Author Topic: Official Suggestion Thread for 5.20 or later  (Read 190266 times)

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Offline crys

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Re: Official Suggestion Thread for 5.20 or later
« Reply #945 on: July 09, 2012, 01:56:58 PM »
i would like to request more information about the beams you design (maybe for other weapons too)

when you add a laser to youre ship, you get the damage values for range

something like 8 8 6 6 4 4 2 2 1 1 0 0 0
10 numbers stating youre damage at different distances.


cant this damage calculating feature be used in beam design?
that you know better what kind of laser you are going to research?

i only used lasers and missiles yet, so i dont know if this would be usefull for ciws/gauss/microwave/meson/railgun/plasma too
 

Offline Havear

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Re: Official Suggestion Thread for 5.20 or later
« Reply #946 on: July 16, 2012, 01:24:39 PM »
Here's a little one I want a LOT: Shipyards produce by default whatever they're tooled to. Several times now I tool a shipyard and start construction without making sure it's building what I assume it's building, and end up with something entirely different. Like my Tug yard building Troop Transports and my Battleship yards (all of them) building Cruisers... like my Cruiser yards.
 

Offline Haji

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Re: Official Suggestion Thread for 5.20 or later
« Reply #947 on: July 18, 2012, 10:31:00 AM »
Not sure if this have been brought up, so sorry if I it have been.

I'd like some changes to the tech diffusion that occures when several empires share the same planet. Aside from what I assume are bugs (like researching Assoult Battallion gives everyone technology of Replacment Battalion - except for the one who researched the technology, or the Duranium Armour tech being given to everyone immiedietly after researching just next level) there is also problem of secrecy. I mean, while civilian technologies (industry etc. in terms of the game) are certainly quite easy to be copied, others technologies could easily be very secret - like technology of building better, military jump drives, or stronger missile warheads. I mean, USA had nuclear warheads for sixty years by now, going through several generations of them, and they are still extremly difficult to manufacture for newcomers - like North Korea can probably testify. Then there is also the little problem of tech diffusion being effectivly doubling what espionage is often doing.

What I'd like to see is one of two things. First, give the option of turning this off at the start of the game. If SM is believing tech diffusion is something that should be taking place in his campaign (as the current tech diffusion just doesn't take into consideration things like secrecy or how tightly borders are controlled and whether or not information and people can move freely or are thightly regulated), he can either turn it on, or simulate it via SM options. Or, make the diffusion random. Currently if someone researches tech more that two generations in advance, those others are awarded with the lower tech. Make it something like (just an example): after researching new tech the game comperes newly researched technology to that of the other nation. If the new tech is generationor two in advance, nothing happens. If it's three generations in advance, there is five percent chance the other nation will get this technology but two generations lower (for example, if nation A discovered industrial output 20 per factory and the Nation B have tech 12 per factory, there is five percent chance that the nation B will get tech 14 per factory). As the tech imbalance becomes greater, the greater the chance of the lower-teched nation getting new tech, with the maximum chance being 90% or 95%, so that there is always chance of technology not diffusing.
 

Offline Person012345

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Re: Official Suggestion Thread for 5.20 or later
« Reply #948 on: July 18, 2012, 11:26:38 AM »
I always end up posting this stuff in the wrong thread. >.>

A few friends and I were discussing the possibility of rudimentary ground-unit design. I'm not sure exactly how it would work, but I was thinking potentially you might design a ground unit in the same way you design a ship component and the like. It would add some flavour to ground combat rather than having generic "infantry battalions" and "assault infantry battalions".
 

Offline Zook

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Re: Official Suggestion Thread for 5.20 or later
« Reply #949 on: August 03, 2012, 11:53:46 AM »
Total newbie here:

It took me a while to figure out why I couldn't assign any planets to sectors.  A note on the sector screen like "Sector Command Tech required" would be helpful.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #950 on: August 03, 2012, 02:37:09 PM »
Total newbie here:

It took me a while to figure out why I couldn't assign any planets to sectors.  A note on the sector screen like "Sector Command Tech required" would be helpful.

It's actually "Improved Command & Control" :)

Offline crys

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Re: Official Suggestion Thread for 5.20 or later
« Reply #951 on: August 03, 2012, 06:49:38 PM »
maybe it would be interresting to build wealth with youre factories?
should be more like a short term solution vs trade centers. - maybe use different resources?

about trade
can you ship tradegoods too? or only the civilian companies?
 

Offline TheDeadlyShoe

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Re: Official Suggestion Thread for 5.20 or later
« Reply #952 on: August 04, 2012, 04:00:19 PM »
Financial centers generate wealth. Coincidentally, they can be built by your factories :)

Only civilian freighters can ship trade goods. 
 

Offline crys

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Re: Official Suggestion Thread for 5.20 or later
« Reply #953 on: August 05, 2012, 12:10:27 AM »
when you have lots of factories on a world you proapbly dont want financial centers there - if you could transport them, sure why not, but i think you cant transport them.
additionaly it propably takes some time for thouse financial centers to turn a profit.
so financial centers are no good for production worlds, im looking for something you can put on when you are low on wealth.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #954 on: August 05, 2012, 07:55:49 AM »
I was contemplating the overwhelming dominance of missiles in Aurora, and I had a thought. (I know, dangerous)

This is something I put in Astra Imperia, and sort of adapted from SFB. Sensors, or in the case of Aurora, missile fire controls have channels. The number of channels being the number of missiles that the ship could control. Obviously, this would be an upgradeable tech line. Question is, apply it to beam fire control? In AI, channels are used to control outbound missiles, incoming missiles, and target ships. Once you are out of channels, you cannot target a new ship/missile salvo, or guide your own missiles. Of course, when a channel is freed up by missiles getting destroyed, or a ship being destroyed or otherwise removed from the target pool, you can then assign the channel to something else.

I'm not proposing anything that complicated, just something to limit the number of missiles in flight. AMM MFC would probably end up designed with higher channels to account for the greater number of missiles fired, while offensive MFC would have less channels. This leads to the idea of a controller ship, with lots of MFC channels to control a large number of missiles.

Offline crys

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Re: Official Suggestion Thread for 5.20 or later
« Reply #955 on: August 05, 2012, 02:02:27 PM »
i havent used enough missiles to know alot about them, but i can make a few suggestions how they could be nerfed.

frist the next patch could change alot about missiles, the way engines work is going to be changed. so its not the best point to speak about additional missile changes.

not saying thouse are good ways to nerf them, but options how it could work or not.


1. missiles could get a log-on timer for their targets, depending how long it is, it propably wouldnt hurt them at all - even pd missiles have kind of high range so if it would take 10 secs to log-on they would be still lunched in time.

2. missile fuel consumption could be increased, resulting in larger fuel tanks in missiles reducing overall statts of missiles.

3. pd missiles have a very high tohit chance compared to other weapons (over 10k firerange tohit), but are propably much slower then thouse - lasers beam have the speed of light, messon/railgun/gauss are all insta hit weapons too. in addition i think missiles have more then one chance to intercept if they are faster then the targeted missile?

4. the range of missile fire controls could be reduced, dont think it would change alot, ppl would just use larger firecontrols, so it gets just a bit more expencive.

5. pd missiles could be nerfed with reducing the range of "missile" sensors - later detection means fewer chances to fire pd missiles, but would not effect different pd weapons, thouse dont have a range over millions of kms.

6. magazines and/or missile lunchers could be specialized to a typ of missile, this would mean you can no longer change youre old missiles to new ones, and reduce the use of older missile ships alot, and force the player to upgrade them.

edit7. the production time, not costs for missiles could be increased.

idk if thouse ways to nerf missiles are to strong or not good, you pick =) i havent used enough missiles to pick.
« Last Edit: August 05, 2012, 02:38:30 PM by crys »
 

Offline swarm_sadist

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Re: Official Suggestion Thread for 5.20 or later
« Reply #956 on: August 06, 2012, 04:20:25 PM »
i havent used enough missiles to know alot about them, but i can make a few suggestions how they could be nerfed.

frist the next patch could change alot about missiles, the way engines work is going to be changed. so its not the best point to speak about additional missile changes.

not saying thouse are good ways to nerf them, but options how it could work or not.
You don't have to nerf smaller missiles, you just have to give people a reason to use larger missiles.

Quote
1. Missiles could get a lock-on timer for their targets, depending how long it is, it probably wouldn't hurt them at all. Even PD missiles have kind of a high range so if it would take 10 secs to lock-on, they would still be lunched in time.
A lock on timer would be good, especially since there is a tech very similar to this. The +20% target tracking against missiles could be used against all targets, or, used against targets the resolution can track. A resolution one fire control would be able to track missiles, a level two would be able to track small fighters and so on. I'm not sure if it should be generic (IE TL3= 10 secs, TL4= 5 secs).

Quote
2. Missile fuel consumption could be increased, resulting in larger fuel tanks in missiles reducing overall stats of missiles.
Steve has said he is staying away from generic definitions, instead opting for a more universal approach. I believe the fuel cost for missiles is logarithmic, meaning exponential flipped sideways, so larger engines will have better fuel economy than larger ones.

Quote
3. PD missiles have a very high to-hit chance compared to other weapons (over 10k fire range to-hit), but are probably much slower then those - lasers beam have the speed of light, meson/railgun/gauss are all instant hit weapons too. In addition I think missiles have more than one chance to intercept if they are faster than the targeted missile?
So you want to nerf AMMs by making them have a better chance to hit?

Quote
4. The range of missile fire controls could be reduced. I do not think it would change a lot as people would just use larger FCs, so it gets just a bit more expensive.
Most of the time FC is about 4x longer distance than the missile it's controlling. This is used by some players to avoid requiring ECCM. I do not think this will be looked at until Steve starts messing with Electronic Warfare.

Quote
5. PD missiles could be nerfed with reducing the range of "missile" sensors - later detection means fewer chances to fire PD missiles, but would not effect different PD weapons, those don't have a range of several million kilometres.
Currently there is only one "missile sensor" size, resolution 1. If there could be multiple sizes between 0-10 (0-500 tonnes), then maybe the sensors could be better balanced. The main problem with PD sensors and fire controls is that a 50 tonne sensor can effectively be a universal sensor on most ships, allowing you to put one on every ship with ease.

Quote
6. Magazines and/or missile launchers could be specialized to a type of missile. This would mean you would no longer be able to change your old missiles to new ones, reduce the use of older missile ships a lot, and force the player to upgrade the launchers.
IRL, missile launchers and torpedo launchers of certain countries are different calibres. Usually, but not always, the weapon is designed with a certain calibre in mind so the old launcher can be used multiple times without having to research, design and retrofit every missile launcher in existence. While you should not be able to completely copy an enemy design and put them in your missile tubes, I believe all of your missile designs would be compatible with your own launchers. A size 3 missile should fit all of your launchers >3, with sabots.

Quote
7. The production time of missiles, not the costs, should be increased.
Miniaturization should be calculated in Aurora. A smaller missile would be harder to create than larger one. A larger missile would be more expensive and take longer to build, but should require less complex manufacturing and assembly processes. A larger missile could be manufactured in components and assembled, requiring less time per tonne to complete. Unlike your suggestion, the cost in wealth should also be reduced. A larger and therefor simpler missile would require fewer people per tonne to assemble, with overall less specialized training required, hence lower wage costs.


Quote from: Erik Luken
This is something I put in Astra Imperia, and sort of adapted from SFB. Sensors, or in the case of Aurora, missile fire controls have channels. The number of channels being the number of missiles that the ship could control. Obviously, this would be an upgradeable tech line. Question is, apply it to beam fire control? In AI, channels are used to control outbound missiles, incoming missiles, and target ships. Once you are out of channels, you cannot target a new ship/missile salvo, or guide your own missiles. Of course, when a channel is freed up by missiles getting destroyed, or a ship being destroyed or otherwise removed from the target pool, you can then assign the channel to something else.

I'm not proposing anything that complicated, just something to limit the number of missiles in flight. AMM MFC would probably end up designed with higher channels to account for the greater number of missiles fired, while offensive MFC would have less channels. This leads to the idea of a controller ship, with lots of MFC channels to control a large number of missiles.
I like this idea. It's very much like Dangerous Waters and their sensor GRAMs and CHANs. A larger missile with the same fire control as a smaller missile will require the same amount of GRAMs in order to operate. A more "Complex" missile fire control would require a larger amount of limited GRAMs, while a larger missile could have require fewer GRAMs (It would have more internal space for it's own sensors, freeing up shipboard controls for more missiles). CHAN or channels would be the maximum number of missiles control by the ship, no matter how small that control may be.

Another future option could have EW being able to reduce the range of channels that you may operate at once, resulting in you being able to fire fewer ship guided missiles at the enemy. EX: If the enemy is jamming or flooding the 50 MHz to 120 MHz ranges, then signals cannot be transmitted in that range, unless your fire control has a VERY large antennae.

Dangerous Waters Tutorial - Bouys
feature=BFa&list=UL6Ga7e-XNeDQ
I'd recommend getting the game. It's very realistic but a little dated.

Adding to the conversation above:
8. A larger missile would be able to cover a larger area with armour, and could house shielding or larger warheads, for a slightly higher cost than a smaller missile.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #957 on: August 06, 2012, 07:13:55 PM »
Another future option could have EW being able to reduce the range of channels that you may operate at once, resulting in you being able to fire fewer ship guided missiles at the enemy. EX: If the enemy is jamming or flooding the 50 MHz to 120 MHz ranges, then signals cannot be transmitted in that range, unless your fire control has a VERY large antennae.

I may have to steal... err... adapt that idea for AI. Right now ECM just provides a negative to lock on.

*edit* Hmm... already did that. :)
« Last Edit: August 06, 2012, 08:06:11 PM by Erik Luken »
 

Offline swarm_sadist

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Re: Official Suggestion Thread for 5.20 or later
« Reply #958 on: August 06, 2012, 09:07:24 PM »
I may have to steal... err... adapt that idea for AI. Right now ECM just provides a negative to lock on.

*edit* Hmm... already did that. :)

And now I must trademark the EM spectrum and all she holds.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #959 on: August 06, 2012, 10:25:06 PM »
And now I must trademark the EM spectrum and all she holds.

This is what I did in Astra Imperia...
Code: [Select]
ECM may be used to jam sensors. ECM used in this manner provides no protection. Jammed sensors suffer a negative modifier equal to the “To-Hit reduction” on their chances to lock on and to hit. This is shown on Table 50 on page 39. Jammed sensors also have half of the channel capacity. The ship wishing to jam a sensor must roll a to-hit as a Class II weapon. If the roll succeeds, the target’s sensors are jammed for 1d5 turns. Multiple “hits” from jamming are not cumulative.