Author Topic: Suggestions Thread for v2.4.0  (Read 252116 times)

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Offline Garfunkel

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Re: Suggestions Thread for v2.4.0
« Reply #480 on: July 08, 2024, 07:18:10 PM »
My semi - annual request for ground force unit/formation/organization import/export function, preferably both with technology sensitivity and not.
 
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Offline alex_brunius

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Re: Suggestions Thread for v2.4.0
« Reply #481 on: July 09, 2024, 01:12:18 AM »
Allow ships to be built into naval admin commands.

Instead of being built to a target fleet, new ships could have the option to be built to a naval admin command. Once built, they would be formed into a single-ship fleet with the ship name (the same way detaching a single ship from an existing fleet currently names the new fleet) which is placed under that admin command.

This would help manage some of the micromanagement involved with managing shipbuilding for large empires, since building into a Shipyard Fleet still requires clicking to detach and scrolling + dragging the detached ship to the proper place in the hierarchy, which can be tedious for ships intended to operate alone (e.g., survey ships, tankers, stabilization ships, industrial ships which will be immediately redeployed, etc.)

I would suggest that admin commands be color-coded as green in the shipyard drop-down menu to make it easier to parse the list of fleets and commands.

My legions of 50+ Survey & Scout Ships manually detached into single ship fleets and moved to appropriate Admin Commands would greatly appreciate this QoL suggestion!  ::)
 
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Offline alex_brunius

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Re: Suggestions Thread for v2.4.0
« Reply #482 on: July 09, 2024, 03:33:01 AM »
Replying here to not take the Fighter threat Offtopic.


I've been using 1000 and 2000 ton fast interceptors with a particle beam/lance in previous games. I'm likely to create a spinal laser equivalent in my current campaign. The weapon failure rules make them a little less powerful than they were.

Anything that makes combat more unpredictable and cause attrition/logistic costs as well as discourage "exploity" behavior like "kiting" is great features in my book as it make the universe feel alot more plausible and realistic.

Some Sci-Fi ideas to go further this line (as we are in the suggestion forums and you know I love brainstorming  ::)):
- Ability to design "unstable" beam weapons. Maybe smaller size or cheaper cost or faster reload VS chance to cause secondary explosions like reactors AND much higher chance for weapon failures.
- Friendly fire targeting, small chance that untrained crew can lock on and fire at a friendly target in chaos of beam combat.
- Overboosting engines, chance to be damaged every 5 sec vs temporary speed boost, encouraging to be used by ships that are in hopeless desperate situations anyways.
- Accidental collisions using ramming damage (very small chance but can happen in fights of 100+ ships at "point blank 10000km" range/beam fighters).
- Random component failures in combat. Certain components like FCs/Weapons/Shields/Sensors/ECM can randomly fail and stop working for 30-90 seconds during combat (when any weapon is firing or ship takes damage), promoting redundant designs.
- Construction flaws. Military Ships are built with random flaws that get reduced the more of them are constructed, making Capital ships feel a bit unique. The flaws should be listed in design and never mean loss of capability but just a minor degradation of performance (-5/10% speed, -1/2 layers armour, -5/10% shield strength, +20/40% higher EM or Thermal emissions, -10/20% Sensor range, +20/40% longer reload time of shields)
 
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Offline Kiero

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Re: Suggestions Thread for v2.4.0
« Reply #483 on: July 09, 2024, 03:56:16 AM »
In Commanders window, an ability to display only "Story Characters"
 

Offline Alsadius

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Re: Suggestions Thread for v2.4.0
« Reply #484 on: July 09, 2024, 07:26:41 PM »
In the Commanders window, when we're trying to pick new commanders for ships, can we get a checkbox somewhere to only display unassigned commanders? I'm setting up my initial fleet right now, so I have no desire to reassign anyone, and I've got to do a lot of scrolling to find the available candidates.

Offline Steve Zax

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Re: Suggestions Thread for v2.4.0
« Reply #485 on: July 10, 2024, 01:00:06 AM »
In the Commanders window, when we're trying to pick new commanders for ships, can we get a checkbox somewhere to only display unassigned commanders? I'm setting up my initial fleet right now, so I have no desire to reassign anyone, and I've got to do a lot of scrolling to find the available candidates.

Yeah! This used to be in VB but it's gone now. I miss it
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #486 on: July 10, 2024, 05:09:26 PM »
Allow ships to be built into naval admin commands.

Instead of being built to a target fleet, new ships could have the option to be built to a naval admin command. Once built, they would be formed into a single-ship fleet with the ship name (the same way detaching a single ship from an existing fleet currently names the new fleet) which is placed under that admin command.

This would help manage some of the micromanagement involved with managing shipbuilding for large empires, since building into a Shipyard Fleet still requires clicking to detach and scrolling + dragging the detached ship to the proper place in the hierarchy, which can be tedious for ships intended to operate alone (e.g., survey ships, tankers, stabilization ships, industrial ships which will be immediately redeployed, etc.)

I would suggest that admin commands be color-coded as green in the shipyard drop-down menu to make it easier to parse the list of fleets and commands.

Added for v2.6.

The dropdowns are bound lists, with one data type in them. So the fleet dropdown contains a list of fleet objects. Rather than create a new object that can be either, I have created two dropdowns that will swap in and out when you select them. This also avoids any confusion when fleets and admin commands have the same names - as happens often in my games :)

https://aurora2.pentarch.org/index.php?topic=13463.msg170599#msg170599
 
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Offline nuclearslurpee

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Re: Suggestions Thread for v2.4.0
« Reply #487 on: July 10, 2024, 05:37:44 PM »
Thanks Steve!

I think for now it is fine for fighter and space station construction to not have this feature since it is rarely needed. Fighters usually are grouped into squadrons or fleets, and space stations usually get tugged into position.
 

Offline Alsadius

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Re: Suggestions Thread for v2.4.0
« Reply #488 on: July 10, 2024, 07:54:39 PM »
This one's a bit out of left field, but would it be possible to lock Aestusium and Frigusium behind technologies? Starting tech feels pretty real-world realistic in most cases, but those two magic gases are available right at game start, and that feels too easy to me. Nothing too crazy, maybe 5k RP each, but a bit of a speed bump. (Plus, it'd fill out the Biology tech tree a bit.)

Also, is there a reason why water vapor isn't a greenhouse gas? If that causes mechanical issues, that's fine, but otherwise I think that might make a good safe greenhouse gas for us to crank out in the early game, to make up for the lack of Aestusium. It's certainly a powerful warming agent IRL. CO2 plus H2O is probably enough for Mars and Luna to get habitable if H2O is turned into a GHG, and it'll at least make a dent in the CCs for the moons of Jupiter and Saturn.

(And while we're playing around with mechanics here, maybe make sulfur dioxide an anti-GHG? Again, it certainly is IRL, and it'll add a few options for terraforming.)
 
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Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #489 on: July 11, 2024, 04:58:27 AM »
This one's a bit out of left field, but would it be possible to lock Aestusium and Frigusium behind technologies? Starting tech feels pretty real-world realistic in most cases, but those two magic gases are available right at game start, and that feels too easy to me. Nothing too crazy, maybe 5k RP each, but a bit of a speed bump. (Plus, it'd fill out the Biology tech tree a bit.)

Also, is there a reason why water vapor isn't a greenhouse gas? If that causes mechanical issues, that's fine, but otherwise I think that might make a good safe greenhouse gas for us to crank out in the early game, to make up for the lack of Aestusium. It's certainly a powerful warming agent IRL. CO2 plus H2O is probably enough for Mars and Luna to get habitable if H2O is turned into a GHG, and it'll at least make a dent in the CCs for the moons of Jupiter and Saturn.

(And while we're playing around with mechanics here, maybe make sulfur dioxide an anti-GHG? Again, it certainly is IRL, and it'll add a few options for terraforming.)

The 'magic' gases were added because there are no good options for real GH and AHG gases. CO2, Methane, SO2, etc. are all dangerous gases, so even if you terraform a planet, it will still be CC2+.

Water Vapour is the only one that isn't, but it is involved in the evaporation and condensation cycle, so it will quickly exit the atmosphere in most cases.

I could make the 'magic' gases researchable, although I would probably reduce the cost of terraforming modules as well to make sure that terraforming isn't too expensive. I understand the point though about them being not real world at the start.
 

Offline alex_brunius

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Re: Suggestions Thread for v2.4.0
« Reply #490 on: July 11, 2024, 05:11:01 AM »
Might be worth thinking about some other ways to allow techs to more effectively manipulate temperatures as well.

I'm lacking scientific knowledge here, but for me it feels highly plausible that advanced Sci Fi techs would allow for more efficient compounds, addatives or other means increasing the greenhouse effect (besides the current techline to just increase how quickly gases can be released into the atmosphere).
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #491 on: July 11, 2024, 06:20:51 AM »
Might be worth thinking about some other ways to allow techs to more effectively manipulate temperatures as well.

I'm lacking scientific knowledge here, but for me it feels highly plausible that advanced Sci Fi techs would allow for more efficient compounds, addatives or other means increasing the greenhouse effect (besides the current techline to just increase how quickly gases can be released into the atmosphere).

One option is building orbital installations that direct more sunlight on to the surface, or block it. They would need to be very large, but that doesn't necessarily mean expensive. They would be hard to move though, so you would likely have to move in place.

Deliberately adding dust through bombardment works too. Causing volcanic eruptions would add dust - perhaps a tech for tectonically active worlds.

Open to ideas. Redirecting comets or asteroids, even tiny ones, is not really an option within the game mechanics. A 1km comet would be hundreds of millions of tons.

I think the problem would be finding a method that works within the game mechanics and is more efficient in certain situations than the existing terraforming mechanics - or something that goes beyond the limits of the current mechanics.
 

Offline Kiero

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Re: Suggestions Thread for v2.4.0
« Reply #492 on: July 11, 2024, 07:01:34 AM »
Tech that can change Body Albedo.
Using Terraforming instalations/modules or entirely new facility.

And regarding gases:
Ability to add % of dangerous gasses resistance to a species, so that the atmosfer is not dangerous. And hide GH and AGH gases research behind that dangerous gasses resistance.
 

Offline Alsadius

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Re: Suggestions Thread for v2.4.0
« Reply #493 on: July 11, 2024, 08:14:06 AM »
This one's a bit out of left field, but would it be possible to lock Aestusium and Frigusium behind technologies? Starting tech feels pretty real-world realistic in most cases, but those two magic gases are available right at game start, and that feels too easy to me. Nothing too crazy, maybe 5k RP each, but a bit of a speed bump. (Plus, it'd fill out the Biology tech tree a bit.)

Also, is there a reason why water vapor isn't a greenhouse gas? If that causes mechanical issues, that's fine, but otherwise I think that might make a good safe greenhouse gas for us to crank out in the early game, to make up for the lack of Aestusium. It's certainly a powerful warming agent IRL. CO2 plus H2O is probably enough for Mars and Luna to get habitable if H2O is turned into a GHG, and it'll at least make a dent in the CCs for the moons of Jupiter and Saturn.

(And while we're playing around with mechanics here, maybe make sulfur dioxide an anti-GHG? Again, it certainly is IRL, and it'll add a few options for terraforming.)

The 'magic' gases were added because there are no good options for real GH and AHG gases. CO2, Methane, SO2, etc. are all dangerous gases, so even if you terraform a planet, it will still be CC2+.

Water Vapour is the only one that isn't, but it is involved in the evaporation and condensation cycle, so it will quickly exit the atmosphere in most cases.

I could make the 'magic' gases researchable, although I would probably reduce the cost of terraforming modules as well to make sure that terraforming isn't too expensive. I understand the point though about them being not real world at the start.

Oh, I totally get why they exist, and I agree with your logic. I'm suggesting a tweak here, not going with RL physics. (If it was RL physics, we'd need to figure out how exactly gigatons of oxygen are just showing up or disappearing on demand - Aurora is not the kind of game that wants to focus on clever soil chemistry like that.) And yeah, reducing costs of related techs to offset this change sounds perfectly reasonable to me.

Using CO2 or SO2 to warm/cool a planet can be useful for dropping the CC from (say) 5 to 2, but it won't get you to 0 the way the magic gases will. But I think that could be an interesting way to start the game, using the inferior gases to get started and then correcting them later on. 5->2 is still a big improvement, after all.

As for non-terraforming options, I could see something like a solar mirror module for station use. Probably like 100k tons, 200-500 cost, and they can either raise or lower planetary albedo by (say) 0.01 immediately. That gives you an option for instant changes to a world, instead of waiting around for the atmosphere to change. It also gives you an option to switch modes for very eccentric bodies (block sunlight when it's close, reflect more sunlight down when it's far away). The drawback is that it needs to stay there permanently, instead of being able to fix it and move on like a terraforming ship/installation can. (So you'd probably use that to get started, then terraform under the mirrors until you're in a stable place, and *then* move the mirrors away). Also, this multiplies with GHG effect, so you can use it to get more warming/cooling than the x3 from GHGs would allow - that'd be useful for some outer- system planets that are too cold to ever warm up with current mechanics.

As for the vulcanism thing, that could maybe work? Probably a lot of work to make it viable, though - you'd want some kind of flag for "tectonically active" in the body generation mechanics, which would need to be displayed somewhere. And that'd just get you a burst of toxic cooling gases, which are generally a lot less useful than warming gases.

If you did want dust as a bigger mechanic for players to terraform with, though, there's another way - mass drivers. Let mass drivers fling inert rock at bodies freely (without needing to mine the rock), so you don't need to waste perfectly good minerals on it, and have that kick up a lot of dust.
« Last Edit: July 11, 2024, 08:16:09 AM by Alsadius »
 

Offline Kiero

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Re: Suggestions Thread for v2.4.0
« Reply #494 on: July 11, 2024, 08:40:09 AM »
Link the cost of buying minerals from CMCs to the actual amount of mined minerals and not to the number of Civilian Complexes.
 
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