Author Topic: Suggestions for 3.3  (Read 12465 times)

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Offline Brian Neumann

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Re: Suggestions for 3.3
« Reply #15 on: December 13, 2008, 04:44:46 AM »
How about the ability to make a waypoint that moves.  Designate the waypoint as a set distance and direction from a target.  Basically the same idea as escort ships use now, only in reverse.  This would allow for a missile attack where the missiles loiter near the target, but as the target moves they keep up with it.

Brian
 

Offline Cassaralla

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Re: Suggestions for 3.3
« Reply #16 on: December 16, 2008, 10:58:44 AM »
How about the ability to designate old outdated ships as target hulls for gunnery practice?

Doing so would take the crew off the ship and it could then be towed into empty space and used for testing weaponry on.  Of course it wouldn't have any active defences but it would at least give folks a chance to test their weapons in live fire exercises, to see how crews perform or how effective current missiles and beam weapons are against armour etc.
 

Offline Father Tim

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Re: Suggestions for 3.3
« Reply #17 on: December 17, 2008, 02:17:54 PM »
Quote from: "Cassaralla"
How about the ability to designate old outdated ships as target hulls for gunnery practice?

Doing so would take the crew off the ship and it could then be towed into empty space and used for testing weaponry on.  Of course it wouldn't have any active defences but it would at least give folks a chance to test their weapons in live fire exercises, to see how crews perform or how effective current missiles and beam weapons are against armour etc.

Create a race with 0 pop, call them 'Target Practice', and transfer your ship to them.  Your crew will be removed and a crew of the appropriate grade will placed aboard (consider them the 'rules' your military's umpires are using to score the live-fire exercise).  Now blow them away at your convenience.
 

Offline Cassaralla

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Re: Suggestions for 3.3
« Reply #18 on: December 18, 2008, 02:25:20 PM »
I guess I can do it that way then.  I just like the idea of designating an old flagship as the testing target for the next generation of ships and weapons.
 

Offline Erik L

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Re: Suggestions for 3.3
« Reply #19 on: December 18, 2008, 05:58:49 PM »
I'd like to see a combined "resupply" conditional order. Refuels and resupplies.

Offline Erik L

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Re: Suggestions for 3.3
« Reply #20 on: December 19, 2008, 02:18:20 PM »
As an option, have an officer reassigned on promotion.

Offline James Patten

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Re: Suggestions for 3.3
« Reply #21 on: December 26, 2008, 06:28:28 AM »
It would be nice to have a way to review racial tech items once created.  Items such as missiles (what kind of sensor and armor do I have), engines (75% or 50% Thermal Signature Reduction), or energy weapons.  Maybe a view-only version of the tech creation window with that item in it?
 

Offline Hawkeye

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Re: Suggestions for 3.3
« Reply #22 on: December 26, 2008, 06:56:15 AM »
This is on the Tech Review Screen (CTRL+F7)
Ralph Hoenig, Germany
 

Offline Kurt (OP)

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Re: Suggestions for 3.3
« Reply #23 on: December 28, 2008, 08:30:00 PM »
Steve -

Just a little suggestion based on the 6 Powers Campaign.  I was having a problem that I was convinced was a bug.  Ships were getting "stuck", not arriving when they were supposed to, using up their supplies, and so on.  The first couple of times I figured I screwed something up, and then I realized that this was happening more than once.  Then I realized that it was happening in the same system over and over again.  I figured that Aurora was glitched and that this system was the Bermuda Triangle of space.  

I started documenting the problem, and when it cropped up the second time after documenting it in the same system I figured I had enough to declare a problem and I was set to ask you if I could send you the database so you could diagnose the problem.  Then I did a little more checking by opening the system map, and lo and behold, it was a nebula system!  Right there on the map was the notation that ships could only travel at a certain speed depending on their armor.  Doh!  That was the explanation!  

Now, I knew that nebulas limited speed, and I knew that this system had a nebula, but I didn't put the two together, because on the Task Group screen the group still was apparently maintaining its maximum speed and its ETA was based on this fictional, unobtainable speed.  It would be nice if the group's real maximum speed was reflected on the Task Group screen, along with its real ETA.  

Kurt
 

Offline SteveAlt

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Re: Suggestions for 3.3
« Reply #24 on: December 29, 2008, 06:34:44 AM »
Quote from: "Erik Luken"
As an option, have an officer reassigned on promotion.
I was wondering if rather than using the current reassignment method where every officer runs on his own individual tour length and can only take assignments that are free at that point, I should reassign every officer at the same time, say Jan 1st every two years (or whetever tour length is set by the player), so that officers are distributed to assignments more accurately.

Steve
 

Offline SteveAlt

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Re: Suggestions for 3.3
« Reply #25 on: December 29, 2008, 06:39:28 AM »
Quote from: "Kurt"
Steve -

Just a little suggestion based on the 6 Powers Campaign.  I was having a problem that I was convinced was a bug.  Ships were getting "stuck", not arriving when they were supposed to, using up their supplies, and so on.  The first couple of times I figured I screwed something up, and then I realized that this was happening more than once.  Then I realized that it was happening in the same system over and over again.  I figured that Aurora was glitched and that this system was the Bermuda Triangle of space.  

I started documenting the problem, and when it cropped up the second time after documenting it in the same system I figured I had enough to declare a problem and I was set to ask you if I could send you the database so you could diagnose the problem.  Then I did a little more checking by opening the system map, and lo and behold, it was a nebula system!  Right there on the map was the notation that ships could only travel at a certain speed depending on their armor.  Doh!  That was the explanation!  

Now, I knew that nebulas limited speed, and I knew that this system had a nebula, but I didn't put the two together, because on the Task Group screen the group still was apparently maintaining its maximum speed and its ETA was based on this fictional, unobtainable speed.  It would be nice if the group's real maximum speed was reflected on the Task Group screen, along with its real ETA.  
I added the correct speed on the system map for v3.2. I'll add the correct speed and ETA to the task group window for v3.3

Steve
 

Offline Kurt (OP)

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Re: Suggestions for 3.3
« Reply #26 on: December 29, 2008, 06:44:55 AM »
Quote from: "SteveAlt"
Quote from: "Kurt"
Steve -

Just a little suggestion based on the 6 Powers Campaign.  I was having a problem that I was convinced was a bug.  Ships were getting "stuck", not arriving when they were supposed to, using up their supplies, and so on.  The first couple of times I figured I screwed something up, and then I realized that this was happening more than once.  Then I realized that it was happening in the same system over and over again.  I figured that Aurora was glitched and that this system was the Bermuda Triangle of space.  

I started documenting the problem, and when it cropped up the second time after documenting it in the same system I figured I had enough to declare a problem and I was set to ask you if I could send you the database so you could diagnose the problem.  Then I did a little more checking by opening the system map, and lo and behold, it was a nebula system!  Right there on the map was the notation that ships could only travel at a certain speed depending on their armor.  Doh!  That was the explanation!  

Now, I knew that nebulas limited speed, and I knew that this system had a nebula, but I didn't put the two together, because on the Task Group screen the group still was apparently maintaining its maximum speed and its ETA was based on this fictional, unobtainable speed.  It would be nice if the group's real maximum speed was reflected on the Task Group screen, along with its real ETA.  
I added the correct speed on the system map for v3.2. I'll add the correct speed and ETA to the task group window for v3.3

Steve

Thank you!  Gradually, you are limiting my ability to do stupid things  :D

Kurt
 

Offline ZimRathbone

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Re: Suggestions for 3.3
« Reply #27 on: December 29, 2008, 07:21:17 AM »
Quote from: "SteveAlt"
Quote from: "Erik Luken"
As an option, have an officer reassigned on promotion.
I was wondering if rather than using the current reassignment method where every officer runs on his own individual tour length and can only take assignments that are free at that point, I should reassign every officer at the same time, say Jan 1st every two years (or whetever tour length is set by the player), so that officers are distributed to assignments more accurately.

Steve

That is sort of the way it works in the ADF, and is known as MIMO (March In, March Out).   The vast majority of moves happen at roughly the same time (within a month or so) , every 3rd year has a bit of a spike as more personnel change posting (about 60% more than the other two years).  

I would suggest setting the code to ensure that all tours end before assigning any new officers, as it makes it less likely that the same officer gets reassigned to the same post again, and again and yet again (my current max is the same officer assigned to the same ship for 6 two year tours in sucession).
Slàinte,

Mike
 

Offline SteveAlt

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Re: Suggestions for 3.3
« Reply #28 on: December 29, 2008, 08:24:04 AM »
Quote from: "ZimRathbone"
Quote from: "SteveAlt"
Quote from: "Erik Luken"
As an option, have an officer reassigned on promotion.
I was wondering if rather than using the current reassignment method where every officer runs on his own individual tour length and can only take assignments that are free at that point, I should reassign every officer at the same time, say Jan 1st every two years (or whetever tour length is set by the player), so that officers are distributed to assignments more accurately.
That is sort of the way it works in the ADF, and is known as MIMO (March In, March Out).   The vast majority of moves happen at roughly the same time (within a month or so) , every 3rd year has a bit of a spike as more personnel change posting (about 60% more than the other two years).  

I would suggest setting the code to ensure that all tours end before assigning any new officers, as it makes it less likely that the same officer gets reassigned to the same post again, and again and yet again (my current max is the same officer assigned to the same ship for 6 two year tours in sucession).
ADF = Australian Defence Force?

It turned out to be a relatively simple change so I have made it. When a race is created, the time is noted. If automated assignments are switched on then after a period equal to the tour length, every officer that is commanding a ship or a ground unit or is a staff officer and does not have the "Do Not Remove" flag set will be removed from their post. Then the program will carry out a reassignment of all available posts for that race in those areas. This should ensure the best officers go to the best ships and that any newly arrived officers get into suitable commands fairly quickly. When this mass assignment takes place, a note is made of the time and when the tour length has passed the whole process happens again.

I think the next step is to make sure that fleet admirals don't end up commanding destroyers. Several people have suggested having a max rank so how about 2 ranks above the minimum. So if you set Commander as the min rank, then the max rank will be Commodore. Min rank Captain then max rank Rear Admiral, etc.. Is two ranks appropriate or should it just be one rank?

Steve
 

Offline Erik L

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Re: Suggestions for 3.3
« Reply #29 on: December 29, 2008, 03:12:01 PM »
Quote from: "SteveAlt"
I think the next step is to make sure that fleet admirals don't end up commanding destroyers. Several people have suggested having a max rank so how about 2 ranks above the minimum. So if you set Commander as the min rank, then the max rank will be Commodore. Min rank Captain then max rank Rear Admiral, etc.. Is two ranks appropriate or should it just be one rank?

Steve

Two works for me.