Author Topic: Official Suggestion Thread for 5.20 or later  (Read 147420 times)

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Offline Charlie Beeler

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Re: Official Suggestion Thread for 5.20 or later
« Reply #555 on: August 05, 2011, 07:27:47 AM »
If there isn't, there needs to be a way to stop certain messages from ending time increments, for example I have 5 freighters stuck at the edge of a system and it takes forever for a rescue ship to get there to refuel them due to the messages.

"WHY THANK YOU INTEL OFFICER, I KNOW THERE ARE 5 SHIPS STUCK THERE NOW SHUT THE HELL UP SO I CAN GET THE FUEL TANKER OUT THERE.

GOOD GOD."

Remove the offending task groups movement orders. 
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Jacob/Lee

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Re: Official Suggestion Thread for 5.20 or later
« Reply #556 on: August 05, 2011, 12:05:11 PM »
Remove the offending task groups movement orders. 
Yeah, I just realized that after posting.
 

Offline voknaar

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Re: Official Suggestion Thread for 5.20 or later
« Reply #557 on: August 05, 2011, 09:09:04 PM »
In 5.50+ JumpPoint assaults/harassment is now no longer viable due to the changes preventing another jump while suffering the effects of a recent successful jump transit. This is good but now presents a new challenge to overcome. For me I find myself thinking "all or none" as far as sending the wrath of the god emperor goes. Because sending only a small force to "poke" the defence capability's on the otherside will strand them as well as blind them from returning fire if otherside is guarded. So sending a overwhelming force all in one go hopefully to spread out and soak damage is probably a good thing to help endure until systems recover.


Now on to the suggestion. I'd love to see Electronic Hardening play more of a role in Aurora so it could be expanded to also help systems recover faster from Jump Transit effects. Jump Drives could also have a section added to allow for electronic hardening to be built into the drive. Electronic Hardening could reduce the effects of Jump Transits by 5-10 secs per tech level built into the effected component with say a 50% improvement to Jump Drives, provided they used the Squadron Transit command.

As it stands Electronic Hardening is a virtually useless technology simply because it is limited to protection against the almost never used Microwave weapons. Microwaves aren't used by AI to my knowledge and as such protection is only necessary in the event the player creates more than one player controlled empire with one deploying the use of microwave weapons. My general thinking is Electronic Hardening should reduce the effects just because it is implied by its name. It also saves creating a whole new type of tech for drives and electronic systems to recover faster. As it is the time it takes to recover from sensor blindness is OK already my sole issue is now there are hard limits to how soon/fast a ship can jump into and out. I know it has been a powerful tactic to jump in and out of a hotspot which has had loop holes in it allowing deployment of mines and fighters but that is fixed. So allowing a tech to reduce the effects which comes at a cost and cannot become as powerful as it was before the patch, could bring some use to the tactic of jump point raiding without breaking game balance.

TL;DR This isn't a complaint but more of a request to make Electronic Hardening a more useful tech while giving the player the option to nerf the mechanics of one jump in a time period, without adding more and more techs to research.  :-*
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #558 on: August 05, 2011, 09:11:58 PM »
I'd like to see military jump engines have less of a lag time than civilian. Presumably, the military version are hardened to the effects (somewhat).

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #559 on: August 06, 2011, 07:32:11 AM »
In 5.50+ JumpPoint assaults/harassment is now no longer viable due to the changes preventing another jump while suffering the effects of a recent successful jump transit. This is good but now presents a new challenge to overcome. For me I find myself thinking "all or none" as far as sending the wrath of the god emperor goes. Because sending only a small force to "poke" the defence capability's on the otherside will strand them as well as blind them from returning fire if otherside is guarded. So sending a overwhelming force all in one go hopefully to spread out and soak damage is probably a good thing to help endure until systems recover.

This (stranding) is a bug.  The jump engines should only be shut down for ~30 seconds or so for a squadron transit - they are supposed to come back online when your sensors do.  I assume Steve will be fixing it for 5.52.

John
 

Offline Charlie Beeler

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Re: Official Suggestion Thread for 5.20 or later
« Reply #560 on: August 06, 2011, 10:34:50 AM »
I'd like to see military jump engines have less of a lag time than civilian. Presumably, the military version are hardened to the effects (somewhat).

A simple way to accomplish this would be to limit squadron transit to military jump engines only.  I'm not sure that this would be a good solution though.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Charlie Beeler

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Re: Official Suggestion Thread for 5.20 or later
« Reply #561 on: August 06, 2011, 10:46:27 AM »
In 5.50+ JumpPoint assaults/harassment is now no longer viable due to the changes preventing another jump while suffering the effects of a recent successful jump transit. This is good but now presents a new challenge to overcome. For me I find myself thinking "all or none" as far as sending the wrath of the god emperor goes. Because sending only a small force to "poke" the defence capability's on the otherside will strand them as well as blind them from returning fire if otherside is guarded. So sending a overwhelming force all in one go hopefully to spread out and soak damage is probably a good thing to help endure until systems recover.
<snip>

Granted post transit effects for jump engines have a segnificant bug currently, assaults are still viable.  There is a tech that I don't see many people posting jumpship designs taking advantage of, max squadron jump radius.  It doesn't take a major investment to have you squadron radius outside of effective beam range of the jump point.  It does require that each task group include a jump ship and leaves the assaulting force a bit scattered, but that is not neccessarily an unviable condition.  And once the jump engine bug is fixed the delay will only be 11-30 seconds just like sensors.  (currently don't know is weapons are also bugged).
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Herode

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Re: Official Suggestion Thread for 5.20 or later
« Reply #562 on: August 07, 2011, 01:57:42 AM »
Events Updates (Ctrl+F3) : save the settings.

Number of messages to display, view, etc. : most of the settings are not saved when the window is closed. Not a big deal, of course, but ... (I mostly use the "number of messages", btw).
 

Offline user-unknown

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Re: Official Suggestion Thread for 5.20 or later
« Reply #563 on: August 07, 2011, 03:51:17 PM »
It would be very handy if clicking on a fleet event (eg could not add all default orders) in the event log would open the task group window and display that group.   The functionality already seems to exist for officer events!

Also, being able to edit the race image and flag for NPR races in spacemaster mode would be quite nice for roleplaying purposes :)
« Last Edit: August 09, 2011, 12:54:29 PM by user-unknown »
 

Offline Jacob/Lee

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Re: Official Suggestion Thread for 5.20 or later
« Reply #564 on: August 11, 2011, 07:32:32 PM »
A rather small suggestion, can you make officer updates two separate ones? For example, I have a literal mountain of ground commanders and naval officers, the only guys actually doing anything are scientists and civilian admins. I regularly get a MASSIVE amount of resign spam, several times it was 200+ messages, and I want to see the actual information, like Generic Amazing Scientist's skills increasing instead of people resigning.

Simply, I ask that you splice "Officer Updates" to several messages, like when an officer's skills increase or similar, I.E. there would be "Officer Resigned" and "Officer Skill" etc. etc.

A less likely suggestion, Political Reliability should have a separate message too. I don't really care if an officer has made friends with a powerful cutthroat businessman and his political reliability increased.
« Last Edit: August 11, 2011, 07:44:06 PM by Jacob/Lee »
 

Offline ardem

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Re: Official Suggestion Thread for 5.20 or later
« Reply #565 on: August 11, 2011, 11:28:14 PM »
I do care about political reliability and resignations, but having separate messages for some of the officer updates seems like a reasonable request to me.

To me the most annoying update is the unrest update, would rather see this tabulated once a month, then every increment. Or if military has suppressed the update then not at all. And to turn it off completely is an opening for disaster you cannot win on that one.
 

Offline chrislocke2000

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Re: Official Suggestion Thread for 5.20 or later
« Reply #566 on: August 12, 2011, 06:00:04 AM »
I was thinking that non-linear task force training could be interesting. Ie it does not take too much time and effort to get a ship up to a basic level of standing - especially when the crew are out of an acadamy but it should take progressively longer to get them fully trained - or that last bit of training only comes to those hardened crews who have actually seen combat.

So say 0-50% pretty easy, say twice as fast as today
51-75% same training speed as today
75 - 85% twice as long
85 -90% three times as long
90-100% only gained from combat expertise - ie crew bonuses from combat add to both ship bonus and task force bonus

For all ships less then 100% trained, gains as a result of combat experience also add to TF training.
 

Offline Thiosk

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Re: Official Suggestion Thread for 5.20 or later
« Reply #567 on: August 12, 2011, 12:45:33 PM »
I was thinking that non-linear task force training could be interesting. Ie it does not take too much time and effort to get a ship up to a basic level of standing - especially when the crew are out of an acadamy but it should take progressively longer to get them fully trained - or that last bit of training only comes to those hardened crews who have actually seen combat.

So say 0-50% pretty easy, say twice as fast as today
51-75% same training speed as today
75 - 85% twice as long
85 -90% three times as long
90-100% only gained from combat expertise - ie crew bonuses from combat add to both ship bonus and task force bonus

For all ships less then 100% trained, gains as a result of combat experience also add to TF training.


One could simplify it and simply give chevrons, a la Total War experience, since its really just awarded here in 5 stages.
 

Offline ollobrains

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Re: Official Suggestion Thread for 5.20 or later
« Reply #568 on: August 19, 2011, 06:28:19 AM »
more experience requires more specialised training ( perhaps tech levels to ship training centers) upgradeable to give fleets not in a war situation combat experience
 

Offline Klapaucius87

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Re: Official Suggestion Thread for 5.20 or later
« Reply #569 on: August 19, 2011, 02:25:14 PM »
I was thinking that non-linear task force training could be interesting. Ie it does not take too much time and effort to get a ship up to a basic level of standing - especially when the crew are out of an acadamy but it should take progressively longer to get them fully trained - or that last bit of training only comes to those hardened crews who have actually seen combat.

So say 0-50% pretty easy, say twice as fast as today
51-75% same training speed as today
75 - 85% twice as long
85 -90% three times as long
90-100% only gained from combat expertise - ie crew bonuses from combat add to both ship bonus and task force bonus

For all ships less then 100% trained, gains as a result of combat experience also add to TF training.


The fleet training skill show how much your ship crew is used to cooperate to accomplish orders, so fighting experience shouldn't be important to reach 100%.