Author Topic: Suggestions Thread for v2.4.0  (Read 291280 times)

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Offline Steve Zax

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Re: Suggestions Thread for v2.4.0
« Reply #1050 on: June 30, 2025, 11:02:24 PM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?
 

Offline nuclearslurpee

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Re: Suggestions Thread for v2.4.0
« Reply #1051 on: July 01, 2025, 12:00:21 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(
 

Offline Pallington

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Re: Suggestions Thread for v2.4.0
« Reply #1052 on: July 01, 2025, 02:41:37 AM »
...
In further as it stands one can build a 'mothball hangar' that would normally have an insane maintenance cost but can considerably cut down on the maintenance cost of other ships sitting in port, using one designed for the ship above we have:
...

In your example, you build a hangar that costs ~4k bp in order to save ~1.5k MSP per year, while requiring an additional 4,123 tons of maintenance capacity.
Assuming you need to build two maintenance facilities (60BP each) to provide the extra capacity, and with MSP costing 0.25 BP each, your annual savings represents a rate of return on your investment of ~9.1% while occupying 100k workers.

You also have an up-front cost of the shipyard needed to build that carrier (~11k bp, depending on your tech level), and the ongoing workforce that yard requires (almost 10m workers).
You are going to have to make (and use) a lot of these carriers and/or wait a very long time to recoup the cost of that yard.

There are simpler ways to get far better returns in the game.
For example, suppose instead of building that shipyard you build financial centers of equivalent cost.
Let's say 90 fincens. Costs 10.8k bp, and 10.8k corbomite.
Uses only 4.5m workers. Less than half what the yard needs.
Returns annual income equal to 27 times your "wealth per million workers" tech level.
Even if you are still at the starting tech level (100 per million workers per year), and have no wealth creation bonus from your governor or sector, that's 2.7kbp per year.
So a bare minimum rate of return of 25%, using half as many workers.
With a couple tech levels and a modest governor bonus, it's not hard to be making your investment back in two years or less.

I think there's an argument for endgame gallicite starvation scenarios (esp with high-speed doctrines) for the cheapest "PDC" that is just a ton of hangar bays, just to convert some gallicite usage into not-gallicite usage, wealth costs be damned.

Also, ships in hangars still count towards maintenance tonnage?

EDIT: They don't, you were talking about the extra size of the "yard."

I think at early to mid game this is definitely NOT worth it, but again once you start hitting end-game techs if you haven't managed to spool up gallicite mining for whatever reason this can help mitigate gallicite consumption a little (you typically have near infinite duranium unless your ships are all giant armor bricks and even then neutronium bottlenecks first?). My ship of only a bit bigger size is 40k BP for 45kt, so a hangar that can store it is 6k BP and i'd save 9k MSP per year or about 900 gallicite per year in MSP cost, if i'm calculating this correctly.

My mining productivity is lagging a bit (50/yr) so that's 18 mines at 1x productivity, which, if automated, costs 4320 BP. For the sake of argument let's say it averages out at 1x between accessibility, gov bonus, and transportation latency/throughput.

Paying an extra 50% to conserve the same amount of minerals with much less micro (and I can go even cheaper on the PDC if necessary) isn't the worst deal. (Even if my numbers are off, gah. closer to 8k MSP and 800 gallicite which is 16 mines)
« Last Edit: July 01, 2025, 03:12:07 AM by Pallington »
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #1053 on: July 01, 2025, 04:26:34 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)
 
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Offline Droll

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Re: Suggestions Thread for v2.4.0
« Reply #1054 on: July 01, 2025, 05:38:52 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)

Damn you Steve, the universe is dead now  :'(
 
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Offline nuclearslurpee

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Re: Suggestions Thread for v2.4.0
« Reply #1055 on: July 01, 2025, 07:03:43 AM »
And while we are speaking of officers getting older; when will we get the chance to research age increasing technology?

Right after Steve changes the officer starting age to a number beginning with '3'.

In other  words, heat death of the universe.  :(

https://aurora2.pentarch.org/index.php?topic=13463.msg173845#msg173845

:)

Damn you Steve, the universe is dead now  :'(

More free time to play Aurora!!   ;D
 
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Offline Steve Zax

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Re: Suggestions Thread for v2.4.0
« Reply #1056 on: July 01, 2025, 02:17:04 PM »
Wait, there's TWO "Steve"s in this end of the thread! Whom are you damning?

And even if we can change "starting age" does that mean commanders still get old at "the same age" or at "the same time from graduation"?
 

Offline Ush213

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Re: Suggestions Thread for v2.4.0
« Reply #1057 on: July 01, 2025, 03:32:27 PM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 
 
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Offline papent

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Re: Suggestions Thread for v2.4.0
« Reply #1058 on: July 02, 2025, 02:55:04 PM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 

I've Suggested something similar over the years.
Link:
https://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509
https://aurora2.pentarch.org/index.php?topic=13020.msg163378#msg163378

Basically it boils down to the following:
Quote
A minor suggestion and an expansion of the Misc component Idea

Miscellaneous Ship Officer Stations
You design the components on the Create Research Projects window by:
Choosing a size (from 1 HS to 10)
giving the component a name
Choosing an Officer Type ( Naval, Ground, Admin, Scientist)
Choosing an Officer Skill That will be the Primary selection Criteria
For Naval/Ground/Admin only: Rank Required

  • Cost is equal to size in HS and the mineral requirements are split between 20% Duranium and 80% Corbomite.
  • The HTK is equal to the square root of the size.
  • The officer improves the skill required by the ship station up to 1% or 1 per year per HTK of the component.


two example Officer Stations

Code: [Select]
Internal Security Control
Cost 100   Size 100 tons   Crew 15   HTK 1
Officer: Ground Force Officer
Rank: Major
Skill: Ground Combat Defence
Base Chance to hit 100%
Materials Required: Duranium  20    Corbomite  80   

Code: [Select]
Civil Logistic Liaison
Cost 200   Size 200 tons   Crew 30   HTK 2
Officer: Civilian Administrator
Rank: Admin Rating 1
Skill: Logistics
Base Chance to hit 100%
Materials Required: Duranium  40    Corbomite  160   
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. 
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Offline Ush213

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Re: Suggestions Thread for v2.4.0
« Reply #1059 on: Yesterday at 04:57:40 AM »
Just on officers. Is it possible to get a few more stations for them, or maybe increase the number of positions in the current modules.
I tend to really like having detailed historys on my officers so i like to see them rising through the ranks.
more slots for positions would allow this. I usally end up just adding all the modules to my ships now just to make the positions available. I also make sure to have academies on every colony as i like to see officers from different homeworlds.
 
Purly for roleplaying but sure isnt that the aim of the game ha. 

Perhaps it could be based on tonnage. For example a 500 ton fighter has 1 pilot but a 1000T FAC has Caption a Gunner and Helmans and so on.

I dont know how the existing modules are programed so what i say above is only for a conversation purposes really. If it was easiler to do something else im all for it. 

I've Suggested something similar over the years.
Link:
https://aurora2.pentarch.org/index.php?topic=10640.msg158509#msg158509
https://aurora2.pentarch.org/index.php?topic=13020.msg163378#msg163378

If its been requested a few times then and not implemented it means there is more involved to implement it or it will cause issues with other systems or its just not in Steve's eyeline. Which is fair enough.
But If it was a bonus balancing issues I would be prefectly happy excluding any addtional bonuses more officers would cause. I want it purely for RP reasons, Career history,Medals ,Career XP and natural promotions. I like seeing that the Grand Admiral of my fleet started out as simple Fighter Pilot that worked his way up with loads of medals from command of a varity of ships.   

I seen on some of your posts also that other players have issues with having enough officers, so it would be cool also if the additional officer slots had a lower priority then the main ones like Captain or whatever. This would help prevent an officer being put into a useless RP role where they could have been better used commanding a war ship.

I dont know if its possible but if you take the bridge module for example with one slot for Captain. Could it be changed to allow up to say 3 slots with decending priority. Captain,Helmsman and Navigator for example. The last two dont provide any additonal bonuses and would only be filled if all other Captain slots in the fleet had been filled.

The other modules would have similar like Science Officer, Junior Science Officer etc/

Senior Army officers are generally always an issue for me also but I thinks thats becuase i leave Army build up to late. I usually have 100s of the lowest rank army officer with nothing above. I know i can just promote but RP wise i dislike this, mostly because of the aformentioned lack of history ha.
« Last Edit: Yesterday at 06:23:33 AM by Ush213 »
 

Offline Aloriel

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Re: Suggestions Thread for v2.4.0
« Reply #1060 on: Yesterday at 07:47:58 AM »
My thought on the same subject was that custom components could have an optional officer slot, and even potentially an associated skill. We have to design them as a tech, and these two adjustments could be part of that design phase.
Sarah
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Offline Ghostly

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Re: Suggestions Thread for v2.4.0
« Reply #1061 on: Today at 03:09:16 AM »
I don't think adding officers for the sake of adding officers is a good idea if they're not functional, that'd just result in unnecessary bloat and make your roster harder to navigate. All the lower officer positions are abstracted with unnamed NCOs anyway and it'd be weird to have named officers occupy and leave them as they please (i.e. whenever a new assignment for them is created) without any impact on ship performance whatsoever. I like detailed assignment histories myself but they tend to happen naturally as your game grows older, mine currently has ~2700 naval officers, many of which have served on 4 or 5 different ships during their careers.

Player-designed command components sound interesting, and I think it'd be nice to have an option to have miscellaneous officers with your miscellaneous components, however making them actually apply their bonuses would be a natural next step, and I'm not sure how easy would that be code-wise, or balance-wise (let's say their efficacy would depend on component size, would we use the 1 HS AUX or the 4 HS PFC as a baseline?). So I think miscellaneous command posts would make for a fine roleplaying addition, but the actual, functional command modules are best left as dedicated, researchable components.

Of what C&C modules to add, there's not many that come to mind. By far the most necessary ones, in my opinion, are ones affecting the ship's strike group's Reaction and Fighter Combat. More on this here, but in short, there's no way for fighters to actually take advantage of either of these bonuses en masse, while the former can often make or break a fight, and the latter being useless simply feels like a waste.

A similar module affecting the ship's boarding troops (or even the ship's strike group's boarding troops) would probably be interesting as well? Could be an interesting exercise in having GU commanders operate on ships too, could be extended into a full-blown Ground Force Headquarters module as part of the GU hierarchy.

A military-only Logistics module could be useful for massive combat ships that take many days to resupply, as a compact alternative or a supplement to cargo shuttle bays. This sounds dangerously close to the previously-proposed indsutrial command modules that Steve decided against, as adding them to a design would be a no-brainer, but making this module military-only would relegate it to a rather narrow capital ship role. Could affect ordnance transfer rates as well, I suppose? But that's about the extent of my imagination as of now.

  • System Governor as another Admin level between sector and planet.
  • Return of Tour lengths for automated assignments. So captains can have a couple ships underneath them before assuming a flag rank or Junior Officers can experience support/fighter and other roles before getting a major command
  • Ground Force Admin Commands as beyond the Division level, it's impractical to create HQ units and the user may want to spread the Corps or Army Group between multiple bodies in the same system.
  • Ability to retrain officers from Fleet/Army/Admin/Science to another type of officer, Mostly for Roleplay or to quickly increase officer numbers in one category. i.e. your overmanned on Administrators but have a pressing need for ground force commanders or your ground forces are small and you need to find a propulsion MacGyver among your grunts.
  • Ability to designate a Fleet/Ground positions ± 1/2 rank for assignment would be a welcomed addition.
  • Reintroduction of Staff Officers for admin commands. maybe just 2 positions but you choose the boni they will provide.
  • Reintroduction of Missile Series system

Huge, huge YES for Missile Series and System Governors, I would even speak in favor of adding a Sub-Sector Command as an early-game low-range (1-2 jumps max) command building and an Empire Command as a late-game empire-wide command builiding, while relaxing the necessary installation amount for large sectors to make the Sector->Sub-Sector transition work better. The NAC system we have now is awesome in how detailed the hierarchy can get, and I'd love to have something similar for civilian administrators.

Tour lengths coming back would be very nice, but clicking the naval reassignment button once every so often provides the same result. I agree that having it happen automatically would feel more natural, but only if adding exemptions (per-ship and possibly per-class) is possible too. As for multi-planetary army groups, I've never been in a situation where I'd want to maintain a massive army on several planets in the same system at once, but having some way of extending the GU hierarchy into space would be interesting, perhaps with a possible GFHQ ship module previously mentioned.