Author Topic: Suggestions Thread for v2.4.0  (Read 251904 times)

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Offline doodle_sm

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Re: Suggestions Thread for v2.4.0
« Reply #420 on: June 22, 2024, 06:47:13 PM »
No. Inertia of the ships prevent this.
If you want to rotate several thousands of tons, the mass of a ship, you must spend enormous amount of energy; and the same quantity of energy must be spent to stop the rotation: it needs powerful motors.
The mass of a turret is much, much less than one of a ship, so it is much easier to rotate and stop a turret, and keep it aligned towards the target: just some gears are enough to do this.
Then, the speed of a ship can be achieved in a straigh line. While the tracking speed of a turret is the speed of its target, so this speed is turned into the rotation speed of the turret, which is easily manageable.

This is, maybe, a nice justification for a design from first principles, but it's already the case in this game that hull-mounted weapons use ship speed as tracking speed.

Jovus granted the public domain his addendum to the original suggestion
Quote from: Jovus
an alternative would be something off in the warnings corner that says "Hey numpty, you have a turret slower than your ship, are you sure you want that?"
just like we get a warning in that corner if we have a jump drive too small to jump itself
Maybe, in the end, this was the best that any warrior could hope for. A chance to reconcile with your enemy, or, failing that, to fall in the pursuit of peace
 
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Offline Garfunkel

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Re: Suggestions Thread for v2.4.0
« Reply #421 on: June 23, 2024, 05:23:34 AM »
Yeah that's a good suggestion - have a warning text pop up for it. It must be a really rare case because I don't remember anyone complaining about it ever before.
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #422 on: June 23, 2024, 06:39:53 AM »
1. An informative event when supplies or fuel on colony goes below a set threshold.

Added for v2.6.
http://aurora2.pentarch.org/index.php?topic=13463.msg170258#msg170258
 
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Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #423 on: June 23, 2024, 01:45:32 PM »
Is it possibble to add the date in the Galactic Map window?
 

Offline SinisterMinister

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Re: Suggestions Thread for v2.4.0
« Reply #424 on: June 25, 2024, 11:48:55 PM »
Hi there.
Would it be possible to add an option to have a fleet automatically fire when a hostile NPR shows up? This would be most useful for JP defense fleets in particular. Also, an option similar to fleet fire at will, but with the minor difference that each ship targets a unique enemy.
 

Offline Dutchling

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Re: Suggestions Thread for v2.4.0
« Reply #425 on: June 26, 2024, 04:58:24 PM »
In addition to the existing Boarding Combat Capability, a weaker/cheaper variant called (for example) Ship Combat/Defence Capability. This capability would only boost fighting in boarding actions (in the exact way Boarding Combat already does) without actually giving the unit the ability to board.

The idea here is to simulate naval infantry that is trained to defend their ship from enemy boarding actions without having any equipment or training to actually perform any such operation themselves.
 
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Offline nakorkren

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Re: Suggestions Thread for v2.4.0
« Reply #426 on: June 26, 2024, 11:08:06 PM »
Much how we assign PD modes, could we assign "Fire at will" to individual fire controls? This would reduce micromanagement as enemy ships move into/out of range or targets are destroyed e.g. when the enemy has lots of fighters.
 
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Offline nakorkren

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Re: Suggestions Thread for v2.4.0
« Reply #427 on: June 26, 2024, 11:34:15 PM »
Could we get a tag next to a ship's (or station's) name when it's under tow, something like "(Towed by XYZ)"? This would help make it more obvious when a ship is or isn't under tow.

I'm assuming this is possible since there's a tag added when a ship is in a squadron.
 

Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #428 on: June 27, 2024, 04:27:40 PM »
In the Summary tag and in the Enviroment tag of the Economics window, is it possible to add the information about the type of the selected body?
Not strictly necessary, but it's nice to know if you are looking at a comet, a moon, etc., without opening the System View window (that, by the way, has a different name: "System Generation and Display").
 
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Offline Coleslaw

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Re: Suggestions Thread for v2.4.0
« Reply #429 on: June 28, 2024, 05:23:50 PM »
Could we have an option in the Formation Templates tab to select which ground commander bonuses are favored for certain formations - similar to how we can select what types of governors colonies get - as well as set the default priority value of a formation - currently one has to manually set it per formation after construction. I find that oftentimes my formations get assigned commanders whose skillsets do not match the intended purpose of the formation.

In addition, I always find myself with an absurd amount of unassigned officers. I've personally never had an officer shortage on training level 5 except for maybe a very brief window early on during campaigns when (if) I conduct explosive growth. Should a higher Training Level of your empire not only reduce your intake of trained crew, but also reduce your intake of officers? Or perhaps, on training level 1 you get lots of poor officers, but ones with tiny/no political reliability bonuses (since there's no need to "pull strings" to get into the officer program when just about everyone is getting approved for it.) Whereas on higher training levels you get fewer but better officers with a much higher chance for larger political reliability bonuses (to model the inverse - a politically savvy officer pulling strings behind the scenes to get himself into the highly prestigious officer corps.) Alternatively, officers skills cap out depending on the training level of your empire - i.e., level 1 training = new officers can only start with a max 10% skill bonus, level 2 = 20%, etc.
« Last Edit: June 28, 2024, 05:26:20 PM by Coleslaw »
 
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Offline serger

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Re: Suggestions Thread for v2.4.0
« Reply #430 on: June 29, 2024, 07:59:16 AM »
Change the mineral composition for Automated Mines from 240 Corundum to 120 Corundum + 120 Uridium for example, with the corresponding change for the Conversion task mineral cost.

The idea is, you do not add twice more digging equipment to make a mine automated, you add automation / remote control equipment instead.
 
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Offline nakorkren

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Re: Suggestions Thread for v2.4.0
« Reply #431 on: June 29, 2024, 11:08:37 AM »
Some QoL suggestions:

  • Ability to multi-select when obsoleting components on the tech browser.
  • On the Research, Industry, and GU Training tabs, add "Jump Up" and "Jump Down" buttons that jumps the selected item to the top or bottom of the current list (active or queue) and if clicked again, jumps it to the next list. This way you never have to click more than three times to go from top of active to bottom of queue or vice versa, but still have flexibility to stop midway in between.
  • On the Research, Industry, and GU Training tabs, the ability to multiselect and move those items up or down the list together.
  • In SM mode, the ability to SM refuel at the fleet level (currently can only do each ship individually, which is super tedious for large fleets, particularly fighters).
  • Have governor assignment default to automatic, since (at least in my experience) that's the desired default behavior and you only want to do manual assignments for unique cases.
  • On the GU Training tab, show mineral costs vs current local stockpile (like for ship building and industry tabs)
« Last Edit: June 29, 2024, 11:11:22 AM by nakorkren »
 
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Offline nakorkren

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Re: Suggestions Thread for v2.4.0
« Reply #432 on: June 29, 2024, 12:10:47 PM »
Presently microwave damage is constant regardless of weapon size or range; damage is always 1 for internal components or 3 for shields, maybe +1 damage per caliber increase. I propose having damage vs shields scale with weapon caliber, without changing damage vs internal components. This would boost microwaves as a niche weapon vs shielded opponents.
 
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Offline nakorkren

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Re: Suggestions Thread for v2.4.0
« Reply #433 on: June 29, 2024, 03:42:02 PM »
Intelligence gained from "Successful Espionage" messages is only available the instant you gain that intelligence. Once the message log runs over, you lose it forever. Could we get an additional tab in the Intelligence and Foreign Relations tab that records things you've learned via Espionage and the date it was learned (since in some cases it may no longer be relevant, like diplomatic relations between NPCs)?

Expanding that, it would be helpful to have a record of diplomatic messages sent by/to the NPC (e.g. they claimed System X and asked that we vacate immediately on this date, we claimed System Z on this date and they acknowledged, they granted us trade status, we granted them geo data, etc).
 
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Offline alex_brunius

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Re: Suggestions Thread for v2.4.0
« Reply #434 on: June 30, 2024, 05:06:21 AM »
For me it feels highly unrealistic that you can use 100% of all Construction Capacity on a single project, and currently me + alot of other players often use "houserules" or enforced restrictions on ourself to disallow it. At least for larger main colonies.


So what if you had to assign a Commander (Civilian Administrator) for each Construction Project similar to how we do with research and said Administrators Admin rating was used as a cap for how many of the total Cap % that could be allocated to the Project?

For this to work obviously dupliacte projects of the same installation would need to be blocked first.

If the % cap was x10 the Admin rating it means a Commander with rating 6 would have a max of 60% of the total BP of a colony available for the Construction Project, and a rank 1 only 10%. Half of that x5 for max of 30% could also work if you want it to be even more restrictive.

- The Civilian Administrator's Production Efficiency would boost production of all Installation
- The Civilian Administrator's Shipbuilding Efficiency would boost production of all Spacestations and Spaceship Components.

This would not impact Ordnance or Fighter production since they use separate BP pools from normally much smaller parts of the Industry and since it might add too much complexity, UI clutter and have a more negative gameplay impact to force them to be always split up.
 
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