Author Topic: Suggestions for v5.1  (Read 48584 times)

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Offline IanD

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Re: Suggestions for v5.1
« Reply #360 on: March 23, 2010, 06:06:14 AM »
It would be nice to be able to disassemble Precursor missiles when you find them for a % of the background tech(s). At the moment the only choice is use them or scrap them, when they usually have techs well in advance of the player race. It would also bring them into line with other recovered tech.

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IanD
 

Offline sloanjh

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Re: Suggestions for v5.1
« Reply #361 on: March 23, 2010, 08:37:35 AM »
Quote from: "Steve Walmsley"
If you load the HQ and click the "Load Entire Formation" checkbox, the whole brigade or division will be loaded concurrently, not consecutively. Another reason why unit integrity is important.

Does this mean you'll be putting company-sized Marine Battalion HQ units in soon? :-)

Another suggestion:  Don't count replacement battalions when calculating the 4-unit limit for brigades/divisions.  This would allow me to attach replacements to higher echelons for TOE purposes without taking up a combat-unit slot.  Since replacements don't fight and have irrelevant morale, there's no harm done.

John

PS - It would be nice if Battalion HQ had Brigade HQ as their parent unit - then I could make a Marine Brigade out of 16 line companies, 4 Battalion HQ companies, and 1 Brigade HQ.
 

Offline Shadow

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Re: Suggestions for v5.1
« Reply #362 on: March 23, 2010, 08:46:01 AM »
Quote from: "Steve Walmsley"
Quote from: "Hawkeye"
Quote from: "Shadow"
Also, is there a way to load marine companies simultaneously instead of sequentially? I have two assault transports with a total of ten dropships (room for ten companies in there), and the first two companies get a morale drop by the time the last ones are loaded. Because of sequential loading, this takes like a week or so. Perhaps all I have to do is put insane amounts of cargo handling systems in the main transports.

You might try this:
Launch the empty dropships and put each in íts own TG.
Set each of those TGs to load one of the companies. This used to work, but I haven´t done this since 4.8, or was it 4.9?
Yes, it´s a bit of a hassel, but the only way around it, AFAIK
If you load the HQ and click the "Load Entire Formation" checkbox, the whole brigade or division will be loaded concurrently, not consecutively. Another reason why unit integrity is important.

Steve
I meant that mainly in relation to marine companies, which operate in smaller numbers than normal brigades. There's no Marine Battalion HQ (it'd be company-sized, ideally), which would come in handy during boarding operations centered around fast dropships (fighter-sized, 20000+ km/s), given quick loading into combat pods and HQ-related bonuses.

EDIT: Damn, beaten to it by sloanjh! :P
 

Offline Decimator

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Re: Suggestions for v5.1
« Reply #363 on: March 23, 2010, 09:44:05 AM »
Couple related suggestions:

It would be nice to be able to set up civilian research contracts, which would work in a similar manner to civilian shipping contracts.

Civilian companies could also do some research on their own in pursuit of their interests(mining tech, drive efficiency and power modification tech, stuff like that).
 

Offline Shadow

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Re: Suggestions for v5.1
« Reply #364 on: March 23, 2010, 11:59:58 AM »
Wrecks should contribute more to intelligence on enemy classes. If you salvage an engine, gauss turret and thermal sensor from a wreck*, those components should be added to the intelligence report (in addition to mere evidence of a related technologies). Therefore, each wreck could contribute, piece by piece, to the class' design summary. Also, the salvaging of a wreck could have a small chance of revealing the design of its entire class.

*Of course, salvagers would be able to tell if the component was installed on the ship or simply stored in the cargo hold.
 

Offline waresky

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Re: Suggestions for v5.1
« Reply #365 on: March 23, 2010, 02:16:40 PM »
Object: gathering of RAW ORE (STOCKPILE) data,from ALL our Colonies

Steve,are an hard work put an program who help us in "SitRep" for ORE stockpile situation around our colonies?

When u have dozens of worlds and u finish'em a Gallicite up one..are a very damned work check others,every single,colony for redeploy resources.Send a Freighter,load and relocate'em..(grrr)

Hope u have understand what am mean   :roll:
 

Offline Shadow

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Re: Suggestions for v5.1
« Reply #366 on: March 23, 2010, 04:25:45 PM »
Small suggestion this time, mostly for flavour.

Add some way to determine the age of a particular wreck, be it through salvage or sensors. :o
 

Offline praguepride

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Re: Suggestions for v5.1
« Reply #367 on: March 23, 2010, 06:33:52 PM »
Be able to import things like Medals & Ship Blueprints.

Also, be able to perma-save planets to specific graphics. At the very least for the Sol system as I'm tired of having to re-set all the planetary images every single new game...
 

Offline Vanigo

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Re: Suggestions for v5.1
« Reply #368 on: March 23, 2010, 08:21:34 PM »
Add an option to have ships use hyperdrives whenever possible. It should probably be a toggle set on a TG-by-TG basis, since you don't want to accidentally activate your military ships' hyperdrives when they stray across the hyper limit in the middle of a battle.
 

Offline Erik L

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Re: Suggestions for v5.1
« Reply #369 on: March 23, 2010, 08:31:07 PM »
Option to turn off the auto-class name when designing classes. I don't like using up "good" names for harvesters, cargo/colony ships, etc. Maybe a check box on the F5 screen. If checked, and new is clicked, no auto-name.

Offline sloanjh

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Re: Suggestions for v5.1
« Reply #370 on: March 23, 2010, 09:42:42 PM »
Quote from: "Erik Luken"
Option to turn off the auto-class name when designing classes. I don't like using up "good" names for harvesters, cargo/colony ships, etc. Maybe a check box on the F5 screen. If checked, and new is clicked, no auto-name.
Seconded.  I pretty much always use "copy" from an old class because of this (which means that I actually don't end up using auto-naming of classes).

Another thing that would be cool (if it doesn't already happen) is to do auto-theme for classes, rather than auto-name.  My recollection (from SA) is that the theme for an auto-named class is "classes starting with the letter X" where X is the first letter of the auto-name.  It would be nice if the theme were randomly selected, then the auto-name selected from the theme.  (BTW, I wouldn't want to knock a theme out of the list just because it wasn't right for a particular class.)

John
 

Offline sloanjh

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Re: Suggestions for v5.1
« Reply #371 on: March 23, 2010, 09:45:07 PM »
Quote from: "Vanigo"
Add an option to have ships use hyperdrives whenever possible. It should probably be a toggle set on a TG-by-TG basis, since you don't want to accidentally activate your military ships' hyperdrives when they stray across the hyper limit in the middle of a battle.

Seconded.  I spend a lot of time micromanaging my hyper-capable geo-survey ships when they cross the hyper-boundary to turn the engines on/off.  This is something the navigator could do.  It would be even nicer if the selection criteria for the "next N things to survey) were based on travel time, so that hyper-capable ships would prefer going to survey targets outside the hyper limit.  If even the first suggestion were put in place, I might build hyper-capable grav survey ships - at present they're too much micro-management to bother with.

John
 

Offline Erik L

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Re: Suggestions for v5.1
« Reply #372 on: March 23, 2010, 10:49:17 PM »
Quote from: "sloanjh"
Quote from: "Erik Luken"
Option to turn off the auto-class name when designing classes. I don't like using up "good" names for harvesters, cargo/colony ships, etc. Maybe a check box on the F5 screen. If checked, and new is clicked, no auto-name.
Seconded.  I pretty much always use "copy" from an old class because of this (which means that I actually don't end up using auto-naming of classes).

Another thing that would be cool (if it doesn't already happen) is to do auto-theme for classes, rather than auto-name.  My recollection (from SA) is that the theme for an auto-named class is "classes starting with the letter X" where X is the first letter of the auto-name.  It would be nice if the theme were randomly selected, then the auto-name selected from the theme.  (BTW, I wouldn't want to knock a theme out of the list just because it wasn't right for a particular class.)

John

I actually meant the class theme, not the individual ship names. :)

Offline georgiaboy1966

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Re: Suggestions for v5.1
« Reply #373 on: March 24, 2010, 09:49:27 AM »
A suggestion for multi-species empires.

Ability on the population list to have the colonies/world pops listed by species. So that you can easily move between colonies of a specific peoples, without having to choose a colony, then look on the summary to see which population it is.

If you have more than 1 population on a world, then it can get hard to find the specific colonies you are looking for.
Glen

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Offline waresky

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Re: Suggestions for v5.1
« Reply #374 on: March 24, 2010, 12:10:25 PM »
Quote from: "sloanjh"
Quote from: "Erik Luken"
Option to turn off the auto-class name when designing classes. I don't like using up "good" names for harvesters, cargo/colony ships, etc. Maybe a check box on the F5 screen. If checked, and new is clicked, no auto-name.
Seconded.  I pretty much always use "copy" from an old class because of this (which means that I actually don't end up using auto-naming of classes).

Another thing that would be cool (if it doesn't already happen) is to do auto-theme for classes, rather than auto-name.  My recollection (from SA) is that the theme for an auto-named class is "classes starting with the letter X" where X is the first letter of the auto-name.  It would be nice if the theme were randomly selected, then the auto-name selected from the theme.  (BTW, I wouldn't want to knock a theme out of the list just because it wasn't right for a particular class.)

John
Third!---> :mrgreen: