Author Topic: 4.3 Suggestions  (Read 23399 times)

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Offline IanD

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Re: 4.3 Suggestions
« Reply #45 on: August 20, 2009, 02:59:08 AM »
Quote from: "Paul M"
But for places away from your gravity sweet spot giving a lower manufacturing efficiency and birthrate are certainly realistic. Say for for each 5% the planets gravity differs from your homeworlds you loose 1% manufacturing efficiency and x% birthrate. You could use something similiar for ground combat efficiency.

I'd also add that lack of a hydrosphere should be a multiplier as well. Water is vital to life. I'd also suggest a variable amount for a biosphere either + or - in this case. Egads consider that any PR will be NOT the friends of the Interstellar Society for the Prevention of Cruelty to Non-Sentient Life Forms (ISPCNSLF) given our tendancy to "x"-form the atmosphere into leathal poison as far as the native non-sentient life forms are concerned.

I like the idea!
As for the latter case I wouldn't worry to much, I think "realistically" the only gas other than O2 that’s been identified which could possibly fulfil the same role was carbon disulphide (the one that smells like rotting cabbage), and Steve doesn't have atmospheres of that around :D .

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IanD
 

Offline waresky

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Re: 4.3 Suggestions
« Reply #46 on: August 20, 2009, 08:23:05 AM »
ok..all are enthustiastic for gravity etc.etc..

PLEASE re-mind my Suggestion: left "SORIUM" and change on HYDROGEN
So can let more STRATEGICAL Water-World..
more realistic for GAS Giant operation's Fleet on refuel from them (raw Hydrogen>>>refined Hydroegn power plant (rememebr TRAVELLER,Steve please)

i like more Hydrogen than "gravity trouble":D
 

Offline sloanjh (OP)

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Re: 4.3 Suggestions
« Reply #47 on: August 22, 2009, 05:00:53 PM »
Introduce "small" (1/5 capacity) and possibly "tiny" (1/10?) cargo and cryo holds, and possibly a "small" commercial engine size.  Another possibility would be to go the same way with cargo and cryo holds and possibly engines that you went with magazines - allow them to be designed to a specific size.

In my conventional start campaign, I've yet to build a jump gate construction ship - I still don't have a SY big enough to take one.  Even when I've got one built, there are worlds several jumps away that I'd like to colonize - for example I've discovered some ruins that have mines, terraformers and construction factories, and I'd like to ship people and minerals there.  With the new standard hold sizes, the smallest colony ship I can build that can still move at a decent speed is a little under 6kton; the smallest cargo ship is more like 10kton.  So in order to get a few hundred units of minerals to the ruins colony, I have to build 10kton cargo and jump ships, with the cargo ship going e.g. 90% empty on the run to take minerals.  What I would like to do is build small freighters and colony ships that would make lots of trips.

A related suggestion which I threw out there previously is to let construction factories and mines be broken up so they can be shipped on ships with fewer than 5 holds.

John
 

Offline sloanjh (OP)

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Re: 4.3 Suggestions
« Reply #48 on: August 23, 2009, 12:24:35 PM »
This might already be in and I'm missing it but....

Once another empire has given you trade access, you should be able to see the demand (i.e. the stuff in the wealth tab) for each of its populations (or at least the ones that your civies can reach).

Off hand, I can think of two ways to do this:

1)  Have more special tabs on the intel (ctrl-F5) screen that present the same info as on the wealth tab of the population (F2) screen.

2)  Allow access to other races in the wealth tab of the population (F2) screen.  So if the Blarg have granted me trade priviledges and the Cetans are at war with me, then I'll have both "Terran Federation" and "Blarg" available in the F2 pull-down, but I won't have the Cetans.  Switching to the Blarg shows me all of their populations (in read-only mode), but all of the tabs except "wealth" come up blank.

The reason I like this one is that it seems an easy generalization of SM mode (you've got two modes you can be in rather than three (SM and normal) and the new mode has even fewer permissions to do anything than "normal" does), and it's easily generalized to higher levels of treaty.  For example, getting access to tech might let me see the Research tab, while full alliance might give me access to all tabs, along with (maybe) the F5 and F6 screens.

You might also couple this sort of thing to espionage teams, e.g. an espionage team on a planet might unlock access to screens that are more protected than the current treaty status.

BTW, I noticed someone mentioning a while back that failed espionage attempts should have a negative impact on diplomatic relations.  With the new point system that should be fairly easy to do - just treat it as a negative event.

John
 

Offline sloanjh (OP)

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Re: 4.3 Suggestions
« Reply #49 on: August 23, 2009, 01:56:06 PM »
Have completion of a Jump Gate (by an alien) be an event in systems where you know that it has happened.

John
 

Offline waresky

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Re: 4.3 Suggestions--Construction and Duranium
« Reply #50 on: August 28, 2009, 11:59:35 AM »
Steve.

Duranium are an "rare" and precious noble metal in ur mind?
Ok..why for some "very low tech" we must use this rare raw?
example: Naval Academy...1200 TONNS of Duranium.(for me r an CRAZY quantity....)

i think Duranium r for SPACE industry,because (my 2 cent opinion) r an heavy metal and hard to breack on Space..
So..for some LANDING construction i think r very useless..

So let free Duranium for VERY hard colonization and use on Space..

no?:)

ty
 

Offline sloanjh (OP)

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Re: 4.3 Suggestions
« Reply #51 on: August 30, 2009, 01:22:36 PM »
Diplomatic notes for negative events.

At the 5 day updates, a civilization with whom you have comms (I'm not clear on what that means as to who can talk to who, btw) could deliver a set of diplomatic notes to you complaining about negative events.  For example, if they detected your ships in their populated systems, then they could protest "task force x encroached on our territory".

The kicker would be to let NPR take diplomatic notes from players.  So if you told an NPR that you were uncomfortable with it sending a Combat Action Group into your home system for a "port call" at your home world without friendly relations, that could feed into the NPR AI as to whether it would turn around and leave the system or if it would just get more pissed off (or both).

John
 

Offline Paul M

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Re: 4.3 Suggestions
« Reply #52 on: September 10, 2009, 04:59:32 AM »
Steve, can I ask for the ability to subdivide facilities (construction facilities, and mines being the most critical here) so they can fit into a single hold.  I may be able to make some sort of tramp freighter to do interstellar colonization but the jump engine requirement for a 5 hold freighter at jump efficiency 3 is well 120,000 or research...and I currently do 4600 a year...

Otherwise I just have to make do with sending a lot of engineers and scrounge up enough to transit a colony ship and a tramp freighter for moving minerals and infrastructure.
 

Offline waresky

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Re: 4.3 Suggestions
« Reply #53 on: September 10, 2009, 05:48:39 AM »
looooooooool..
120.000/4600=..u become Elder.
probably Steve upload 4.4 ver before u finish'em to research..:DDD

Another request:

1)drop below dramatically somme "DURANIUM" requirement on some Critical infrastructures:Naval Academy etc.etc..

hope Steve re-think Duranium requirement...i think some r very high.
 

Offline IanD

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Re: 4.3 Suggestions
« Reply #54 on: September 10, 2009, 08:27:29 AM »
Quote from: "Paul M"
Steve, can I ask for the ability to subdivide facilities (construction facilities, and mines being the most critical here) so they can fit into a single hold. I may be able to make some sort of tramp freighter to do interstellar colonization but the jump engine requirement for a 5 hold freighter at jump efficiency 3 is well 120,000 or research...and I currently do 4600 a year...quote]

Is it faster to research the jump gate construction module? I have started a trial 4.26 game where the Terran Federation "forgot" :) ) second. (This is obviously not from a pre-TN start.)

Regards
IanD
 

Offline waresky

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Re: 4.3 Suggestions
« Reply #55 on: September 10, 2009, 10:22:07 AM »
IAN

Obviously better explore a newly discovered System,before gate construction on..

then are much better and confortable for raw transports and commerce an road gate,than a Jump ship.
but careful for Aliens.
 

Offline Paul M

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Re: 4.3 Suggestions
« Reply #56 on: September 11, 2009, 03:19:23 AM »
It probably is faster to research jump gates, but then I have to build a jump gate construction ship and then the gate.  I am opposed to building gates early in the game, as it makes little sense.  It is too great a risk.  If need be I'll just explore and only colonize my home system which has a huge amount of potential...gads the darn thing has 2 super jovians and 500 asteriods or so plus a half a dozen other gas giants.
 

Offline alanwebber

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Re: 4.3 Suggestions
« Reply #57 on: September 11, 2009, 07:02:50 AM »
Steve

Would it be possible to have an overview of where teams are operating and, for geological teams, some history as to where they've been? This would prevent me transporting them to a location only to find it already been surveyed out.

I'm having enough trouble following where six or seven teams are let alone if the numbers increase further as the game proceeds.

Regards

Alan
Regards

Alan Webber
 

Offline waresky

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Re: 4.3 Suggestions
« Reply #58 on: September 11, 2009, 01:19:52 PM »
SciTeams. my hands raise:D

become crazy to follow where r all my puny and lonely desperately teams in void scattered Planets...
 

Offline Beersatron

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Re: 4.3 Suggestions
« Reply #59 on: September 13, 2009, 12:35:49 AM »
Would it be possible to have multiple outgoings and incomings with the Mass Drivers?

i.e. I have 10 on Earth and 4 on 4 different asteroids all pointing to Earth. I then want to direct some minerals to Mars and Venus, but I can only direct to the one.

I guess one thing to do would be to treat each MD as a separate entity and provide the option to link one MD on one celestial body with that on another celestial body.

So, you could have 4 of the MDs on Earth tied directly to each MD on each Asteroid. Then another MD on Earth tied to the MD on Mars and one MD on Earth tied to the MD on Venus.

MD 1 on Earth: Asteroid 1 -> Earth
MD 2 on Earth: Asteroid 2 -> Earth
MD 3 on Earth: Asteroid 3 -> Earth
MD 4 on Earth: Asteroid 4 -> Earth
MD 5 on Earth: Earth -> Mars
MD 6 on Earth: Earth -> Venus
MD 7 on Earth: unassigned
MD 8 on Earth: unassigned
MD 9 on Earth: unassigned
MD 10 on Earth: unassigned

Make sense?