Author Topic: Official Suggestion Thread for 5.20 or later  (Read 191229 times)

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Offline alex_brunius

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1050 on: November 02, 2012, 10:21:18 AM »
I understand civilian shipping lines can get really out of hand lategame, and slow the game down to a crawl.

In my game I have about 100 civilian ships which seems like a huge amount considering I only colonized 3-4 systems.

Faster engines lategame just magnify the problem, civilian ships travelling faster reach new destinations quicker and require more CPU.


Wouldn't it be possible to make the lategame more playable by introducing a technology line "Cargo compression" so that both your ships and civilian ships can fit more cargo into the same hold.
Or perhaps you could just adjust the size so that lategame civilian designs are 10-20 times as big.

The reason is simple: Fewer ships carrying more = less lag for the same job done.
 

Offline Beersatron

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1051 on: November 02, 2012, 11:34:55 AM »
I understand civilian shipping lines can get really out of hand lategame, and slow the game down to a crawl.

In my game I have about 100 civilian ships which seems like a huge amount considering I only colonized 3-4 systems.

Faster engines lategame just magnify the problem, civilian ships travelling faster reach new destinations quicker and require more CPU.


Wouldn't it be possible to make the lategame more playable by introducing a technology line "Cargo compression" so that both your ships and civilian ships can fit more cargo into the same hold.
Or perhaps you could just adjust the size so that lategame civilian designs are 10-20 times as big.

The reason is simple: Fewer ships carrying more = less lag for the same job done.

I am fairly certain that 6.0 introduced recycling of civilian ships by the actual shipping lines to help reduce this issue. What version are you playing? If it is still producing a lot of ships it might be worth suggesting to Steve that he increase the chance of decomishing freighters.
 

Offline Jumpp

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1052 on: November 02, 2012, 11:55:12 AM »
It'd be cool if the Warp Point Data sidebar in the Galactic Map indicated which warp points had jump gates on them.
 

Offline bean

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1053 on: November 02, 2012, 12:02:03 PM »
It'd be cool if the Warp Point Data sidebar in the Galactic Map indicated which warp points had jump gates on them.
If there's a jump gate on both ends, the link turns yellow/orange.
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Offline Conscript Gary

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1054 on: November 02, 2012, 12:50:54 PM »
Suggestion: More dynamic Star Swarm. As they are, they're an entirely known quantity as soon as they show up. If you've seen them before you know how fast they are, what weapons they use, what their range is, their tonnage, etc. I think it would be neat and worthwhile to have a set of 'race attributes' for each hive to mix and match. Some might have the orbital radiation cleansers, some might disgorge seemingly-endless waves of weak ground troops. Some may use the swarmlings they've got now, others may use cloaked ships that lurk in orbit or on jump points, still others may board ships and gut the hulk to base out of, or any other number of ideas.
 

Offline alex_brunius

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1055 on: November 02, 2012, 01:23:11 PM »
I am fairly certain that 6.0 introduced recycling of civilian ships by the actual shipping lines to help reduce this issue. What version are you playing? If it is still producing a lot of ships it might be worth suggesting to Steve that he increase the chance of decomishing freighters.
Don't see how that reduce lag from a lot of ships circling around though since it wouldn't reduce the amount of active ships from the sound of it?

My idea is simple... 
If instead of having 10 times as many ships to service 10 times as much traffic each ship carriers 10 times as much cargo there is no extra lag at all lategame.
 

Offline bean

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1056 on: November 02, 2012, 02:15:01 PM »
Don't see how that reduce lag from a lot of ships circling around though since it wouldn't reduce the amount of active ships from the sound of it?

My idea is simple... 
If instead of having 10 times as many ships to service 10 times as much traffic each ship carriers 10 times as much cargo there is no extra lag at all lategame.
Basically, you want to have larger ships built later in the game.
The potential problem is that the shipping lines need to buy each ship.  Making ships bigger means you have fewer of them overall, and doesn't give you as much money.  Why? 
First, because money sitting and waiting for an appropriate amount to be collected for a new ship isn't doing anything.  A smaller ship bought with the same money is. 
Second, things like dividends would complicate buying them.  If a shipping line doesn't make enough with its current ships to pay for one new ship a year, it never gets new ships.  Then it goes away when they age out.  A new line will need massive subsidies to get started.
Third, a big ship is less versatile than a bunch of small ones.  If you need one automated mine carried, it's best to do it on a ship with a standard cargo bay.  Some early worlds might not supply or demand enough stuff to make a run with a big ship viable, leaving them ignored.
Another problem is that late game is relative.  If you do a conventional start, you could have ships coming out of your ears with only ion engines.  If you start with ion engines, you might get to magnetic confinement fusion before the problem starts.  So the biasing would have to be relative to the current civilian fleet, not an absolute.

That's not to say that some bias in fleet buying is a bad idea.  Maybe set it up so that as more ships get built, the bigger ones are more likely than the smaller ones.
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Offline clement

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1057 on: November 02, 2012, 02:19:41 PM »
If I understand the civilian fleet changes in 6.x, then the fleet recycling in means that a civilian fleet will be retiring older ships once they hit a certain age as the technology improves where as right now the civilian ships keep old ships around. This should prevent a situation where a civilian company owns hundreds of ships.
 

Offline alex_brunius

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1058 on: November 02, 2012, 03:43:46 PM »
The potential problem is that the shipping lines need to buy each ship.  Making ships bigger means you have fewer of them overall, and doesn't give you as much money.  Why?  
First, because money sitting and waiting for an appropriate amount to be collected for a new ship isn't doing anything.  A smaller ship bought with the same money is.  
So trade needs to be more profitable later on aswell for the idea to work (or dividends need to be made smaller).

Increasing the amount of trade goods that civilian ships can carry overall might make sense, my lines with 100 ships hardly seem to make a dent in the trade goods my moderate 2000m population spread out over a few systems generates.

There need to be some balance though, to much profit and builds will spiral out of control.

If I understand the civilian fleet changes in 6.x, then the fleet recycling in means that a civilian fleet will be retiring older ships once they hit a certain age as the technology improves where as right now the civilian ships keep old ships around. This should prevent a situation where a civilian company owns hundreds of ships.
Yes, but several shipping lines can easily get their total above 100 still.
« Last Edit: November 02, 2012, 03:49:22 PM by alex_brunius »
 

Offline Nathan_

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1059 on: November 02, 2012, 05:42:55 PM »
If civilian fleets scrapped ships by tonnage rather than numbers(one mega carrier equals however many minor ships), then there would not be a problem, but as in the screenshot I posted about civs, they can still get pretty wildly out of control if you let them.
 

Offline Jumpp

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1060 on: November 02, 2012, 08:57:26 PM »
If there's a jump gate on both ends, the link turns yellow/orange.

Are you sure?  I see that in the system map, but not in the Warp Point Data sidebar of the Galactic Map.
 

Offline bean

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1061 on: November 02, 2012, 10:26:34 PM »
Are you sure?  I see that in the system map, but not in the Warp Point Data sidebar of the Galactic Map.
The actual link between the worlds turns yellow on the map.  I haven't used the warp points sidebar, to be honest.
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Offline PTTG

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1062 on: November 03, 2012, 01:09:05 AM »
- Wait-until-time: Instead of waiting for X days, allow the selection of a specific time to halt the turn.

- When an event has been filtered out of the event viewer menu, do not halt the simulation for it.

- Standing production orders: Create production orders that act like "continual capacity expansion". For instance, devoting either 1% or 10 factories to producing maintenance supplies, or permanently having 50% of factories set to produce more factories.

- When missiles are completed, add them to the pool immediately, rather than waiting for the whole job to complete. Or is this already the case? I thought I was seeing this on my end.

- Print money: Use CD drives to produce undetectable forgeries of major modern currency.

- Smaller default list of spaceship classes: I like to name and define each of my classes. It'd be great if I could do that from a blank slate, and/or remove obsolete classes.
« Last Edit: November 04, 2012, 12:03:44 AM by PTTG »
 

Offline Paul M

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1063 on: November 03, 2012, 01:48:21 PM »
For civillian shipping firms with more than one ship they should always send at least 1 ship to each colony with a demand.  So if they have 10 FTs and Luna has a demand for 800 infrastructure, Venus has a demand for 100, and Gaynmede wants 30 they should send 2 small freighters to the other colonies and concentrate on Luna, but so long as a demand exists they should attempt to satisfy it.

If nothing else this prevents people sufficating from lack of air processing machinery.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1064 on: November 03, 2012, 05:58:33 PM »
I'd like to see a conditional order (or series) affecting crew morale, i.e. Morale <50% -> Shore leave at nearest colony in 4 jumps. Morale < 40% -> etc. etc.