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91
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by vorpal+5 on March 20, 2024, 01:41:57 AM »
Thanks for your efforts Garfunkel, I know it might be a bother at times to reply to these stupid noobish questions constantly!  ;D

About 3, I'm pretty sure my shuttle was duly overhauled, even without minerals or MSP at Ceres. Am I hallucinating?
92
C# Bureau of Design / Warhammer 40,000: Imperial Guard
« Last post by ty55101 on March 20, 2024, 12:51:28 AM »
As a continuation of setting up my Warhammer 40,000 scenario I have made ground forces to represent the Imperial Guard. As with the Space Marine force these were built with about 120k in tech points allocated. There are no ships included in this force as they will fall under the Imperial Navy in a separate thread. Ground Support Fighters will be included in that list.

The principles of the force is that it should be infantry heavy as the guard is and rely on artillery. Infantry are there to provide a solid base of both absorption of shots and a defensive force. Chimeras are the main APC and function as a shield for the infantry against enemy fire in combined arms forces. Tank forces will be the main linebreakers and attempt to overrun enemy forces.

The guard also will not typically reinforce regiments and regiments should be somewhat self contained forces. With that in mind, the infantry are divided into platoons of 500 tons along with some other units. Tanks will be in companies, which are 4k tons, in order to provide them with a better linebreaking ability and make it easier to adjust tonnage. Artillery will be divided up in numerous ways with heavy artillery being in regiment size, which is about 20k tons, in order to assist tank companies in breaking through enemy forces. These sizes were chosen to align with the lore of the setting as an infantry regiment is typically going to be 4k-8k soldiers.

I expect that infantry platoons will be mostly eliminated in whole which will make further organization easier. Hopefully, it will also keep morale high as a lower number of platoons are attacked. It will also make transporting of the platoons quicker with the dropships (which have yet to be designed) rather than company sized formations. If units should need fortified then the smaller platoon size will also help in speeding up fortifying a good line of defense.

Any feedback on the principles of these designs or the designs themselves further on is welcome. Without further ado here are what I have came up with.

Tech Levels
Racial Armour Strength 6
Racial Weapon Strength 8


Imperial Guard

Unit Classes

Infantry
Code: [Select]
Standard Guardsman
Transport Size (tons) 3     Cost 0.06     Armour 6     Hit Points 6
Annual Maintenance Cost 0.0075     Resupply Cost 0.25
Light Personal Weapons:      Shots 1      Penetration 4      Damage 4

Vendarite  0.06   
Development Cost  38
Code: [Select]
Heavy Bolter Team
Transport Size (tons) 12     Cost 0.24     Armour 6     Hit Points 6
Annual Maintenance Cost 0.03     Resupply Cost 6
Crew-Served Anti-Personnel:      Shots 6      Penetration 8      Damage 8

Vendarite  0.24   
Development Cost  77
Code: [Select]
Lascannon Team
Transport Size (tons) 16     Cost 0.32     Armour 6     Hit Points 6
Annual Maintenance Cost 0.04     Resupply Cost 6
Light Anti-Vehicle:      Shots 1      Penetration 16      Damage 24

Vendarite  0.32   
Development Cost  89
Code: [Select]
Missile Team
Transport Size (tons) 20     Cost 0.4     Armour 6     Hit Points 6
Annual Maintenance Cost 0.05     Resupply Cost 2
Light Anti-Aircraft:      Shots 1      Penetration 8      Damage 16      AA Value 1

Vendarite  0.4   
Development Cost  100
Code: [Select]
Ammo Bearer
Transport Size (tons) 10     Cost 0.2     Armour 6     Hit Points 6
Annual Maintenance Cost 0.025     Resupply Cost 0
Logistics Module - Small:      Ground Supply Points 100

Vendarite  0.2   
Development Cost  70
Code: [Select]
Mortar Team
Transport Size (tons) 20     Cost 0.4     Armour 6     Hit Points 6
Annual Maintenance Cost 0.05     Resupply Cost 6
Light Bombardment:      Shots 3      Penetration 8      Damage 16

Vendarite  0.4   
Development Cost  100
Code: [Select]
Platoon Commander
Transport Size (tons) 10     Cost 0.2     Armour 6     Hit Points 6
Annual Maintenance Cost 0.025     Resupply Cost 0
Headquarters:    Capacity 500

Vendarite  0.2   
Development Cost  70
Code: [Select]
Captain
Transport Size (tons) 21.3     Cost 1.7     Armour 6     Hit Points 6
Annual Maintenance Cost 0.21     Resupply Cost 0
Headquarters:    Capacity 4,250

Vendarite  1.7   
Development Cost  206
Code: [Select]
Colonel
Transport Size (tons) 105     Cost 8.4     Armour 6     Hit Points 6
Annual Maintenance Cost 1.1     Resupply Cost 0
Headquarters:    Capacity 21,000

Vendarite  8.4   
Development Cost  458

Vehicles
Code: [Select]
Sentinel - Autocannon
Transport Size (tons) 24     Cost 0.96     Armour 12     Hit Points 18
Annual Maintenance Cost 0.12     Resupply Cost 6
Crew-Served Anti-Personnel:      Shots 6      Penetration 8      Damage 8

Vendarite  0.96   
Development Cost  154
Code: [Select]
Sentinel - Lascannon
Transport Size (tons) 28     Cost 1.12     Armour 12     Hit Points 18
Annual Maintenance Cost 0.14     Resupply Cost 6
Light Anti-Vehicle:      Shots 1      Penetration 16      Damage 24

Vendarite  1.12   
Development Cost  167
Code: [Select]
Logistics Truck
Transport Size (tons) 62     Cost 2.48     Armour 12     Hit Points 18
Annual Maintenance Cost 0.31     Resupply Cost 0
Logistics Module:      Ground Supply Points 1,000

Vendarite  2.48   
Development Cost  248
Code: [Select]
Chimera
Transport Size (tons) 50     Cost 4     Armour 24     Hit Points 24
Annual Maintenance Cost 0.5     Resupply Cost 15
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 12      Damage 8
Crew-Served Anti-Personnel:      Shots 6      Penetration 8      Damage 8

Vendarite  4   
Development Cost  316
Code: [Select]
Basilisk
Transport Size (tons) 70     Cost 5.6     Armour 24     Hit Points 24
Annual Maintenance Cost 0.7     Resupply Cost 24
Medium Bombardment:      Shots 3      Penetration 12      Damage 32
Crew-Served Anti-Personnel:      Shots 6      Penetration 8      Damage 8

Vendarite  5.6   
Development Cost  374
Code: [Select]
Engineering Team
Transport Size (tons) 180     Cost 7.2     Armour 12     Hit Points 24
Annual Maintenance Cost 0.9     Resupply Cost 6
Construction Equipment:      Construction Factory Equivalent 0.05
Crew-Served Anti-Personnel:      Shots 6      Penetration 8      Damage 8

Vendarite  7.2   
Development Cost  424
Code: [Select]
Hydra Flak Tank
Transport Size (tons) 98     Cost 3.92     Armour 12     Hit Points 24
Annual Maintenance Cost 0.49     Resupply Cost 16
Medium Anti-Aircraft:      Shots 1      Penetration 16      Damage 32      AA Value 4
Medium Anti-Aircraft:      Shots 1      Penetration 16      Damage 32      AA Value 4

Vendarite  3.92   
Development Cost  313
Code: [Select]
Manticore Tank
Transport Size (tons) 128     Cost 10.24     Armour 24     Hit Points 24
Annual Maintenance Cost 1.3     Resupply Cost 36
Long Range Bombardment:      Shots 3      Penetration 12      Damage 32
Heavy Anti-Aircraft:      Shots 1      Penetration 24      Damage 48      AA Value 4

Vendarite  10.24   
Development Cost  505
Code: [Select]
Leman Russ Battle Tank
Transport Size (tons) 80     Cost 6.4     Armour 24     Hit Points 36
Annual Maintenance Cost 0.8     Resupply Cost 22
Medium Anti-Vehicle:      Shots 1      Penetration 32      Damage 32
Crew-Served Anti-Personnel:      Shots 6      Penetration 8      Damage 8

Vendarite  6.4   
Development Cost  400
Code: [Select]
Tank Captain
Transport Size (tons) 76     Cost 10.88     Armour 24     Hit Points 36
Annual Maintenance Cost 1.4     Resupply Cost 9
Headquarters:    Capacity 4,000
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 12      Damage 8

Vendarite  10.88   
Development Cost  521
Code: [Select]
BaneBlade
Transport Size (tons) 228     Cost 18.24     Armour 24     Hit Points 72
Annual Maintenance Cost 2.3     Resupply Cost 60
Heavy Bombardment:      Shots 3      Penetration 16      Damage 48
Medium Autocannon:      Shots 3      Penetration 24      Damage 16
Crew-Served Anti-Personnel:      Shots 6      Penetration 8      Damage 8

Vendarite  18.24   
Development Cost  675

Static Units
Code: [Select]
Bunker Parts
Transport Size (tons) 32     Cost 1.92     Armour 18     Hit Points 18
Annual Maintenance Cost 0.24     Resupply Cost 9
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 12      Damage 8

Vendarite  1.92   
Development Cost  219
Code: [Select]
Earthshaker
Transport Size (tons) 62     Cost 1.24     Armour 6     Hit Points 18
Annual Maintenance Cost 0.16     Resupply Cost 18
Long Range Bombardment:      Shots 3      Penetration 12      Damage 32

Vendarite  1.24   
Development Cost  176
Code: [Select]
Hydra Platform
Transport Size (tons) 52     Cost 1.04     Armour 6     Hit Points 18
Annual Maintenance Cost 0.13     Resupply Cost 8
Medium Anti-Aircraft:      Shots 1      Penetration 16      Damage 32      AA Value 4

Vendarite  1.04   
Development Cost  161
Code: [Select]
Hydra Platform
Transport Size (tons) 52     Cost 1.04     Armour 6     Hit Points 18
Annual Maintenance Cost 0.13     Resupply Cost 8
Medium Anti-Aircraft:      Shots 1      Penetration 16      Damage 32      AA Value 4

Vendarite  1.04   
Development Cost  161
Code: [Select]
Manticore Platform
Transport Size (tons) 72     Cost 1.44     Armour 6     Hit Points 18
Annual Maintenance Cost 0.18     Resupply Cost 18
Heavy Anti-Aircraft:      Shots 1      Penetration 24      Damage 48      AA Value 4

Vendarite  1.44   
Development Cost  189
Code: [Select]
General and Staff
Transport Size (tons) 262     Cost 120.72     Armour 18     Hit Points 18
Annual Maintenance Cost 15.1     Resupply Cost 0
Headquarters:    Capacity 100,000

Vendarite  120.72   
Development Cost  1,737
Code: [Select]
Lord General
Transport Size (tons) 262     Cost 120.24     Armour 6     Hit Points 18
Annual Maintenance Cost 15     Resupply Cost 0
Headquarters:    Capacity 300,000

Vendarite  120.24   
Development Cost  1,733

Formations

Code: [Select]
Platoon Infantry
Transport Size: 500 tons
Build Cost: 10 BP
134x Standard Guardsman
3x Heavy Bolter Team
2x Lascannon Team
1x Missile Team
1x Platoon Commander
Code: [Select]
Platoon Chimera
Transport Size: 500 tons
Build Cost: 37 BP
9x Chimera
4x Ammo Bearer
1x Platoon Commander
Code: [Select]
Platoon Mechanized
Transport Size: 499 tons
Build Cost: 28 BP
6x Chimera
43x Standard Guardsman
2x Heavy Bolter Team
1x Missile Team
1x Lascannon Team
1x Platoon Commander
Code: [Select]
Platoon Anti-Air
Transport Size: 500 tons
Build Cost: 10 BP
6x Manticore Platform
1x Hydra Platform
1x Platoon Commander
2x Standard Guardsman
Code: [Select]
Platoon Artillery
Transport Size: 500 tons
Build Cost: 39.4 BP
7x Basilisk
1x Platoon Commander
Code: [Select]
Platoon Infantry Anti-Air
Transport Size: 500 tons
Build Cost: 10 BP
24x Missile Team
1x Ammo Bearer
1x Platoon Commander
Code: [Select]
Platoon Logistics
Transport Size: 494 tons
Build Cost: 18.6 BP
7x Logistics Truck
5x Ammo Bearer
1x Platoon Commander
Code: [Select]
Platoon Manticore
Transport Size: 394 tons
Build Cost: 30.9 BP
3x Manticore Tank
1x Platoon Commander
Code: [Select]
Platoon Mortar
Transport Size: 500 tons
Build Cost: 10 BP
24x Mortar Team
1x Ammo Bearer
1x Platoon Commander
Code: [Select]
Platoon Sentinel
Transport Size: 498 tons
Build Cost: 19.3 BP
9x Sentinel - Lascannon
9x Sentinel - Autocannon
2x Ammo Bearer
1x Platoon Commander
Code: [Select]
Platoon Specialist
Transport Size: 398 tons
Build Cost: 8 BP
13x Lascannon Team
15x Heavy Bolter Team
1x Platoon Commander
Code: [Select]
Platoon Tank
Transport Size: 500 tons
Build Cost: 38.8 BP
6x Leman Russ Battle Tank
1x Ammo Bearer
1x Platoon Commander
Code: [Select]
Company Tank
Transport Size: 3,996 tons
Build Cost: 324.5 BP
49x Leman Russ Battle Tank
1x Tank Captain
Code: [Select]
Company SuperHeavy Tank
Transport Size: 3,992 tons
Build Cost: 321.8 BP
17x BaneBlade
1x Tank Captain
4x Ammo Bearer
Code: [Select]
Company Engineering
Transport Size: 4,000 tons
Build Cost: 160.5 BP
22x Engineering Team
1x Captain
1x Ammo Bearer
3x Standard Guardsman
Code: [Select]
Company Bunkers
Transport Size: 3,999 tons
Build Cost: 240 BP
124x Bunker Parts
1x Captain
1x Ammo Bearer
Code: [Select]
Company Artillery
Transport Size: 4,000 tons
Build Cost: 316.5 BP
56x Basilisk
5x Ammo Bearer
1x Captain
3x Standard Guardsman
Code: [Select]
Regiment Heavy Artillery
Transport Size: 20,243 tons
Build Cost: 412.4 BP
323x Earthshaker
1x Colonel
1x Logistics Truck
5x Ammo Bearer

The company HQ will often have a Naval Liaison in order to coordinate lance strikes from the naval vessels in orbit or local air assets.
Code: [Select]
HQ Company
Transport Size: 100 tons
Build Cost: 3.3 BP
1x Naval Liason
1x Captain
1x Ammo Bearer
3x Standard Guardsman
Code: [Select]
HQ Regiment
Transport Size: 294 tons
Build Cost: 16.2 BP
1x Colonel
1x Naval Liason
1x Hydra Platform
10x Tempestus Scion
1x Captain
2x Standard Guardsman

Organization

Infantry Regiment. Four standard companies with mostly infantry and support company with platoons for reinforcing standard companies and performing support roles.


Artillery Regiment. Designed for performing artillery support for individual platoons and providing additional bombardment fire from the support lines.


Heavy Artillery Regiment. Formation listed above. Used to provide heavy artillery support for units to assist in breakthroughs.

Mechanized Regiment. Four standard companies with mostly mechanized platoons and support company with reinforcement platoons and performing support roles. Chimeras are there to soak up lighter arms fire and infantry is there to soak up heavier arms fire. More mechanized regiments should be deployed when high amounts of infantry are encountered.


Tank Regiment. A company of superheavy tanks, two companies of battleline tanks, a manticore company, and a support company. The superheavy and battleline companies are to encourage breakthroughs. The manticores are there to provide bombardment support for other platoons and AA fire. The support company has extra artillery to provide more bombardment fire, chimeras to soak up hits and offer an offensive against infantry, and a sentinel platoon to provide more weapons fire from lighter vehicles.


Support Regiment. Provides defensive bunkers to absorb enemy attacks, engineering companies to fortify friendly units, and logistic vehicles.


Battle Group HQ. This is a formation for leading a group of three to five regiments. Should it ever encounter combat then it has the ability to call down support from not one, but two of the navy's ships in orbit.
Code: [Select]
HQ Battle Group
Transport Size: 1,000 tons
Build Cost: 157.9 BP
1x General and Staff
4x Logistics Truck
2x Naval Liason
1x Colonel
20x Tempestus Scion
1x Basilisk
3x Missile Team
1x Munitorum Adept
1x Ammo Bearer

Brigade HQ. This formation is for leading three to six Battle Groups. The anti-air will cover all subordinate units. Command bunker is included to provide protection for anything that may target the Lord General.
Code: [Select]
HQ Brigade
Transport Size: 4,000 tons
Build Cost: 510.3 BP
47x Bunker Parts
12x Hydra Platform
2x General and Staff
8x Logistics Truck
1x Lord General
4x Naval Liason
26x Tempestus Scion
5x Missile Team
1x Munitorum Official
1x Ammo Bearer
1x Tempestor

Specialists These are units that don't necessarily fit in the standard operation of the guard and exist in order to handle out of the normal functions.


Tempestus Scions.

These are units with higher amounts of armor and are often used as quick reaction forces, special forces, and shock troops. They have also been known to conduct boarding operations when needed.
Code: [Select]
Tempestus Scion
Transport Size (tons) 5     Cost 0.375     Armour 9.0     Hit Points 6
Annual Maintenance Cost 0.047     Resupply Cost 1
Personal Weapons:      Shots 1      Penetration 8      Damage 8

Boarding Combat

Vendarite  0.15   
Development Cost  96
Code: [Select]
Tempestor
Transport Size (tons) 10     Cost 1.35     Armour 9.0     Hit Points 6
Annual Maintenance Cost 0.17     Resupply Cost 0
Headquarters:    Capacity 900

Boarding Combat

Vendarite  0.54   
Development Cost  183
Code: [Select]
Tempestor Prime
Transport Size (tons) 13     Cost 3.9     Armour 9.0     Hit Points 6
Annual Maintenance Cost 0.49     Resupply Cost 0
Headquarters:    Capacity 2,600

Boarding Combat

Vendarite  1.56   
Development Cost  312
Code: [Select]
Taurox Prime
Transport Size (tons) 54     Cost 2.16     Armour 12     Hit Points 24
Annual Maintenance Cost 0.27     Resupply Cost 13.5
Light Autocannon:      Shots 3      Penetration 10      Damage 16
Crew-Served Anti-Personnel:      Shots 6      Penetration 8      Damage 8

Vendarite  2.16   
Development Cost  232

Formations

At times a scion squad may need to be separated from the regiment at large for a variety of reasons from boarding a ship to providing elite security for important officers.
Code: [Select]
Scion Squad
Transport Size: 50 tons
Build Cost: 3.8 BP
10x Tempestus Scion
Code: [Select]
Scion Squad w Taurox
Transport Size: 104 tons
Build Cost: 5.9 BP
1x Taurox Prime
10x Tempestus Scion

Often a regiment of scions is more than what is needed for a specific task and a tempestor will be sent out with a detachment from the regiment. Officially this division of the regiment does not have a title, but colloquially it is often referred to as a platoon.
Code: [Select]
Scion Platoon
Transport Size: 250 tons
Build Cost: 19.4 BP
48x Tempestus Scion
1x Tempestor
Code: [Select]
Scion Platoon w Taurox Prime
Transport Size: 500 tons
Build Cost: 28.7 BP
5x Taurox Prime
44x Tempestus Scion
1x Tempestor

The Tempestor Prime is the elite leader of a regiment of Tempestus Scions and rarely is without a decent sized detachment of the regiment.
Code: [Select]
Scion Regiment HQ
Transport Size: 248 tons
Build Cost: 21.5 BP
47x Tempestus Scion
1x Tempestor Prime

When the regiment as a whole operates together it can perform key strikes on the ground or clear large amounts of enemies within void stations.
Code: [Select]
Scion Regiment
Transport Size: 998 tons
Build Cost: 79.6 BP
191x Tempestus Scion
3x Tempestor
1x Tempestor Prime

Departmento Munitorum

The Departmento Munitorum is the organization over the Imperial Guard and responsible for ensuring the regiments are properly supplied and ready for anything. The staff of the Department Munitorum are separate from the general staff and do not interest themselves in the command of the guard, but rather the pure focus on the supply.

Given the adhoc nature of needing to supply regiments there is no official organization, but formations are created as needed with the appropriate munitorum officials.

Code: [Select]
Munitorum Adept
Transport Size (tons) 25     Cost 2     Armour 6     Hit Points 6
Annual Maintenance Cost 0.25     Resupply Cost 0
Headquarters:    Capacity 5,000

Vendarite  2   
Development Cost  223
Code: [Select]
Munitorum Official
Transport Size (tons) 100     Cost 8     Armour 6     Hit Points 6
Annual Maintenance Cost 1     Resupply Cost 0
Headquarters:    Capacity 20,000

Vendarite  8   
Development Cost  447


Code: [Select]
Fortification Equipment
Transport Size: 925 tons
Build Cost: 38 BP
5x Engineering Team
1x Munitorum Adept
93
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on March 19, 2024, 06:10:27 PM »
1.
Yes, a military hangar will refuel, rearm and repair any parasite inside it as long as the mothership has enough fuel, missiles and MSP to do so.

2.
No way to automate them further and that is actually good as otherwise you'll forget your surveyors.

3.
If there are no MSP, it sounds like there are no minerals there or alternatively, there are not enough colonists to run the facilities.
94
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Droll on March 19, 2024, 05:50:49 PM »
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.

361 systems and climbing reporting in; I'll echo this suggestion but also add my own: bringing back zooming in/out on the galaxy map (it existed for VB6) would be amazing.

This would also be worthwhile for the "Autoroute" checkbox on the ship movement screen. It would be nice to be able to just type the name of the system I want the fleet to go to.
95
The Academy / Re: AMM or PD or both
« Last post by Froggiest1982 on March 19, 2024, 05:19:48 PM »
I think relying solely on AMM as a PD strategy is inherently flawed and excessively costly, and if I were to employ 1 strategy only, I would probably go with Turreted PD guns.

However, in my opinion, effective PD demands a layered system incorporating AMMs, decoys, possibly turreted PD guns, or CWIS.

I enjoy incorporating plenty of RP elements into my campaigns, which sometimes leads to the inclusion of less-than-ideal ships. However, when I'm testing new strategies, I prioritize using optimal ships to establish a benchmark. In such cases, I maintain a ratio of 3 to 1 for escort to warships and implement a specialized layered defence on each ship: 1 AMM ship and 2 Turreted PD ships.

Additionally, I've recently begun equipping some PD ships with one-shot box launchers for decoys, which I fire before initiating the PD barrage.
96
I think the crucial missing information here is the size of the Salvo.

Regardless of whether you choose to allocate 2, 3, 5, or any other number of launchers to Fire Controls, it's imperative to consider the size of the Salvo. Dealing with a 50 missiles Salvo is vastly different from handling just a 5 missiles Salvo.

Expanding the discussion, relying solely on AMMs as a PD strategy is excessively costly.

In my opinion, effective PD demands a layered system incorporating AMMs, decoys, and possibly turreted PD, or CWIS.

Back on topic, if the salvos are arriving simultaneously within the same 5-second interval, then you'll require 1 FC system per salvo. You could also opt to assign 1 escort ship per salvo rather than one ship for multiple salvos, and retain only 1 additional FC for redundancy (or split the barrage into 2) while reallocating the saved tonnage to incorporate more launchers.
97
C# Bureau of Design / Re: United Nations Enclave - Design challange RESOLVED
« Last post by pedter on March 19, 2024, 04:25:00 PM »
it's great you're getting 4k speeds out of NTE engines, but with both of mine, literally 40% of the ship's mass is in the engine block alone

The Apollo sits just above 60% engine at 175% power; I like to use the old %power-by-mass metric, which paints it at about 106.24% power by mass. My own ships aim for 37.5% power by mass, typically either 150% power at 25% mass or 75% power at 50% mass; I'm not sure what military procurement was thinking with this one! My own military would be running around at 2,400km/s with nuclear thermal engines but I never actually build those because engine tech is moving so fast at that era; my first military ship are typically ion drives, give or take (+/-5th generation rather than 2nd!)
98
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by pedter on March 19, 2024, 04:17:00 PM »
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.

361 systems and climbing reporting in; I'll echo this suggestion but also add my own: bringing back zooming in/out on the galaxy map (it existed for VB6) would be amazing.
99
Thanks both, I'll aim for 5ish per FC and see how that does.
100
The Academy / Re: AMM or PD or both
« Last post by Arwyn on March 19, 2024, 01:17:31 PM »
Just to tag in here, Andrew is right. I made a mistake on the shots fired for Gauss, its the same. Once.

As far as the warhead size, this is an area where folks will get into the weeds in Aurora theory crafting. :)

I still aim to do damage, as there are situations where your going to be shooting at smaller ships, and your resolution may not be low enough for your primary missile boats to even see them. Your AMM ships will, because of the Res 1 sensors. So, your AMMs may be the only thing that can fire on them. Just as an example.

Andrew has a very valid point, that if all your looking to do is knock down vampires, then fractional warheads make sense, as that mass can go back into engines or fuel. Completely valid (and effective) tactic.

Generally, I think most folks here will agree, layering defenses from a fleet perspective is the way to go.

Past that, your going to see a bunch of different opinions around the 'how'. Some folks build purely single functions ships that are tweaked to be as lean as possible while fulfilling that specific role. Absolutely works. The down side to that is you tend to have a lot of models of ships to fill all the roads.

Some folks go for dedicated ships, but that have some flexibility to cover other roles/situations. These designs dont tend to be optimal, but they fill their role and have some extra flexibility. Upside is fewer number of ships types. I prefer this personally.

Then you have some folks that go for the multirole capability. These ships can do several roles, but at the cost of massive size and costs and LONG build times. Its cool to try once, but not the most practical, especially early.

If your new to the game, pick one of the first two and tinker with what works best for your playstyle. A lot of Aurora breaks down into how many/how much resources you want to invest economically and logistically into areas. Lots of ship types means (generally) lots of shipyards unless your really good at ship designs that can be built in the same yard. Fewer classes means fewer yards, and slightly simpler logistics.

All comes down to how much complexity you like to manage. :)
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