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91
In Aurora's technology, there isn't really such a thing as being stealthy at close range. A sneaky ship is one you see fewer millions of kilometers out...

Would it be possible to cross-deck troops from a non-military transport to a specialized assault ship reasonably quickly in space? That seems like it might let you use cheap transports for the bulk but also use high-performance craft for the under-fire step.

I think it's possible, though I'm not sure how it's done mechanically, but there's not really an advantage to doing this. Either way, you still have to get all of the ships involved into the area of operations - so you might as well just transport the troops with the assault ships anyways.

In VB6, drop-capable ships used to work this way since ground units which stayed inside them for more than a few days suffered morale losses, so transferring troops from bulk transports to specialized dropships was more or less a requirement. This feature did not make it into C# and I imagine that was because the extra micro involved did not translate to any interesting gameplay decisions, so it was just needless busy-work and added costs in practice.
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General Discussion / Re: Newtonian Aurora?
« Last post by nuclearslurpee on April 06, 2024, 10:23:11 PM »
Pulsar 4X is being developed with newtonian mechanics. It's also not yet playable :-(

Is Pulsar still active? I thought it was abandoned several years ago.
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In Aurora's technology, there isn't really such a thing as being stealthy at close range. A sneaky ship is one you see fewer millions of kilometers out...

Would it be possible to cross-deck troops from a non-military transport to a specialized assault ship reasonably quickly in space? That seems like it might let you use cheap transports for the bulk but also use high-performance craft for the under-fire step.
94
General Discussion / Re: Newtonian Aurora?
« Last post by Zap0 on April 06, 2024, 06:14:02 PM »
Pulsar 4X is being developed with newtonian mechanics. It's also not yet playable :-(
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General Discussion / Re: Newtonian Aurora?
« Last post by nuclearslurpee on April 06, 2024, 04:32:22 PM »
Yeah, Steve worked on it for a while and came to the conclusion that, as much fun as Newtonian mechanics are for space nerds, it didn't add anything to the whole 4X space strategy game thing Aurora is all about besides extra micromanagement. Despite the level of detail, Aurora has never been meant as a hard sci-fi simulator although it's a damn sight closer to realism than, say, Star Trek or something.

That being said, I will say that once you do get into Aurora, you don't really miss the hard sci-fi mechanics as much as you might think. The real meat of the game is in the strategic, operational, logistics, doctrinal, etc. and the tactical parts while quite detailed are really a small part of the whole.
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General Discussion / Re: Newtonian Aurora?
« Last post by Andrew on April 06, 2024, 02:56:02 PM »
No Implementation and AFAIK not being worked on for around a decade
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General Discussion / Newtonian Aurora?
« Last post by v431 on April 06, 2024, 02:20:02 PM »
Hello everyone.
I came from Terra Invicta looking for a more in-depth strategy experience.  To my disappointment, Aurora does not implement orbital mechanics for ships.  I found a post from 2011 (https://aurora2. pentarch. org/index. php?topic=4019. msg39038#msg39038) talking about a theoretical implementation of newtonian gravity, which is pretty much exactly what i wanted. 
All of that leads to my question as to what is the current state of the idea and whether there are any working implementations. 
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Yeah, I meant the Ranger operation of Point due Hoc in preparation of D-Day.

And the shuttle/stealth missile was meant as an abstraction/justification why troops should be able to land on a planet while being launched some distance away from the planet. They could take the form of ship techs/modules on ships in order to enable such landings.

One could add different levels of ECM/stealth for such modules, making them harder to track/shoot down if you want to make it more realistic and add another layer of defense. If you want to raise the costs for such things having another tech for increasing drop ranges might be a way.

One enabler tech (maybe including a higher number of troops at higher levels for a higher success chance), one range tech, one ECM/stealth tech. In addition to the cost for the modules and the troops this might present enough of a hurdle were this is just one more option, but not necessarily the "best".

Essentially I just like the idea to have another option (even if it is very expensive) than blasting the STOs, shielding/armoring huge/fast drop ships or being willing to risk troops/ships by ignoring the STOs.
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What advantage would landing troops from 50k give, thats still pretty much point blank range for the STO still. Unless you have teleporters then the troops have to travel that distance is something so even if you can drop from outside STO range it is reasonable for STO (and AA Weapons) to shoot at these approaching troops
Changing the size of troops is meaningless, if you make the attack forces easier to build you make the defense forces easier to build and the battle is the same .
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Had a thought the other day, what about a troop drop module that works from a distance? Only needing to approach to 50k or so (depending on tech) would lessen troop transport requirements. That and/or just increasing troop capacity or reducing troop size.
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