Author Topic: C# Aurora Changes List  (Read 82940 times)

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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #135 on: December 28, 2018, 10:31:27 AM »
Meson Update

Mesons have the following changes for C# Aurora:

1) Their cost is based on the same principles as a laser, so mesons will cost the same as an equivalent laser of the same tech level.
2) Mesons penetrate shields as before but their ability to penetrate armour is now limited.
3) A new tech line exists, Meson Armour Retardation, which is the chance for each layer of armour to stop the meson. This starts at 50%, then 40%, 32%, etc. finishing at 7% for TL 12
4) If armour does stop the meson, it scores 1 point of damage on the armour.
5) If the meson hits a damaged armour location, it only has to penetrate the remaining armour in that location.
6) Mesons will destroy missiles without penalty, as missiles are no longer armoured in C# Aurora.

As with everything else, these changes are subject to play test.
 

Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #136 on: December 28, 2018, 12:16:27 PM »
Shock Damage Update

The recent debate on mesons highlighted some issues with Shock damage at higher levels. Therefore Shock Damage in C# Aurora will operate as follows:

1) The chance of shock damage is equal to: Damage Caused to armour / Size of Ship in HS. For example a 9 point warhead vs a 6000 ton ship has a 7.5% chance of shock damage. A 16 point energy impact vs 10,000 ton ship has an 8% chance of shock damage.
2) Any damage with less than a 5% chance is ignored as too small  (i.e. any damage where the strength is less than 5% of the ship HS)
3) If shock damage occurs, the shock damage is rolled randomly up to 20% of armour damage

Where the armour damage is easily divisible by 5, for example a 15 point warhead, there is a random roll from 1 to max shock damage (1-3 in this case). Where the armour damage is not divisible by 5, the max shock damage is the amount divisible by 5 (rounded) down plus a percentage chance of an extra 1 max shock damage equal to the percentage of 5 remaining. For example, a 12 point warhead would be assigned 2 max shock damage approximately 60% of the time and 3 max shock damage 40% of the time.
« Last Edit: December 30, 2018, 08:25:20 AM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #137 on: December 30, 2018, 08:24:15 AM »
Boarding Combat

Boarding combat in C# Aurora is similar in principle to VB6 Aurora with some adjustments for the new ground combat mechanics. The boarding attempt process is as follows:
  • Only a ship with a boarding-equipped troop transport bay can be ordered to make a boarding attempt
  • Only formations that consist entirely of infantry can take part in a boarding attempt
  • Boarding attempts cannot be made against ships that are faster than the ship making the boarding attempt
  • A fleet given the 'Attempt Boarding Action' (for a specified formation) or 'Attempt Boarding Action All Formations' will attempt to end its movement in the same location as the target ship. If that happens, a boarding attempt will be made.
  • The percentage chance of each individual unit (soldier) conducting a successful boarding attempt is equal to 10% x (Boarding Ship Speed / Target Ship Speed). So if the boarding ship is 10x faster than the target ship, success is automatic.
  • Any unit with a 'Boarding Combat' capability has double the normal chance of success. In this case, if the boarding ship is 5x faster than the target ship, success is automatic.
  • Any units that do not make the successful attempt are killed. If an HQ unit is lost, there is a chance the formation commander is killed based on (1/Number of HQ units), which is an automatic kill result if only one HQ exists
Once on the target ships, the surviving attackers will move inside if there is a hole in the armour. If there is no hole, the boarders will use a breaching charge to destroy one armour at the weakest point every thirty seconds until they gain access.

Once inside the target ship, a boarding combat round is conducted every five minutes. This is very similar in principle to ground combat, albeit without support artillery, aircraft, etc. and with no concept of front-live vs rear. There is no 'fortification' in the ground combat sense, but the defenders are given a fortification level of 2 to simulate the advantages of defence within the ship. Each formation on each side randomly selects a target formation on the opposing side, using a weighted random selection based on size. Each unit in each formation selects a random formation element in the opposing formation, again using a weighted random selection based on size, and conducts an attack using the normal ground combat procedure:

The commanders of each formation provide a bonus to hit with their Ground Combat Offence bonus and provide a bonus to fortification (base fortification is 1 on attack and 2 on defence) with their Ground Combat Defence bonus. Any units on either side with 'Boarding Combat' capability have double the normal chance to hit.

For the purposes of boarding combat, the crew is a temporary formation with a single element composed of 'crew' ground units. A crew member is equipped with light personal weapons and has 'armour' equal to half the lowest racial armour for infantry. Casualties in this temporary formation translate into crew losses. Given that the crew is not well equipped for a fight of this type, it would advisable for ships to carry a small marine detachment if there is a chance they may face boarding attacks. If the target ship is a carrier, formations based on parasite ships will fight to protect the mothership.

If all the defending units are killed, the ship is transferred to the new owners (I may also add some surrender rules so you don't need to kill all the crew). To simulate the difficulties in making use of a captured ship, especially as the defenders have no doubt locked out the controls and sabotaged whatever they can, the captured ship is treated as if it just abandoned an overhaul and is given an overhaul factor of 0.01:  http://aurora2.pentarch.org/index.php?topic=8495.msg111157#msg111157

If a ship is captured, the associated Alien Class is updated with complete information.

Collateral damage can occur during boarding combat using the same rules as for ground-based collateral damage. All the damage is applied to the ship as a single internal hit. Because of the relatively small-scale of shipboard combat, any fractional points of collateral damage have a percentage chance of becoming full points equal to (fractional damage / 1). Damage to transport bays due to collateral damage will not kill defending troops (as they are fighting on the ship and not located in the bay).
« Last Edit: December 30, 2018, 10:26:09 AM by Steve Walmsley »
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #138 on: January 05, 2019, 01:15:15 PM »
Maximum Engine Power Modifier

The research costs for the Maximum Engine Power Modifier line of technology have all been halved. The Minimum Power Modifier line of technology remains at the VB6 research costs.
 
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Offline Steve Walmsley

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Re: C# Aurora Changes List
« Reply #139 on: January 06, 2019, 08:05:00 AM »
Ruins in Sol

There is a very small chance that one of the larger bodies in Sol may have alien ruins. This can happen on Mars, Mercury, the Galilean Moons, Titan, Triton, Pluto or Eris. This is only about 5% for Mars, 3% for Mercury, 1% for Titan or Ganymede and fractions of a percent for the others.

I wasn't going to mention it but I just found ruins on Mercury in the 3rd test game :)
 
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Re: C# Aurora Changes List
« Reply #140 on: January 11, 2019, 11:18:34 AM »
Genetically Enhanced Soldiers

Infantry units can be given capabilities, known as Genetic Enhancement, which increase their hit points and make them more resistant to damage. So far there are three options:

Basic Genetic Enhancement: RP 5,000, HP x 1.25,  Cost x 1.5
Improved Genetic Enhancement: RP 10,000, HP x 1.6,  Cost x 2.0
Advanced Genetic Enhancement: RP 20,000, HP x 2,  Cost x 2.5

Once researched, the new capabilities can by chosen from the available capabilities list during ground combat design. These are all Biology/Genetics techs and the first in the sequence can be researched following Genome Sequence Research

The above may change as a result of testing and I may add other enhancement options
« Last Edit: January 11, 2019, 11:21:23 AM by Steve Walmsley »
 
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