Author Topic: Suggestions for 5.7 and beyond  (Read 26047 times)

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Offline Laurence

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Re: Suggestions for 5.7 and beyond
« Reply #90 on: June 06, 2012, 02:36:55 PM »
Hello, I think this likely has been suggested before and may even be a mechanic already, If so i apologize but would it be possible to set planets too posses a biosphere. Most planets already have hydrospheres and tectonics so it doesn't seem too be too much of a leap to develop biospheres on planets though the biospheres would be limited by:

1) liquid water, no life can exist without water so liquid water or ice sheet would be neccesary for the planet to sustain life.

2) the biospheres could make terraforming more interesting as you'd need to change the local flora and fauna to make it easier to sustain life, though seperate ecosystems wouldn't be too much of a leap and affect colonisation over much, say if a planet has hostile fauna which uses a different substance than cellulose for plants itd be more difficult for colonisation as the colonists would need to handle the aggresive wildlife as well as find a way to metabolize the plants. Though this would cause changes to other mechanis so it need not be useful.

3) temperature, covered by liquid water, too hot and nothing can live, ditto too cold.

This is just a question as i've been thinking about what it'd be like for colonists to set up on a planet without having to handle native life if the planet isn't a barren rock.


The idea is to have multiple levels of  biosphere such as cellular: just developed, earth-like, developed enough to have complex lifeforms, hostile: death worlds containing aggresive plants or animals that are a threat to the colonists.

More lethal worlds (to your species) could cause more casualties in ground combat, perhaps.
 

Offline jseah

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Re: Suggestions for 5.7 and beyond
« Reply #91 on: June 06, 2012, 06:32:30 PM »
And if the Death World is hostile enough that your colonists have slower growth (or even negative), I'm totally doing a cost/benefit analysis that will invariably point in favour of removing the local biosphere. 

Hi, man-eating plant, I have a nuclear warhead I just need to show you...

You can also terraform flourine into the atmosphere.  XD
 

Offline ollobrains

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Re: Suggestions for 5.7 and beyond
« Reply #92 on: June 07, 2012, 01:24:27 AM »
ground intolerances killing off troops is a good idea unless u have advanced infantry or automated robot brigades or mechwarrior type units
 

Offline UnLimiTeD

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Re: Suggestions for 5.7 and beyond
« Reply #93 on: June 07, 2012, 04:32:25 AM »
Which we can expect at the tech level projected.
Wouldn't do much, if the atmosphere is hostile, an armor breach is fatal instead of just a hindrance.
If the biosphere doesn't like you, logistics will be impaired instead.
We had a long discussion about that a long way back (well, ok, a year or maybe two) and it essentially boiled down to some people liking the idea while otehrs didn't.
It'd be nice to have the option, I guess.
 

Offline swarm_sadist

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Re: Suggestions for 5.7 and beyond
« Reply #94 on: June 07, 2012, 10:24:48 PM »
I'd like tech to make active sensors harder to detect, or at least harder to quantify.

Modern day AESA and PESA systems make detection harder for the enemy, while also masking it's own capabilities.

I don't like RPing a multifaction start because turning on an active sensor anywhere near Earth will show the other players who see it what the sensor can and cannot see instantly.

Maybe create a decryption ship component similar to modern COMSEC to determine what resolution, power, range and capabilities the enemy has.
 

Offline TheDeadlyShoe

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Re: Suggestions for 5.7 and beyond
« Reply #95 on: June 07, 2012, 11:22:56 PM »
I believe the passive component (EM sensors) scales the sensor strength without scaling the emissions power. Though I'm not completely sure. But, it doesn't increase the sensor cost either, so it's pretty sweet. 
 

Offline MehMuffin

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Re: Suggestions for 5.7 and beyond
« Reply #96 on: June 15, 2012, 01:05:26 PM »
I'd like to see additional types of countermeasures in the coming versions. A ship could have a smaller version of ECM that only provided protection for itself, or, following a tech similar to jump squadron size, could have much bigger equipment that could provide ECM for an entire task force.
 

Offline ardem

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Re: Suggestions for 5.7 and beyond
« Reply #97 on: June 18, 2012, 12:01:47 AM »
One thing I always wanted was to link infrastructure/auto mining/ground surveying and ground forces landing to current research armour and or shields.

And what I mean by that is you cannot survey a melting hot planet like mercury until you have a sufficient ability to withstand those temperatures. The same with very cold planets. As your technology grows some of those planets become unlocked for exploration via the ground.

 

Offline swarm_sadist

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Re: Suggestions for 5.7 and beyond
« Reply #98 on: June 18, 2012, 12:15:20 AM »
One thing I always wanted was to link infrastructure/auto mining/ground surveying and ground forces landing to current research armour and or shields.

And what I mean by that is you cannot survey a melting hot planet like mercury until you have a sufficient ability to withstand those temperatures. The same with very cold planets. As your technology grows some of those planets become unlocked for exploration via the ground.

Well technically we have the materials to do that now, they are just heavy, expensive or rare to ship to mercury. Our nuclear fusion reactors can reach temperatures many times higher than the surface of the sun and not melt. Trans-newtonian materials are suppose to be super metals, so that pretty much covers the withstanding temperatures.
 

Offline Person012345

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Re: Suggestions for 5.7 and beyond
« Reply #99 on: June 18, 2012, 07:26:11 AM »
Well technically we have the materials to do that now, they are just heavy, expensive or rare to ship to mercury. Our nuclear fusion reactors can reach temperatures many times higher than the surface of the sun and not melt. Trans-newtonian materials are suppose to be super metals, so that pretty much covers the withstanding temperatures.
And even nowadays astronauts can space-walk in the very low (close to absolute-zero?) temperatures of space.
 

Offline swarm_sadist

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Re: Suggestions for 5.7 and beyond
« Reply #100 on: June 18, 2012, 08:49:32 AM »
Not really the same thing as astronauts only have to worry about radiated heat lose.
 

Offline UnLimiTeD

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Re: Suggestions for 5.7 and beyond
« Reply #101 on: June 18, 2012, 05:34:47 PM »
For a non-living material, space temperature is essentially a non-entity.
Warmth is energy, cold just a lack there of.
Cold temperatures are completely harmless unless you happen to be on of the poor living beings that is bound to a specific base temperature.
Hot temperatures or high pressure will not endanger materials themselves, though, but their structure, their ability to work.
I can probably agree that one should not be able to survey a venusian world that easily with a team, maybe take longer dependent on the root of the colony cost; But a base survey from orbit should be possible still.
 

Offline Person012345

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Re: Suggestions for 5.7 and beyond
« Reply #102 on: June 18, 2012, 06:04:07 PM »
Not really the same thing as astronauts only have to worry about radiated heat lose.
I mean about his point of planets being "too cold".
 

Offline crys

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Re: Suggestions for 5.7 and beyond
« Reply #103 on: June 18, 2012, 06:40:44 PM »
he ment in space is little matter which is able to drain youre heat - where should the heat(energy) go in space where is no or very little matter - at a planet otherwise there is alot of matter around draining youre heat
« Last Edit: June 18, 2012, 06:42:20 PM by crys »
 

Offline Person012345

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Re: Suggestions for 5.7 and beyond
« Reply #104 on: June 18, 2012, 06:58:34 PM »
he ment in space is little matter which is able to drain youre heat - where should the heat(energy) go in space where is no or very little matter - at a planet otherwise there is alot of matter around draining youre heat
Oh, makes sense.