Author Topic: Suggestions Thread for v2.0  (Read 86395 times)

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Offline Louella

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Re: Suggestions Thread for v2.0
« Reply #90 on: August 21, 2022, 11:44:56 AM »
a filter in the commanders section, to locate currently unassigned officers would be really helpful.

 
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Offline Droll

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Re: Suggestions Thread for v2.0
« Reply #91 on: August 21, 2022, 12:59:04 PM »
I'm reposting this from it's own thread as I think it might be interesting to at least think about:

Technically, you CAN attack their home system, sorta. If you board a vessel of theirs that then retreats and is captured in that system, you are free to do whatever you like there. Good luck...
Steve also stated that their system doesn't really serve a practical purpose in terms of production or having a functional colony at all if I remember correctly. Even if you somehow managed to glass their planet, the ships are spawned in via script, so what Zeebie fears might be correct: There is likely an infinite and regular number of them. (and killing will only stall them)

The fact that this is the first non-npr threat that can research doesn't lie well with me either through this. They are the only ones you can never shut down, and they will always improve? It really does sound quite bothersome, which is a shame, because otherwise I like their idea.

Now, if there were more instances of this race that could spawn, kind of how remnants could be considered their own local faction in each system they are in, that I would welcome. A new raider clan once in a while to keep the game interesting, that sounds nice to me.
The same invincible and improving threat all the time however seems to take away control from the player, which is not good for sandbox. I will test how I can edit them in database to see if they can be 'defeated' there after some time. If that doesn't work, I would probably deactivate them pending further player reports.

Spoiler for Rahkas rant:

The problem I have with stuff like Rakhas for example spawning an instance for every planet is that after a while you can get clutter in the intel screen of all these dead races. It also is a bit redundant and unnecessary for the Rakhas to have an instance per planet as due to their nature they will never interact with other Rakhas and have very simple and uniform foreign policy regarding NPRs and player races.

But I digress

Spoiler for my Raider rework:

I actually really support the idea of there being a % chance for a system that you first explore to be declared a raider system where they have a colony and basic infrastructure. You could then add a special raider-only component to their ships that allows them to partially circumvent the JP network by allowing them spool up this component and enter anywhere on the outskirts of any system connected to their current system through JPs. This component would probably have a decently sizeable cooldown so it can't be spammed and not be mutually exclusive with the existing jump drives, allowing the raiders to also use JPs like everyone else, maybe as a desperate escape attempt.

This means that you can predict where the pirates will appear/travel through based on where their system(s) are but not completely be able to stop them through JP blockades. Giving the player the choice either escort everything, or build surveillance on problem frontier systems to spot entering pirates and remove them before they move deeper into your territory, allowing you to maybe not escort absolutely all civilian traffic in the core of your empire.

Under this rework, you would be able to have multiple Raider systems each emanating an aura of piracy around them from different directions, with the colony in the raider system (would be cool if they were the new DSPs so that even otherwise empty systems are candidates) producing a set amount of resources (+ whatever is looted) and with certain shipyard capacity producing new problems until dealt with. It might be a good idea to give the raiders strong static defenses for their colonies/defensive fleets so that the player needs to assemble some force to remove them, possibly different colony sizes for the raiders too for varying severity.


I might repost this to the suggestions thread if it finds popularity here but I really do think these new Raiders would fit the "no exceptions" philosophy of C# much better than "there is a magic system you can never legitimately access".

One other addition that Vandermeer points out is the idea of potentially having Raiders spawn in an as yet undiscovered system. This could be done by having a setting for raider generation % per system and when it procs. The game picks a free JP and generates a path of undiscovered systems that is lets say 2-5 jumps away. Forcing the player to spend time actually finding the hideout. It also generates a use-case for those stars and planets that are 100s of billions of KM away, as thanks to their unique travelling the raiders could have those as their pirate havens. Especially if you combine this with their colonies being DSPs.

I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that Raiders can just teleport ground units to undefended colonies without the need to even have ships take them there. I honestly think that this is ridiculous, I get that they are supposed to be inspired by the Dark Eldar but 1-not every game is a 40k spinoff and 2-it completely negates the point of building a robust sensor network to actually be able to respond to piracy as it sounds that they can just lol past it.

The raiders should just spawn transports with the invading force if they find a world that they can raid and allow the player the opportunity to intercept them instead of having to micromanage having to send ground troops to even the tiniest of a fledgling colony that can just get wrecked on a dime. Either that, and/or there needs to be a way to automate 1-The construction and organization of ground army templates and 2- transportation of said armies.


EDIT: Apparently the above was confirmed as a bug on the discord, which I don't visit too often.
« Last Edit: August 21, 2022, 04:36:19 PM by Droll »
 

Online nuclearslurpee

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Re: Suggestions Thread for v2.0
« Reply #92 on: August 21, 2022, 01:45:35 PM »
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.
 

Offline Snoman314

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Re: Suggestions Thread for v2.0
« Reply #93 on: August 22, 2022, 01:00:31 AM »
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?
 

Offline Black

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Re: Suggestions Thread for v2.0
« Reply #94 on: August 22, 2022, 01:23:14 AM »
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?

Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.
 

Offline mike2R

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Re: Suggestions Thread for v2.0
« Reply #95 on: August 22, 2022, 06:19:52 AM »
Minor QoL suggestion:  On the ship design screen, I'd like the obsolete component button to rather be a delete component button, when the selected component is a prototype.  This would stop the obsolete component lists getting spammed with tons of unused prototypes made when refining ship designs, and make it easier to find actual obsolete components (I tend to mark components obsolete when I research improved prerequisites for them, but then occasionally want to get a ship out quickly without researching an upgraded component).
 
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Online nuclearslurpee

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Re: Suggestions Thread for v2.0
« Reply #96 on: August 22, 2022, 07:13:24 AM »
Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.

Are we sure this is WAI? I'm seeing reports in other threads where it's impossible, at least in theory, that any ship is getting close enough to a planet to drop the troops, which is what is concerning here if there is a bug going on.
 

Offline Marski

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Re: Suggestions Thread for v2.0
« Reply #97 on: August 22, 2022, 07:38:37 AM »
Can you please add "Refuel at nearest tanker" condition for "Primary Condition / Conditional Order" list?
 
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Offline skoormit

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Re: Suggestions Thread for v2.0
« Reply #98 on: August 22, 2022, 08:32:03 AM »
Minor QoL suggestion:  On the ship design screen, I'd like the obsolete component button to rather be a delete component button, when the selected component is a prototype.  This would stop the obsolete component lists getting spammed with tons of unused prototypes made when refining ship designs, and make it easier to find actual obsolete components (I tend to mark components obsolete when I research improved prerequisites for them, but then occasionally want to get a ship out quickly without researching an upgraded component).

I would love this.

Presently, to get rid of a prototype component, you have to click the Research Proto button from the Design window, then open the Research tab, select the field, find this one in the list, and click the Delete Tech button.
A "Delete Proto" button on the Design window would be very much welcome.
 

Offline skoormit

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Re: Suggestions Thread for v2.0
« Reply #99 on: August 22, 2022, 08:46:29 AM »
I would really like a way to add a collapsible fleet grouping that can contain multiple fleets under a single NAC (without having to nest another NAC).
It can work in the UI perhaps exactly like a NAC does.

Currently, I have so many fleets in a single NAC that some fleets in the middle of the list can't be dragged to another NAC, because no other NAC is visible in the pane at the same time as these fleets. The workaround for that is rather tedious: create a new empty fleet, move it to the same location (which often requires creating new waypoint), and give my existing fleet an order to merge with the new fleet.

A fleet grouping node would also be useful for general organization, like grouping my Logistics NAC by general logistics type (slow mineral haulers, quick installation movers, and population movers), or grouping my Survey NAC by galactic region.



 
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Offline Droll

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Re: Suggestions Thread for v2.0
« Reply #100 on: August 22, 2022, 11:00:31 AM »
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?

Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.

It doesn't matter if the ships are directly appearing on top of the planet, from the post I linked it sounded like there was adequate sensor coverage over the victim colony and yet no ships were spotted and the troops appeared out of nowhere anyways.

Like, they shouldn't be appearing literally on top of you, that would be a bug
 

Offline Pury

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Re: Suggestions Thread for v2.0
« Reply #101 on: August 22, 2022, 12:32:27 PM »
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?

Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.

It doesn't matter if the ships are directly appearing on top of the planet, from the post I linked it sounded like there was adequate sensor coverage over the victim colony and yet no ships were spotted and the troops appeared out of nowhere anyways.

Like, they shouldn't be appearing literally on top of you, that would be a bug

I just had it happen to me. An Error messege, and few 8h turns later They just apeared.  72k vs my 5k. R.I.P.
 

Offline Droll

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Re: Suggestions Thread for v2.0
« Reply #102 on: August 22, 2022, 01:00:26 PM »
I just learned at https://www.reddit.com/r/aurora/comments/wtmx2r/enemy_ground_units_just_appearing_on_my_colony/ (please correct if its wrong) that [REDACTED].

What the frell.

I haven't had the time to play 2.0+ yet but if this holds out I won't have any inclination to play with Raiders on. It sounds like we need a few more patches to iron out the wrinkles before I would feel comfortable starting any long-term campaign with Raiders active, which is a big shame.

Yeah space pirates and raiders attacking ships, stations and planets is one thing. Raiders teleporting onto your planets just sounds grindy and annoying.

Perhaps the space raiders and teleporting planet raiders could be seperate options?

Steve explained on Discord that his comment about the webways was not understood correctly by some of us and they are not in fact teleporting to the planet but always use ships to drop troops.

It doesn't matter if the ships are directly appearing on top of the planet, from the post I linked it sounded like there was adequate sensor coverage over the victim colony and yet no ships were spotted and the troops appeared out of nowhere anyways.

Like, they shouldn't be appearing literally on top of you, that would be a bug

I just had it happen to me. An Error messege, and few 8h turns later They just apeared.  72k vs my 5k. R.I.P.

Well the error messages and the other similar reports point to a pretty clear and consistent bug. I would advise anyone who encounters this to post it to the bug thread as me too posts help Steve hone in on the root cause quicker.
 

Offline mike2R

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Re: Suggestions Thread for v2.0
« Reply #103 on: August 22, 2022, 03:27:03 PM »
Currently, I have so many fleets in a single NAC that some fleets in the middle of the list can't be dragged to another NAC, because no other NAC is visible in the pane at the same time as these fleets. The workaround for that is rather tedious: create a new empty fleet, move it to the same location (which often requires creating new waypoint), and give my existing fleet an order to merge with the new fleet.

There's trick that I keep forgetting to use, of shift-clicking on the Open Fleet Organization Window icon in the top menu, to open a duplicate window - you can then position them independently and drag and drop fleets etc. between them.  Same thing can be done with ground forces, which can be really handy with big formations.
 
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Offline mike2R

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Re: Suggestions Thread for v2.0
« Reply #104 on: August 24, 2022, 02:53:02 AM »
The medal award triggers for surveying are pretty high.  The lowest ones are 50 successful mineral discoveries, and 10 successful jump point discoveries.  These seem in practice pretty difficult for a commander to achieve, and the higher ones are basically impossible without flagging a commander to not retire or get promoted.  I suggest setting the lowest awards at 5 and 1 (which would get earned by anyone who spent much time in the job), and go up from there.
 
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