Author Topic: Official Suggestion Thread for 5.20 or later  (Read 147391 times)

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Offline swarm_sadist

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1155 on: January 24, 2013, 07:35:25 PM »
maybe the hangars are more like thouse in Battlestar Galactica - with lots of launch tubes - or external hangers like the base stars

Battlestar Galactica is a good reference for most people when it comes to star carriers. It also allows us to examine the many different ways a carrier can be designed.

External hangars that are partially protected from damage, but are exposed to space, that can store very large ships inside it. It can also launch and recover fighters and other craft, although at a fairly slow rate. It is basically like a giant landing strip. Like old WW2 carriers in the pacific, I can picture an assault being prepared by moving all craft onto the external hangars to launch all at once.

Launch tubes are used to quickly launch Vipers, and only Vipers, when an enemy is detected. It requires fast launch of as many fighters as possible in as short of time as possible. It cannot recover Vipers, nor can it launch anything larger than a fighter. It also cannot store fighters for long periods of time.

Internal hangars used to store, maintain and service fighters, scout craft and their munitions. They cannot recover or launch craft, but they can move the craft via elevators and power tugs into the other hangars for launch. Most of the space is empty to allow for easy movement and maintenance.


Compare that to the Star Destroyer from Star Wars:
It has internal hangars that store it's Tie Fighters in very efficient storage racks. They cannot launch from here, but they can be boarded and moved via internal rails to the launch hangar. Each rack may only house Tie Variants small enough to fit; a fighter rack cannot hold bombers, but a bomber rack could hold fighters and bombers. It has a separate hangar space for shuttles and such, attached to the external hangar via a big door.

The launch hangars are capable of storing fighters, bombers, shuttles and even several corvette sized ships. The launch hangars can both launch and recover Tie fighters, although cannot launch fighters as fast or in as many numbers. While a Viper could just skid onto the deck, a Tie fighter has no landing gear and must be guided into the racks, thus slowing recovery time.


In summary:
-The Colonial Battlestar and the Imperial Star Destroyer are both capable of launching and recovering hundreds of fighters and bombers during a battle, although the Battlestar is far faster at both.
-Both have internal storage capable of storing a large amount of munitions, spare craft and maintenance facilities.  While the ISD can store many more craft than the CBS, it can only store Tie Variants in their dedicated racks.
-Both ships can use their main external hangars to recover large ships.
-Both ships have armoured external hangars, although the CBS hangar is a much easier target to hit.
-Recovered craft on CBS requires the craft being dragged to the elevator for transfer (when during a combat landing) or must land directly on an elevator. ISD Tie Fighters dock directly to their rack, allowing instant transfer to the internal hangar if need be.
-ISD hangars are pressurized with atmosphere, CBS are vacuum.

There are so many other types of carrier designs out there in both RL and works of fiction. Speculative literature is always a good place to look for inspiration to steal.
 

Offline CheaterEater

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1156 on: January 28, 2013, 04:42:33 PM »
Two suggestions, both of which I'm sure have been suggested before but bear repeating:

Give us tech to improve the support functions of ships like engineering, life support and bridges. These are fairly common items where reduced sizes/increased efficiencies would help out. Most other items can be teched up for improved efficiency (industrial modules, engines, etc.) so it's a bit odd that these are left out. I purposefully left out fuel storage as we already have the increased fuel efficiency tech which serves much the same purpose, but it could certainly use it too with the new fuel consumption rules.

Second, have ships moving at a reduced speed burn fuel more efficiently. Currently giving my escorts a greater speed with a larger power boost is a bit of a waste if they're normally traveling at the slower fleet speed. If you averaged (or did something similar) between necessary versus max power it would greatly improve fuel efficiency on high-boost engines that are used only occasionally at max speed. It would also allow more "patrol" type ships that run more slowly while deployed but can boost to high combat speeds when necessary at a cost in overall fuel efficiency. As an example, a x2.5 power engine uses x9.88 more fuel (than a x1 boost engine). If you had the ship run as half speed it only needs a x1.25 power boost for x1.75 as much fuel consumption. An average then would give you x5.815 as much fuel per engine power hour, a very large increase in fuel economy. A x1.2 boost engine (x1.58 fuel) running at half speed for x0.6 boost (x0.28 fuel) would give a fuel efficiency of x0.93, not nearly as large of a difference. The speed would also tend to be rather slow when using a low-boost engine in the first place, making half speed much slower. It's interesting to note that a very high-boost engine can't get even close to the fuel consumption of a low-boost engine no matter how slow it goes; even if you take a x2.5 boost engine down to, say, 0.2 boost (we'll assume 0 for the consumption), the fuel requirement is still x4.94. Overall this would help high-boost engines that go at moderately slower speeds the most which is where it's needed most.
 

wilddog5

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1157 on: January 30, 2013, 07:22:34 AM »
possible optimization

while reading elseware i discovered that every time a computer does a square root calculation it performs a calculation like the one below 16 times in order to get the most accurate answer

new_x = (1/2)(x + a/x), (a = number we want take square root of)
This converges very fast, e.g. a=2, and we start with x=2 :
x = 0.5 ( 2 + 2/2 ) = 1.5
x = 0.5 (1.5 + 2 / 1.5 ) = 1.41666666
x = 0.5 (1.4166666 + 2 / 1.416666666 ) = 1.4142157
After three calculations x is already accurate for sqrt(a) = sqrt(2) up to 6 digits !

given that in aura their is a lot of square roots in it's math it might be more efficient to proform the calculation manually and loop it 2-4 times depending on the accuracy necessary (ie sensor distance robably does not Need to be done so much as it will probably be rounded as an integer anyway) this could speed up aurora a great deal

 

Offline Charlie Beeler

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1158 on: January 30, 2013, 08:24:58 AM »
possible optimization

while reading elseware i discovered that every time a computer does a square root calculation it performs a calculation like the one below 16 times in order to get the most accurate answer

new_x = (1/2)(x + a/x), (a = number we want take square root of)
This converges very fast, e.g. a=2, and we start with x=2 :
x = 0.5 ( 2 + 2/2 ) = 1.5
x = 0.5 (1.5 + 2 / 1.5 ) = 1.41666666
x = 0.5 (1.4166666 + 2 / 1.416666666 ) = 1.4142157
After three calculations x is already accurate for sqrt(a) = sqrt(2) up to 6 digits !

given that in aura their is a lot of square roots in it's math it might be more efficient to proform the calculation manually and loop it 2-4 times depending on the accuracy necessary (ie sensor distance robably does not Need to be done so much as it will probably be rounded as an integer anyway) this could speed up aurora a great deal



Actually,  to speed up processing manual calculation is very slow in VB.  By contrast setting up function calls to assembler routines is segnificantly faster.  Of this I'm sure Steve is already aware.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Maltay

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1159 on: February 03, 2013, 08:53:19 AM »
Suggestion: Ability to change Industry Percentage and Wealth Percentage for a faction in SM Mode after starting a game.  Right now, this can only be done when a faction is created.

Rationale: Increased ability to role play situations in multi-faction starts where a faction is given assistance, discovers alien ruins, etc. that increase their industrial or wealth efficiency.  This could alternatively be done with existing research capabilities, but it would make future industrial or wealth efficiency research disproportionately expensive for the faction in question.  This tends to mess up multi-faction starts as it slants the playing field in an unsatisfactory fashion.
I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve.
 

Offline viperfan7

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1160 on: February 09, 2013, 12:32:30 PM »
I suggest that we have it so that officers and scientists can have a multiplier just like crew for quality to training rate, this way we can choose to have fewer, higher quality officers/scientists, or more of them, but less skilled
 

Offline viperfan7

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1161 on: February 11, 2013, 12:37:56 PM »
Idea for political borders.

I would really like to see something like the culture system of sins of a solar empire, minus the taking over a system with culture only.

it could be a system where the rate of spread depends on the distance, and there is a constant inwards spread, so say that coming from your home system, outward spread is 10, while inward spread for the game is 2, it would spread out at a rate of 8, as it spreads further and further from populated systems, it gets weaker and weaker, untill outward spread is equal to inward spread and it just stops, this way you have unclaimed space, can push back the boarders of NPRs just by having ships nearby, but they can do the same, of course there would have to be a way to determine distance between systems, and each system would have to reach a certain amount of border strength before it starts spreading from there, like an overflowing bucket.

This allows for border disputes and that ships near your border will make you want to take action, as they will be pushing your border back and other cool things like that. I just dont know what kind of limitations going outside your border would have, maybe unable to colonize, or a constant increase in the unrest of populated planets the further away from your borders it is.

The rate of expansion could be controlled by empire wide protection level with the skill level of your officer assigned to whatever uses the diplomacy bonus, as well as a new research.
 

Offline swarm_sadist

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1162 on: March 05, 2013, 07:02:27 PM »
Dear Steve,

Please create an AI smart enough to kill all armchair generals on this forum without cheating, numerical or technological superiority.

Thank you.
 

Offline Jorgen_CAB

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1163 on: July 20, 2013, 07:05:41 AM »
One thing that I have thought about about the balance of small versus large empires are how research is linear and don't scale well with the size of an empire. A huge empire can put as much wealth and labs into developing their industry, ship construction, mining rates as a small empire. This bonus is immediately available to all such facilities.

I think that it would be good if such technologies either scaled with the number of facilities or that you have to actually update each facility to the new level and spend some resources on it (in an automatic way), such as having a modernization option for each facility as an option for you industry. Either way is good but actually having to upgrade facilities are more realistic and would make smaller empires more competitive.

I would also like for industry to be more efficient at building something the more it spends time on one type of item, up to a maximum point. There could be a gearing period for several years to reach the peak but it should yield perhaps three times the efficiency. Every time you change the % up/down of one thing part of this efficiency will be lost based on how large the change is.

This should also be true for laboratories. Swapping laboratories between different fields should yield lower research efficiencies and longer research in the same field should improve efficiencies in that field.

I also think that there should be some penalties for large sprawling empires with increased bureaucracy costs. I wouldn't mind a remodel of the entire imperial model to be slightly more realistic with morale and planetary elections and demands aside from military protection. This would create a more dynamic world and help role-playing as well. Sure, you can role-play rebellions and planets wanting more freedom and such, but forcing to deal with it is fun too (in my opinion).
 

Offline Whitecold

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1164 on: July 25, 2013, 08:20:42 AM »
The entire retooling system of the Shipyards does not make much sense to me.  I always wonder where all my precious resources go in retooling those yards.
Given the you still build each ship individually I see each ship as a new project, not an assembly line that specializes in building a particular ship type.
So my suggestion is to replace the retooling by a research project, similar to designed components.  The total research cost would be based on build costs.  Locking the design would add the project, and once researched it could be built in any yard of sufficient capacity and of the right type.
For refits the research costs could use the refit costs if there is an already researched design which is eligible under the current 20% cost difference refit rule.
 

Offline Bgreman

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1165 on: July 25, 2013, 12:50:50 PM »
The entire retooling system of the Shipyards does not make much sense to me.  I always wonder where all my precious resources go in retooling those yards.
Given the you still build each ship individually I see each ship as a new project, not an assembly line that specializes in building a particular ship type.
So my suggestion is to replace the retooling by a research project, similar to designed components.  The total research cost would be based on build costs.  Locking the design would add the project, and once researched it could be built in any yard of sufficient capacity and of the right type.
For refits the research costs could use the refit costs if there is an already researched design which is eligible under the current 20% cost difference refit rule.

I always imagine the resources go into new jigs / machinery specific to producing ships of the new type, as well as education/training of the yard personnel on how the new type will be constructed.
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1166 on: July 25, 2013, 10:07:20 PM »
I always imagine the resources go into new jigs / machinery specific to producing ships of the new type, as well as education/training of the yard personnel on how the new type will be constructed.

My recollection is that this was Steve's thought process when he introduced it.

John
 

Offline Saibot

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1167 on: July 26, 2013, 07:06:30 AM »
The entire retooling system of the Shipyards does not make much sense to me.  I always wonder where all my precious resources go in retooling those yards.
Given the you still build each ship individually I see each ship as a new project, not an assembly line that specializes in building a particular ship type.
So my suggestion is to replace the retooling by a research project, similar to designed components.  The total research cost would be based on build costs.  Locking the design would add the project, and once researched it could be built in any yard of sufficient capacity and of the right type.
For refits the research costs could use the refit costs if there is an already researched design which is eligible under the current 20% cost difference refit rule.

I kind of agree with this one. The idea that every wrench, welding gun, robot arm, and whatever else is used to make a ship needs to be modified or replaced to make a slightly different ship makes less sense than having a research team draw up schematics and send them to all yards.
 

Offline joeclark77

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1168 on: July 26, 2013, 08:31:00 AM »
I kind of agree with this one. The idea that every wrench, welding gun, robot arm, and whatever else is used to make a ship needs to be modified or replaced to make a slightly different ship makes less sense than having a research team draw up schematics and send them to all yards.
I disagree.  I think retooling is something that real shipyards do.  In manufacturing, retooling an assembly line is necessary to get the efficiencies of scale you expect with mass production.

A compromise might be that you could build a "prototype" of a new class without retooling the shipyard, but it would cost 150% of the price or something.  So, for anything that you only need one of, that might be a valid option.  For things you will build large numbers of, like freighters, you will want to retool the shipyard to produce them efficiently.
 

Offline Jorgen_CAB

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Re: Official Suggestion Thread for 5.20 or later
« Reply #1169 on: July 26, 2013, 11:43:31 AM »
The retooling of the yards is somewhat realistic if not abtracted... I don't mind this at all.

But I would still agree that ships would need to be researched as a whole as well as the individual parts. I would totally support that idea. This would also make large specialized ship less interesting to make since needing research into two large expansive ships will be daunting. While smaller changes on a large ship will actually be cheaper that ripping out large parts of a small ship into a new version.

This would increase the realism on ship design and construction. Small ships will be easier to prototype/research but less efficient in the long run. Much like it is in reality.

I wouldn't mind that yards could get some gearing bonuses if they build something in series for a very long time.