Author Topic: Official Suggestion Thread for 5.20 or later  (Read 191037 times)

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Offline PTTG

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Re: Official Suggestion Thread for 5.20 or later
« Reply #765 on: February 08, 2012, 10:46:13 PM »
Perhaps adding the ability to do TF training for squadrons attached to PDBs?
 

Offline viperfan7

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Re: Official Suggestion Thread for 5.20 or later
« Reply #766 on: February 09, 2012, 11:17:50 AM »
I made a thread for this suggestion but I'll put it here

just thinking, we have enhanced radiation missiles and laser warheads, why not kinetic kill missiles, they would have no warhead, provide more peircing damage that would would look like a pyramid in the armor, something like 1-2-5, for damage, where it would spread out and weaken the deaper into armor it goes, increasing the speed of them increases the dispersion, and slightly increases the penetration depth, while increasing armor would increase the penetration , and slightly decrease dispersion.

They would do almost only armor damage, and have a very low chance of actualy damaging componants as they must hit the componant directly to do any damage, they could also be upgraded with a plasma coating or something like that that would cause damage to shields at the cost of greatly reduced armor penetration.

I'd say their best use would be for PD and anti fighter missiles, they would be useless for seiging a planet though
 

Offline UnLimiTeD

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Re: Official Suggestion Thread for 5.20 or later
« Reply #767 on: February 10, 2012, 03:10:36 AM »
Well, in Aurora there is no momentum.
Newtonian Aurora is probably for you.^^
 

Offline viperfan7

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Re: Official Suggestion Thread for 5.20 or later
« Reply #768 on: February 10, 2012, 07:54:27 PM »
Well, in Aurora there is no momentum.
Newtonian Aurora is probably for you.^^

wouldn't matter, it doesn't work off momentum, it penetrates the armour and goes through the target, perfectly possible to do in aurora
 

Offline ollobrains

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Re: Official Suggestion Thread for 5.20 or later
« Reply #769 on: February 14, 2012, 02:38:25 PM »
N aurora i think is the next evolution of the game anyway so i guess we need to wait for that realise before going further with suggestions see what steve has lined up
 

Offline Thiosk

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Re: Official Suggestion Thread for 5.20 or later
« Reply #770 on: February 15, 2012, 12:09:25 AM »
Command: DROP ALL SHIP COMPONENTS

I think this one is a no brainer.  I pick up ship components, I might want to put some here, some there.  Who knows.

But sometimes my salvagers need to drop them off.  It would be great if I could order a salvage fleet to hit three or four targets, drop everything, then come back for more.  Once you wreck a race, for instance, you have dozens of ships all with different components, which means salvaging some ships, and then clicking off each component that you picked up.  Worse, once the ship is full, you don't get warning messages or anything-- it just stops giving you minerals and ship components.

This simple command would go a long way to helping.  

As a corrolary--

Components salvaged by an empire with grossly superior technology-- ion drives by an ICF drive race, for instance-- should be simply converted to raw resource units directly.
« Last Edit: February 15, 2012, 12:47:03 AM by Thiosk »
 

Offline Grunden

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Re: Official Suggestion Thread for 5.20 or later
« Reply #771 on: February 15, 2012, 01:16:26 AM »
Command: DROP ALL SHIP COMPONENTS

Just so's you know, 'Unload all Installations' will do this already.
 

Offline Thiosk

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Re: Official Suggestion Thread for 5.20 or later
« Reply #772 on: February 15, 2012, 01:58:41 AM »
huh.  well then.

nevermind.
 

Offline ollobrains

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Re: Official Suggestion Thread for 5.20 or later
« Reply #773 on: February 15, 2012, 01:45:44 PM »
installations and materials with the unload all installations command seems to cover it
 

wilddog5

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Re: Official Suggestion Thread for 5.20 or later
« Reply #774 on: February 16, 2012, 09:16:34 AM »
given that you can now repair armor with damage control allow maintenance facilities to do the same even if it takes longer than the shipyard, after all if they can do maintenance on internal components they can easily replace damaged armor (internal component replacement still requires a yard)
 

Offline ollobrains

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Re: Official Suggestion Thread for 5.20 or later
« Reply #775 on: February 16, 2012, 10:45:15 PM »
How about where JP is marked when u build a jump bridge on there u get an additional (JB) perhaps in a different color to show where u have built a gate jump bridge and where u havent
 

Offline TheDeadlyShoe

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Re: Official Suggestion Thread for 5.20 or later
« Reply #776 on: February 18, 2012, 03:12:00 PM »
Crew Grade
I was pondering training levels earlier and considering how weird it is that ships can be permanently 34% grade.  It seems like it would be pretty straightforward to implement a way around that with slow crew grade degredation that uses the training level as its baseline. You could also in that case softcap grade levels instead of hardcap.  So the maximum potential crew grade of a ship depends on the training level and the training rating of the current captain. You could also tie it into task force skills which would slow the rate of degredation. 

Or to put it another way:

If you had training level 4 and a training 200 captain, your crew grade % could max out at like 40% (higher than now). However, if the captain moved on and was replaced by a training 0 captain, the crew grade would gradually decrease to 400 points (training level 4).   This also opens up the possibility of elite formations. 

SIDE NOTE - I think racial training level should be a wealth penalty/ racial trait of some kind rather than based off academies... linking officer graduations and crew training results in some oddities IMO.   Especially since some militaries require a lot of crew and few captains and others require a lot of captains and few crew.
 

Offline Thiosk

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Re: Official Suggestion Thread for 5.20 or later
« Reply #777 on: February 18, 2012, 06:13:45 PM »
I see your point, but I don't see degradation as important.  I think "time served" should/could provide a basis, and then the crew training of the captain providing a multiple would be better.  Under the current system, you put high CT caps on the ships, then cycle them into new ships as they come off the line.  Under this system, a high training cap would be good-- better on a veteran crew.

I really like the idea of crew training having something to do more than the current state of maxing it out faster.

Something to crunch on.
« Last Edit: February 19, 2012, 12:28:37 AM by Thiosk »
 

Offline ollobrains

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Re: Official Suggestion Thread for 5.20 or later
« Reply #778 on: February 21, 2012, 03:05:06 PM »
Yeah crew can train so far say a max of 35% and then any extra gains are based on captain or fleet bonuses
 

Offline jRides

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Re: Official Suggestion Thread for 5.20 or later
« Reply #779 on: February 22, 2012, 07:43:41 PM »
Thats a good idea Ollo - limiting the training, maybe something like 5% per academy up to a specific amount, possibly depending on (a new) tech or the training level setting in the view race details window?