Author Topic: Official Suggestion Thread for 5.20 or later  (Read 146265 times)

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Offline Thiosk

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Re: Official Suggestion Thread for 5.20 or later
« Reply #540 on: July 30, 2011, 12:54:16 AM »
I couldn't really figure out much fundamental difference between units-- seemed no reason to build anything other than replacement brigades, HQs, heavy assault, and marine battalions... *edit and garrisons, of course*** other than flavor.  Building in interactions would be interesting; a few garrisons and a marine battalion would make good defenders, and a heavy assault batallion paired with a couple mobile infantrys and marines would be a kickass assault force.. but 4 heavy assault batallions don't fight at their individual optimum.  Also, different units good at dislodging different forces?  Heavy assault great for cracking garrisons, but not so much for mobile infantry.  "Sorry sir, Buggers won't stand still long enuf fer me to SHOOT em!"

My suggestion for GU training is to make different units require different numbers of ground combat centers.  Especially since they can be transported in the upcoming patch.  Replacement units... 1 center.  Garrisons, 3 centers.  And so on and so forth until you start needing 15 or 20 centers to do the fancy uber units.  Maybe?  You guys can fight it out.  You know what else I want?  TITANS.  Yeah.  Forum is on a warhammer kick this week so, yeah, TITANS.  plod plod plod.  Build em in shipyards for ground combat purposes.

I don't like air support, though, because if you have boots on the ground, you probably have air superiority already.  And if you don't have air superiority, the other guys do, and that means your air units can't take off without getting pew-pew'd from orbit.  On the other hand, one might consider that a heavy assault unit already has some gear needed for heavy assault... helos, etcetera.  Maybe?  I don't know.
« Last Edit: July 30, 2011, 03:49:13 PM by Thiosk »
 

Offline Hawkeye

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Re: Official Suggestion Thread for 5.20 or later
« Reply #541 on: July 30, 2011, 09:41:00 AM »
I always imagined Heavy Assault and Marine units to have their organic air-support (one reason they are so expensive)

On the reasons to build other units than HA/Marine.

Starting from a conventional start (which is my usual game start) it takes ages to build an army capable of invading an alien homeworld (as it should be)

building only HA/M would at least double, probably tripple that time. Also, for holding that planet once captured, garrison/mobile infantry are a hell of a lot more cost efficient, as only the defense combat factor counts for garrison duty

It´s quite simple. No-one has enough money to garrison every rock in the empire with first-line elite troops. That´s what your regular guys, i.e. mostely garrison, backed up by some mobile infantry, is for.

In an emergency, they hold the line until your heavy hitters can be brought in. Those are your HA/M Divisions, sitting in a hub-system, preferably with their transports and some escorts in orbit, ready to go on a moments notice to bring the hammer down.
Ralph Hoenig, Germany
 

Offline ardem

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Re: Official Suggestion Thread for 5.20 or later
« Reply #542 on: July 31, 2011, 04:23:09 AM »
Oh there are some reason why not to build the others in regards to production, but I was hoping to see some reasons for it in battle as well.

Take your point of organic armour, but I was thinking of the air support for the third cog in the wheel which was bombardment.
 

Offline jseah

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Re: Official Suggestion Thread for 5.20 or later
« Reply #543 on: August 02, 2011, 03:03:49 AM »
Gottcha, ended up transfering fuel to get it back, its a shame you cannot tow ships with engines but no fuel, not that its a big deal to transfer fuel just wish the option was there.
Ships that are being tractored should have the option of turning their engines off. 

Allows attachment of commercial engine tugs to military/gunboat engined ships to save fuel. 
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #544 on: August 03, 2011, 04:06:28 PM »
Please please please fix the tab orders on forms. It's frustrating for us mostly keyboard users to try and figure out where our focus is when we tab.

Offline HKZ8

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Re: Official Suggestion Thread for 5.20 or later
« Reply #545 on: August 04, 2011, 07:26:47 AM »
Hi there team.    One feature I think would be very useful for any Aurora player who has created a fleet that hasn't yet been battletested would be a tab or maybe an option that would be called "War game exercises" whereupon the player would select a fleet that would then be duplicated, with the one just created an opposing force that would fight against the player's fleet.    Why this? Because, it would offer a chance to for the player to test his strategies and develop new ones without the necessity of fighting against an alien fleet and understand what tactics work and what don't, because by the time the player meets the invaders and the swarm without having  his fleet battletested, it might be too late.   

Therefore, I propose this feature in order to have a quick battle, where the AI would handle the "enemy exercise fleet", a mirror image of the player fleet, to develop strategies and tactics, without actually sending the fleet in harm's way to find out, much like navies do, nowadays.   

This feature could be expanded to include a "best enemy configuration known" tickbox, where known enemy (or other alien encountered designs) could be used as the OPFOR, even having an entire enemy fleet created that would be used that way.    The point is to be able to fight against whomever the player chooses in theory, finding out what to look for or guard against without losing any ships.    I think that the actual implementation of such a feature would be easy (in the case of duplication of the selected player fleet) or difficult, (because then the game would have to keep track of every enemy design and present them to be chosen as the OPFOR fleet, however, I do think that the game holds them already, therefore I think it can be done).   Other choices would be the system where the sim battle would be fought (of every explored system that the empire (or other name that the players' state would have) has reached so far) and maybe a specific location within that system. 

I think that this would be a powerful tool that the player could employ to understand precisely the strengths and weaknesses of his fleet and plan accordingly, so that when combat occurs, his losses will be minimal while his performance optimal (because he will have been able to have tested everything before hand, if he so chooses).   
« Last Edit: August 04, 2011, 11:43:06 AM by HKZ8 »
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Offline waresky

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Re: Official Suggestion Thread for 5.20 or later
« Reply #546 on: August 04, 2011, 09:01:47 AM »
Hi there team.  One feature I think would be very useful for any Aurora player who has created a fleet that hasn't yet been battletested would be a tab or maybe an option that would be called "War game exercises" whereupon the player would select a fleet that would then be duplicated, with the one just created an opposing force that would fight against the player's fleet.  Why this? Because, it would offer a chance to for the player to test his strategies and develop new ones without the necessity of fighting against an alien fleet and understand what tactics work and what don't, because by the time the player meets the invaders and the swarm without having  his fleet battletested, it might be too late.

Therefore, I propose this feature in order to have a quick battle, where the AI would handle the "enemy exercise fleet", a mirror image of the player fleet, to develop strategies and tactics, without actually sending the fleet in harm's way to find out, much like navies do, nowadays.  

This feature could be expanded to include a "best enemy configuration known" tickbox, where known enemy (or other alien encountered designs) could be used as the OPFOR, even having an entire enemy fleet created that would be used that way.  The point is to be able to fight against whomever the player chooses in theory, finding out what to look for or guard against without losing any ships.  I think that the actual implementation of such a feature would be easy (in the case of duplication of the selected player fleet) or difficult, (because then the game would have to keep track of every enemy design and present them to be chosen as the OPFOR fleet, however, I do think that the game holds them already, therefore I think it can be done).  

I think that this would be a powerful tool that the player could employ to understand precisely the strengths and weaknesses of his fleet and plan accordingly, so that when combat occurs, his losses will be minimal while his performance optimal (because he will have been able to have tested everything before hand, if he so chooses).  

Hi and welcome.

This "idea" and nice request are many time posted here..:)

Steve never follow our imput about this:)

but..we can ask everytime:))) eheh
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #547 on: August 04, 2011, 12:22:04 PM »
Add the automated turn controls to the time controls on the F2 window

Offline Herode

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Re: Official Suggestion Thread for 5.20 or later
« Reply #548 on: August 04, 2011, 02:05:48 PM »
And also to the Ctrl-F3 window. It would allow a player to easily keep an eye on events while running turns.

But the main reason why I'm posting here is about the "manage shipyard" tab (F2 window) : I'm beginning my second game so I don't have a lot of shipyards (4, BTW) and I just want to link them to some starting designs. So I click on the first line in the grid edit, say shipyard#2, then I click on the desired values (task retool, select design, etc). And now, I inadvertantly click on the gray empty space of the grid edit (that's because I'm a compulsive clicker). The selection silently moves to : the last line of the grid edit (say : shipyard#4) + the first line of the ship class dropdown list (and of course it's not the ship class I wanted to select). As it has been silent, I'm not aware of the evil deeds of the GUI and I click on the 'set activity' button.

 :-\

My suggestion is  : do not change change the selected values when a poor guy clicks on the empty part of the grid control !

I realize this can be kinda difficult - depending on framework stuff - but ita minus malum habet rationem boni, uti minus bonum habet rationem mali. At least that's what G.W.Leibniz said and he was a cool guy indeed.
 

Offline Jacob/Lee

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Re: Official Suggestion Thread for 5.20 or later
« Reply #549 on: August 05, 2011, 12:22:45 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."
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #550 on: August 05, 2011, 01:52:35 AM »
Maybe decouple scientists/administrators/ground commanders from naval academies.

Research labs generate scientists.
GF Training Facilities generate ground commanders.
Maybe Sector Commands generate administrators.

Offline waresky

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Re: Official Suggestion Thread for 5.20 or later
« Reply #551 on: August 05, 2011, 03:04:38 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."

+1
:)..

many times ive shoot toward'em from my new Missile Base Class:

"Kill'em All Newbee Ships's Officers OnBoard a Stucked Ships Hell Earth Missile Base"
 

Offline Cassaralla

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Re: Official Suggestion Thread for 5.20 or later
« Reply #552 on: August 05, 2011, 03:05:00 AM »
Might have been said before but perhaps have the ship design window throw up a design error if you have missile launchers on a design but no missile fire control.  Same for beam weapons and no beam fire control.

Fortunately I spotted that my new battlecruisers had a plethora of launchers and nothing to direct them with before I retooled a yard.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #553 on: August 05, 2011, 03:28:41 AM »
A command for officers to prevent them from getting surplussed out. Similar to the HH universe "on the beach".

Officers assigned to this would be exempt from surplus. This should also not be included in auto assignments.

Offline waresky

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Re: Official Suggestion Thread for 5.20 or later
« Reply #554 on: August 05, 2011, 06:01:10 AM »
Please please please fix the tab orders on forms. It's frustrating for us mostly keyboard users to try and figure out where our focus is when we tab.

+++++++1