Author Topic: Official Suggestion Thread for 5.14 or later (inc Spoiler)  (Read 15589 times)

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Offline Erik L

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #105 on: August 04, 2010, 07:31:11 PM »
In the Genetics area, a project that will increase the maximum age (or the onset of aging rolls).

Offline waresky

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #106 on: August 05, 2010, 03:56:53 AM »
WINDOWS: Galactic MAP
Items: MILITARY SQUADROON

Suggestions: r possible some of.."Squadroon evidence icons" (overlay?) or "choice" (same as display choice) on Galactic map ?..for fast look around and Squadroon deployment status? some infos about Fleet Squadroon become very useful..strategical and cosmetics..(Ahhhhh WHY ive been missed to learn English?:DDD)

Use it a Icons generator?:D
 

Offline waresky

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #107 on: August 07, 2010, 07:31:05 AM »
2 Useful Suggestion am think:

1>>>>
Windows: F2 Sub-INDUSTRY

What: FUEL PRODUCTION >>> set a LIMIT (for NOT end OF SORIUM reserve)

otherwise: Setup a Minimum SORIUM ore Strategical Reserve Untouchable.

2>>>>

Windows: Combat Assignment Overview
WHAT: for a FAST weapons setup pls a flag selection of ONLY MILITAR SHIPS,otherwise on Earth system (for example) are TOO Civilian traffic and a Cbt A.O. are too HOT and full of useless infos (too ships and squadroon to found MIlitar fast and easy)
 

Offline Beersatron

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #108 on: August 07, 2010, 06:03:04 PM »
The ability to transfer the crew from one ship to another.

i.e.

I have an old Revenge class Missile Cruiser that has 100% TF training and a crew grade of 40%. The Revenge class is now in its third revision and it costs more to refit the Mark 1 than it does to create a new Mark 3.

If I could build a Mark 3 and then designate it as retrieving crew and officers from an existing ship that it would be built with no/skeleton crew and no officer would be auto-assigned. The ship wouldn't follow any orders until a crew was assigned from the planet or transfered to it from an existing ship. The ship that the crew comes from would then have to be re-crewed from the planet or yet another ship.

There would obviously have to be penalties since a new ship may need more crew than an older one and the technology is going to be newer so they need some kind of retraining. There is also the fact that a GE or GV crew will not necessarily be suitable for transfer to a CG.

Thoughts? Can it be done through the SM?
 

Offline iamlenb

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #109 on: August 08, 2010, 10:46:23 PM »
I'd kind of like the SM ability to place explosions at whim on the system map.  Drop down boxes with number and strength or fill in the blank input boxes, then click to place.  Just in case something I see annoys me, I an fill it with one hundred million strength ONE HUNDRED BILLION explosions!  BOOM!

Maybe spawn swarms of missiles with a selectable target from dropdown listing everything in the system.  "Muahahaha colony!  Cheat on your taxes to your Emperor, will you?  Eat Nuclear Hell!" or "Mmmm I wonder how good this prototype point defense ship can protect the planet from 100 missile salvos x 10?  heheh"

BOOM is always fun, more BOOM, more fun.  Bigger BOOM, bigger fun.  Who cares what the target it :twisted:
 

Offline Hawkeye

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #110 on: August 10, 2010, 01:10:30 AM »
Inspired by iamlemb´s bug report and some observations I did myself:

Steve, would it be possible to reduce the loading time for marine companies - a lot!
Without any cargo handling systems, it takes them 9+ DAYS to mount their dropship and even with a single, improved cargo handling system (rating 10) it still takes them a full day. I don´t have a problem with a day or so for loading an armored batallion but a company of marines?
My BB/BC/CV all have at least a company of marines and a dropship aboard so I can board a crippled hostile. The rather ridiculous loading times simply won´t let me (yeah, I still could, but I usually run out of patience and blow the offender away instead)

Edit: How about introducing a modifyer for the various types of troops?

Heavy Armor: Twice loading time (lots of heavy equipement)
Assault Infantry: 1.5 x loading time (still a lot of heavy stuff, just not as much as the heavy armor)
Mobile Infantry: As is
Garrison: Half loading time (very little heavy stuff, mostely foot sloggers)
Marines: 1/10th loading time (Optimized to be mobile, used to form a beachhead fast in - fast out)
Ralph Hoenig, Germany
 

Offline iamlenb

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #111 on: August 10, 2010, 03:14:59 AM »
Quote from: "Hawkeye"
Inspired by iamlemb´s bug report and some observations I did myself:

Steve, would it be possible to reduce the loading time for marine companies - a lot!
Without any cargo handling systems, it takes them 9+ DAYS to mount their dropship and even with a single, improved cargo handling system (rating 10) it still takes them a full day. I don´t have a problem with a day or so for loading an armored batallion but a company of marines?
My BB/BC/CV all have at least a company of marines and a dropship aboard so I can board a crippled hostile. The rather ridiculous loading times simply won´t let me (yeah, I still could, but I usually run out of patience and blow the offender away instead)

Edit: How about introducing a modifyer for the various types of troops?

Heavy Armor: Twice loading time (lots of heavy equipement)
Assault Infantry: 1.5 x loading time (still a lot of heavy stuff, just not as much as the heavy armor)
Mobile Infantry: As is
Garrison: Half loading time (very little heavy stuff, mostely foot sloggers)
Marines: 1/10th loading time (Optimized to be mobile, used to form a beachhead fast in - fast out)

I really like the modifier for troop types suggestion.  Right now, I've loaded the LCU Carriers with 10 (yes, 10!) Advanced Cargo Handling modules simply to reduce the loading times for Marine Companies to a reasonable time frame.  It's nice that all units load from Troop Transport bays to Drop Modules concurrently, but without a HQ company for Marines and the current inability to split Marine Battalions into companies among several Drop Modules, I'm clicking 80+ times to load up 20 LCUs for a mobile ship assault and then watching morale drop as they complete loading.  Since Drop Modules can't be preloaded without (quite reasonable) penalties, I was thinking that a small Troop specific loading module that doesn't work for cargo would be a good solution for a FAC sized craft.  But I like Hawkeye's suggestion better  8)
 

Offline waresky

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #112 on: August 10, 2010, 05:50:51 AM »
Quote from: "iamlenb"
Quote from: "Hawkeye"
Inspired by iamlemb´s bug report and some observations I did myself:

From my personal experience in the Marine Corps while out on float on the USS Tarawa, we cruised to the coast, loaded, landed and were laying on the sand in Somalia in less than 12 hours just as part of an operational exercise.  Surely a TN tech society can do better.  Morale was worse when we sat off the coast two weeks waiting for word to go in, sleeping on piles of gear and ammo in the well deck.  When we were stood down from combat posture and started running exercises instead, morale picked back up.  :-D yeah older..eheh) am loving read Space Mobile Infantry and others military novels,and USMC "adventures" too..and am tell u: nice to know a true Marine.

Good work out there on real world,Marine.
USA save us many times.
 

Offline waresky

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #113 on: August 10, 2010, 12:00:15 PM »
My "USMC Assault Shuttle Raptor" (in marines honor..:-)..)

Code: [Select]
USMC Raptor II class Assault Shuttle    310 tons     23 Crew     102.9 BP      TCS 6.2  TH 23.1  EM 0
10645 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 7%    IFR: 0.1%    Maint Capacity 21 MSP    Max Repair 50 MSP    Est Time: 2.82 Years
Drop Capacity: 1 Company    Cargo Handling Multiplier 20    

FTR Internal Confinement Fusion Drive E600 (1)    Power 66    Fuel Use 6000%    Signature 23.1    Armour 0    Exp 50%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (12 hours at full power)

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

12 hours to load-up
 

Offline IanD

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #114 on: August 12, 2010, 10:39:32 AM »
To give ruins a bit more spice, have a low percentage of recovered installations release a battalion sized group of 'droid soldiers, their strength could even vary with the tech level of the ruins. If you have coded them for the precurors in 5.20 then this should be easy! :D

Regards
IanD
 

Offline UnLimiTeD

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #115 on: August 14, 2010, 05:38:48 PM »
Don't know if it's already been suggested, but I've just built a Beam Fire Control, and noticed there are separate drop down menus to make it PDC only or Fighter only.
For consistencies sake, and to prevent players from accidentally ticking both, I'd recommend getting both options into one drop down, if at all possible.
 

Offline Kurt

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #116 on: August 14, 2010, 07:01:10 PM »
Quote from: "IanD"
To give ruins a bit more spice, have a low percentage of recovered installations release a battalion sized group of 'droid soldiers, their strength could even vary with the tech level of the ruins. If you have coded them for the precurors in 5.20 then this should be easy! :D

Regards

I like this idea.  Add some random threats to the game!
 

Offline Erik L

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #117 on: August 15, 2010, 04:00:35 PM »
I've got the following formation
Code: [Select]
CRUFOR 1
   -- CRURON 1.1
   -- CRURON 1.2
   -- DESRON 1.1
   -- DESRON 1.2
   -- DESRON 1.3
   -- DESRON 1.4
The actual task groups are the squadrons. The two cruiser squadrons have jump capability. The destroyer squadrons do not. I'd like to be able to issue orders to the CRUFOR and have all the subordinate squadrons follow through.

Offline Erik L

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #118 on: August 15, 2010, 07:22:50 PM »
Alphabetize the "Protect Threat Axis" Task Group drop box.

Offline iamlenb

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Re: Official Suggestion Thread for 5.14 or later (inc Spoile
« Reply #119 on: August 15, 2010, 11:22:10 PM »
For the Task Group, formations, a small graphical window where one can set up escort/protect positions using the add waypoint style mechanism, drag ship names and even whole task groups to said positions, drag and drop the empty/filled positions, see sensor/fire control ranges, point defense ranges, and have a numerical text auto updating coordinate box.  Ability to designate formation for entire task force using such a method.


Virtual task groups subordinated to motherships that autocreate upon launch, and vanish from drop down box when landed.


Ghost ships, that have no crew, or heck, even dead crew, that send a "eerie creepy feeling" message to event log when boarded and appropriated.


Scripting system for generating random encounter scenarios, the script file instancing from script resource database file.  Put the two files in the Random Encounters subfolder and have Aurora drop a random encounter into a newly entered system.  I'd like commands like

from DreadPirateRoberts.scr script file
Create Task Group - System: Player Owned, Colony >10m population - Name TG: Dread Pirate Roberts - Number "1": Class Template "1":Name "Dread Pirate Roberts Flagship" - Number "2":Class Template "2":Name "PsychoLogist" "TheRapist" - Action: Max Speed to planet, bombard with all weapons, attack hostile ships when detected, retreat to closest jumpgate and remove from active when receive any internal hit

from DreadPirateRoberts.rsc resource file
-Class Template 1
Default Name List
Default Task Group Name
Other Default Behavior and Attributes
-Class Template 2
Default Name List
Default Task Group Name
Other Default Behavior and Attributes


MMMmm, I'll think of more stuff later  :twisted: