Author Topic: Official Suggestion Thread for 5.20 or later  (Read 190228 times)

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Offline EarthquakeDamage

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Re: Official Suggestion Thread for 5.20 or later
« Reply #405 on: May 04, 2011, 06:08:03 PM »
thermal reduction I think should be a third techline

Thermal signature is a function of thrust and the thermal reduction multiplier.  In fact, it's linearly proportional to both.  If you switch from high to low power, it'll change automagically.  It doesn't need a separate switch.
 

Offline jRides

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Re: Official Suggestion Thread for 5.20 or later
« Reply #406 on: May 04, 2011, 06:13:05 PM »
I actually came back to edit that point - the tech is already there (thermal reduction %), I forgot. :)
 

Offline Narmio

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Re: Official Suggestion Thread for 5.20 or later
« Reply #407 on: May 04, 2011, 08:22:34 PM »
It would be interesting to be able to order military ships to push their engines past the limiters, giving a reasonable bonus (10-20%) in power in return for a massively increased chance of maintenance failures.
 

Offline Charlie Beeler

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Placeholder for Electronic Warfare suggestions
« Reply #408 on: May 06, 2011, 01:43:38 PM »
This is just a placeholder in the official suggestions for the detailed thead to discuss EW changes.

http://aurora2.pentarch.org/index.php/topic,3552.0.html
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline jseah

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Re: Official Suggestion Thread for 5.20 or later
« Reply #409 on: May 07, 2011, 06:38:11 AM »
Armour tech level should improve the efficiency of missile armour. 

Since higher tech armour on ships weighs less for the same protection, the same should apply to missiles.  Might be small, but every bit counts on a missile. 
 

Offline Brian Neumann

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Re: Official Suggestion Thread for 5.20 or later
« Reply #410 on: May 07, 2011, 06:48:47 AM »
Armour tech level should improve the efficiency of missile armour. 

Since higher tech armour on ships weighs less for the same protection, the same should apply to missiles.  Might be small, but every bit counts on a missile. 
Seconded

Brian
 

Offline welchbloke

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Re: Official Suggestion Thread for 5.20 or later
« Reply #411 on: May 07, 2011, 06:57:51 AM »
Welchbloke
 

Offline jseah

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Re: Official Suggestion Thread for 5.20 or later
« Reply #412 on: May 07, 2011, 09:42:47 AM »
Here's another one. 

Construction factories should not be cooperative.  Or at least not as much as they are now. 

It's entirely unrealistic that 2000 construction factories employing 100 million workers can all work together to produce a tiny tiny size 1 sensor, completing it in less than half an hour...
Much less swap between various construction projects without significant retooling. 

While I cannot expect CFs to work like shipyards due to the insane complexity that will generate, I propose a compromise. 

The maximum amount of construction factories (as a percentage of total) that can be allocated to a specific project (ie. block of components or facilities) is dependent on the size of the project itself. 
Once started, the project will retain it's percentage until it is complete.  Even if the project's cost drops later, as long as the number of units demanded and factories allocated isn't modified, it will retain it's percentage.  Otherwise it will be considered a new project. 

A button needs to be added to add all remaining/maximum allowed CFs to a specific project since I forsee alot of decimals being generated. 
Another alternative is to have the number automatically adjust downwards to the maximum or available CFs, so you can just leave it 100% and it will allocate maximum all the time. 

Two ways to do this:
Either the number of factories allowable is proportional to the cost, which then results in all projects under a certain cost require the same amount of time...

Or the number of factories allowable is proportional to some decreasing function of the cost, which then results in smaller projects taking longer per BP to produce (but still taking less time)

Either way, really large projects that take significant time to complete (some arbitrarily decided BP cost) even with the entire planetary industry devoted to it should be able to take complete focus. 
Specifically, the 2.4k cost facilities and large expansion orders. 
So both ways need to let up to 100% of industry focus on projects above a certain size. 


The way that projects queued in one go will retain their allocation encourages multiple units of small components to be build together.  Which is a sort of nod to the need to retool production lines, without the hassle. 

Handling of queues will need to be reworked though. 
« Last Edit: May 07, 2011, 09:44:31 AM by jseah »
 

Offline EarthquakeDamage

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Re: Official Suggestion Thread for 5.20 or later
« Reply #413 on: May 07, 2011, 10:15:28 AM »
You may as well add a retooling cost/delay instead, proportional to industry % desired (higher penalty for assigning 100% of your factories to something).  Building single units of anything would be less efficient than bulk production.

I don't like it, but IMO it better reflects economies of scale and so forth than your proposal.
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #414 on: May 07, 2011, 06:14:45 PM »
Armour tech level should improve the efficiency of missile armour. 

Since higher tech armour on ships weighs less for the same protection, the same should apply to missiles.  Might be small, but every bit counts on a missile. 
Fourthed.

John
 

Offline davidr

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Re: Official Suggestion Thread for 5.20 or later
« Reply #415 on: May 08, 2011, 11:28:22 AM »
Steve,

In the Ship Design Screen (F5) and the Design View would it be possible for a player to permanently delete obsolete items from the ship components list if he so wishes  as the component list can become very unwieldy and there is no way for a new component to automatically replace an older item. 

At present if an updated component is to be added to a design a player has to "tick" the obsolete tech box to delete the old component and then find the new component to add from an ever increasing list. If the list of obsolete components  could be pruned somehow I feel it would assist in the design process.

DavidR
 

Offline UnLimiTeD

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Re: Official Suggestion Thread for 5.20 or later
« Reply #416 on: May 08, 2011, 11:42:00 AM »
Here's another one. 

Construction factories should not be cooperative.  Or at least not as much as they are now. 

I suggest a simple version:

Have a function of size and BP of the new component you want your Industry to produce, and calculate the limit of Factories that can work on it at the same time.
Then automatically allocate as much % of the Planetary Industry as possible, if the player doesn't choose a smaller number himself.

Though ultimately, we don't need to think of Factories as small production centres when it could be a huge complex, being counted as 10 because thats how the game works.
I mean, if I have 2000 Factories, those don't need to be 2000 buildings.
 

Offline Ziusudra

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Re: Official Suggestion Thread for 5.20 or later
« Reply #417 on: May 08, 2011, 03:42:27 PM »
In the Ship Design Screen (F5) and the Design View would it be possible for a player to permanently delete obsolete items from the ship components list if he so wishes  as the component list can become very unwieldy and there is no way for a new component to automatically replace an older item. 

At present if an updated component is to be added to a design a player has to "tick" the obsolete tech box to delete the old component and then find the new component to add from an ever increasing list. If the list of obsolete components  could be pruned somehow I feel it would assist in the design process.

DavidR

You can remove components from a design by double-clicking on them in the Components section on right-hand of the Design tab. You don't have to use "Show Obsolete Tech".
 

Offline davidr

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Re: Official Suggestion Thread for 5.20 or later
« Reply #418 on: May 09, 2011, 01:46:31 AM »
Ziusudra,

Many thanks for the info , I did not try that.

DavidR
 

Offline IanD

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Re: Official Suggestion Thread for 5.20 or later
« Reply #419 on: May 09, 2011, 03:25:12 AM »
The ability to scrap fighters is nice. Now (I know, I know we are never satisfied!) can we have those scrapped fighters first depositing their ordnance at the population they are scrapped at, currently it appears just to be lost and second when new fighters are built check to see if there are components that can be utilised in the new fighters, like 400 size 3 box launchers from the previous fighters that are now cluttering up my stock pile inventory.

Regards
IanD