : Donate for 2021
Re: Suggestions Thread for v2.0
« Reply #730 on: December 11, 2023, 03:19:17 PM »
Suggestion to add a colony function category for deep space populations.

When adding the checkmark for 'display function' in economics view, the DPS's can get drowned out in the list on empty colonies. It would be nice if they showed up in a group of their own similar to 'Populated Systems', 'Listening Posts', 'Terraforming Sites' etc.
 
The following users thanked this post: Droll, BAGrimm, nuclearslurpee

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: Suggestions Thread for v2.0
« Reply #731 on: December 11, 2023, 03:53:59 PM »
I'm sure it's come up before, but being able to input new rank themes would be lovely.

I think the tricky part is the implementation. One rank per line doesn't work since we need four entries per line (naval rank, abbr., ground rank, abbr.), and using space as a separator won't work since ranks often have more than one word in their titles. I would suggest using a CSV format since ranks pretty rarely have commas, I don't think any of the current defaults use commas for example.
 
The following users thanked this post: BAGrimm

Offline Andrew

  • Registered
  • Commodore
  • **********
  • Posts: 697
  • Thanked: 132 times
Re: Suggestions Thread for v2.0
« Reply #732 on: December 11, 2023, 04:40:21 PM »
From long professional experience and sufferring importing data files never ever use CSV with a , seperator someone will always break it | seperated usually works although I have encountered a mistyped pipe in someones name breaking an import in the past
 

Offline Kristover

  • Gold Supporter
  • Lt. Commander
  • *****
  • K
  • Posts: 259
  • Thanked: 135 times
  • Gold Supporter Gold Supporter : Support the forums with a Gold subscription
    2021 Supporter 2021 Supporter : Donate for 2021
    2022 Supporter 2022 Supporter : Donate for 2022
    2023 Supporter 2023 Supporter : Donate for 2023
Re: Suggestions Thread for v2.0
« Reply #733 on: December 11, 2023, 05:21:10 PM »
I would like to see civilian shipping be able to transport quantities of minerals and not just facilities.  I make extensive use of my civilians and only keep a small number of player cargo ships around for specific purposes related to starter colonies.  Being able to tell civilian freighters to pick up 5000 minerals and transport them strikes me as a logical thing and one that would save shipyard capacity and fuel.
 
The following users thanked this post: papent, Droll, smoelf, Tavik Toth

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 3009
  • Thanked: 2265 times
  • Radioactive frozen beverage.
Re: Suggestions Thread for v2.0
« Reply #734 on: December 11, 2023, 06:43:45 PM »
From long professional experience and sufferring importing data files never ever use CSV with a , seperator someone will always break it | seperated usually works although I have encountered a mistyped pipe in someones name breaking an import in the past

I suggested CSV simply because it is used elsewhere in Aurora so Steve, I presume, is already comfortable working with the format. I agree it is not a very good format but it is easy. For my money, Aurora would benefit from moving away from a DB model and using JSON files or some other relatively robust, readable format to store all the game data, but obviously I don't expect Steve to do all that work while the current system works perfectly fine for our needs.  :)