Author Topic: Official Suggestion Thread for 5.20 or later  (Read 190261 times)

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Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1005 on: September 13, 2012, 07:50:19 PM »
Grav-sensor M - Geo-sensor C, what is the sense?

Grav sensors are military because they provide strategic intelligence.

Offline Grigio87

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1006 on: September 14, 2012, 01:58:56 AM »
Grav sensors are military because they provide strategic intelligence.

Ehm, whati is strategic intelligence?  :-[
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1007 on: September 14, 2012, 10:34:06 AM »
Ehm, whati is strategic intelligence?  :-[

The warp network.  Geo just helps your economy by finding minerals.  Grav finds WP, which can give you new and exciting ways to attack other civs.

John
 

Offline Grigio87

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1008 on: September 14, 2012, 01:51:03 PM »
The warp network.  Geo just helps your economy by finding minerals.  Grav finds WP, which can give you new and exciting ways to attack other civs.

John

But i can use minerals for military purposes  ;D
 

Offline waresky

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1009 on: September 16, 2012, 09:07:07 AM »
Lol..

most for buy a Military power..:)
 

Offline TheDeadlyShoe

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1010 on: September 17, 2012, 03:59:29 AM »
I believe Grav Sensors are military components because otherwise you could create infinite range auto-scouts.  Steve has expressed interest in limiting scouting range many times.  In 6.00 range will be even more limited via fuel. 
 

Offline jseah

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1011 on: September 17, 2012, 06:26:43 PM »
Well, technically, you can make a scouting *group*. 

Pack a commercial and military jumpship, fuel refinery, a couple of geosurvey, asteroid miners and maintenance ships; have a minimal size grav sensor ship and you have an independent task force.  Sure, it'll have to stop here and there to stock up, but if you keep the grav sensors to 1 or 2 -minimal- ships (<1ktons FACs), a few asteroid miners should be able to keep up. 
 

Offline TheDeadlyShoe

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1012 on: September 17, 2012, 08:08:50 PM »
Certainly, but that's a hell of a lot more effort than a single automatic scout - proportionally harder to field, more vulnerable, and requiring far more effort.   If anything, that's the kind of behavior that should be rewarded imo - you're pretty much doing the exact same thing as establishing forward resupply points for your empire. 
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1013 on: September 18, 2012, 08:53:42 AM »
Um guys?  Let's not forget this is the suggestion thread.  Please speak up if anyone wants a moderator to split this sub-thread out into a separate discussion thread.  Thanks.

John
 

Offline Grigio87

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1014 on: September 24, 2012, 05:53:59 AM »

Suggestion: Hyper Drive with automatic activation as soon as you pass hyper limit
 

Offline Zook

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1015 on: September 25, 2012, 09:13:20 AM »
If you find infrastructure in ruins, your stupid civvies start shipping colonists in. Would be nice if there were a way to stop that.

Also a tiny little button on the colony overview tab to show fractural amounts of stuff, like 0.3547 of a GF training facility.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1016 on: September 25, 2012, 12:24:08 PM »
If you find infrastructure in ruins, your stupid civvies start shipping colonists in. Would be nice if there were a way to stop that.

Also a tiny little button on the colony overview tab to show fractural amounts of stuff, like 0.3547 of a GF training facility.

Set it as a source of colonists instead of a destination on the Civilian tab of the Economics screen.

Offline Zook

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1017 on: September 25, 2012, 01:50:23 PM »
Not possible in 5.60, unless the colony has 25m pop or more.
 

Offline bean

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1018 on: September 25, 2012, 02:07:32 PM »
First, I'm going to ask that these not be implemented until 6.1.  While I would like to see them, I also don't want to wait another 4 months for 6.0. 
These are mostly cleaned up and worked-out versions of things I posted back in the spring.  I tried to flesh them out some to make them easier to implement.
1. Officer auto assignment.
Would it be possible to get the auto-assign to assign officers that don't have crew training ratings or the relevant abilities, after all the officers with relevant abilities are assigned?  I tend to try to fill those slots, but in a large games, it's sort of a chore.
2. Crew rotation and pool tracking.
I find the current system to be incredibly simplistic.  You have two levels, conscript and pool.  Nothing else, and unless I'm mistaken, the the crew in the pool persists forever.  Also, the crew will stay with a ship forever, and then magic people appear on scrapping.  The entire system only makes sense if the crew are actually robots.
Here's my suggestion.  First, the crew pool tracks people and points separately.  The academy has a level that it pumps people in at.  For example, it may add 100 people and 20000 points in a given week.  These are added to the pool values.  When a ship is commissioned, it takes the correct number of people and points, based on the pool averages.  Adjusting the academy training level only affects the inflow, not what's already in the pool.  Also, people should leave the pool.  Maybe 5% a year, of average points.  In wartime, you can check a box which temporarily slows the loss rate, but eventually (5 to 10 years later) it comes back to normal, or even goes higher.  After you uncheck it, the war timer counts backwards until it reaches 0, so people don't just toggle it on and off when they get to the point of diminishing returns.
Second, rotate people on ships.  To make it easy, whenever a ship gets shore leave, a certain number of people rotate back into the pool, based on how long it's been out.  Maybe 10% per year.  They're replaced with normal people from the pool.  This is to avoid the "ICBM station with an enormous crew rating" problem.
Third, allow picked crews, and unpicked crews.  These have maybe 150% and 50% of normal points, respectively, taking the appropriate number of people and points from the pool, and getting those values when the crew rotates.  This is to allow you to have a good crew on your fancy new battleship, and give your second-line PDCs the dregs. 
3. Automation of ships.
Automation has several effects.  First, no crew required (obviously).  Second, no onboard repair.  Thirdly, no captain, and the crew grade is fixed, and set by the level of automation system you use.  Fourth, there is a fixed "fleet training rating" that can't be altered, and is also set by the automation system.  Fifth, docking with a crewed ship should be able to repair the vessel, and maybe reduce the maintainence clock some.  Something like the shore leave system, where you have "time since last tune-up" and "time since last overhaul".
4. Task Force Training.
Have TF training drain off.  It's entirely possible to train a ship up all the way, park it in orbit, and leave it there for a decade or two.  I'd suggest having ships work up faster than they do today (maybe a year at training 100).  The points persist as long as the crew is away from shore, but when they get to shore, the points start to drain off.  After the shore leave timer is exhausted, the points drain at maybe 2% a month.  This way, ships have to keep training occasionally.  After a refit, for example, a ship would have to work up again to get back to full efficiency.  The drain is slow enough that a ship would only have to go to sea about one month out of four.
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Offline Zook

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1019 on: September 25, 2012, 03:20:31 PM »
I'd welcome a third crew quality level in addition to normal/conscript, but apart from that it's too much micromanagement for my taste. A game needs to decide what level it wants to simulate, and Aurora clearly (at least in my opinion) aims at the fleet level, where individual crews and captains do not matter too much.

And if there were to be an increase in crew management in the game then crews should become more important first. For example, badly trained crews could fail to put out fires after an explosion, or cause a significant increase in the breakdown rate. Otherwise crew management would be just more "chrome".