Aurora 4x

C# Aurora => C# Suggestions => Topic started by: sneer on January 02, 2023, 05:27:38 AM

Title: reserve fleet idea
Post by: sneer on January 02, 2023, 05:27:38 AM
I have hit a point where I have decent fleet which is relatively old  (year 2100) after 6th or in some cases 7th major upgrade within 4 similar classes ( early game needs more specialization , late game offer more universal design possible)
hull technology is far away from when these ships were built
I know I can scrap ( but 1mil tonnage of pretty good ships scrapped is a huge waste)
I know I can build better and in long term cheaper ships but maintanace will be to high when they will be completed

absolutely there would be a perfect solution to be able to put ships into reserve ( strip them of crew , mothballed ,parked on the orbit ) with fraction of their running MSP costs (5%?)
when brought to active they will have to get their crews from scratch ( green grade/training) - just like fresh ships from shipyard
Title: Re: reserve fleet idea
Post by: nuclearslurpee on January 02, 2023, 10:14:45 AM
Every time this idea comes up, the same objection is raised and never satisfactorily resolved: what prevents players from building ships and immediately putting them into mothballs? There is not really a problem with putting old ships into mothballs, since they will probably be outdated anyways when recalled to service, but rather brand-new ships which can be stored extremely cheaply for 20+ years and still be highly effective when recalled. This was a major exploit in Starfire, the TT game from which Aurora was largely derived, for similar reasons.

The ability to build a fleet several times larger than what a race can support in terms of maintenance and reactivate those ships in a far shorter time frame vastly outweighs any penalty from poor crew performance. So far nobody has come up with a mechanism for mothball fleets which is balanced, not overly complex, and able to prevent building directly to reserve from being a viable or dominant approach.
Title: Re: reserve fleet idea
Post by: Aloriel on January 02, 2023, 10:42:29 AM
Perhaps something similar to Paradox's system when you under pay for your fleet? The ships are at 5% health, and morale and organization are near zero.

In Aurora terms, training is now 0, and *all* ship systems are damaged except crew quarters or some such (to prevent boomies). Shipyards must be used to bring the ship back online, and then the crew must be trained. Ships would also need to be refueled and supplied. Essentially, the ship must almost be rebuilt.

Could be useful if you are the one starting the war and you have time to gear up, but not so much for a surprise attack.
Title: Re: reserve fleet idea
Post by: Cobaia on January 02, 2023, 10:47:27 AM
What is the difference between mothballing and pausing ship construction at 99%? The mechanism exists at the cost of bulding more slipway and shipyards.
Title: Re: reserve fleet idea
Post by: nuclearslurpee on January 02, 2023, 11:11:32 AM
Perhaps something similar to Paradox's system when you under pay for your fleet? The ships are at 5% health, and morale and organization are near zero.

In Aurora terms, training is now 0, and *all* ship systems are damaged except crew quarters or some such (to prevent boomies). Shipyards must be used to bring the ship back online, and then the crew must be trained. Ships would also need to be refueled and supplied. Essentially, the ship must almost be rebuilt.

Could be useful if you are the one starting the war and you have time to gear up, but not so much for a surprise attack.

Aurora doesn't really have an equivalent to morale/organization for ship crews which inflict crippling penalties when low. We do have crew training but that effect is not very strong, certainly I'd rather have 2x as many ships with minimum crew grade rather than half as many with 100% training in almost any circumstance.

Repairing damaged systems is more promising, and usually comes up in these discussions. However, it will either be so expensive that there's no reason to mothball at all (which I think will certainly be the case if shipyard repairs are necessary), or if mothballing is viable then what prevents players from building new ships into mothballs anyways? This latter part is really the big problem that no mothballing mechanic yet proposed has solved, frankly it is not a big exploit to keep a bunch of ancient ships around that will probably be horribly outmatched in the modern space combat arena, the problem is when you build a dozen shiny new battleships and immediately shuffle them into reserve for that sweet -80% maintenance discount or what have you.


What is the difference between mothballing and pausing ship construction at 99%? The mechanism exists at the cost of bulding more slipway and shipyards.

Slipways and shipyards are very expensive and usually once built are needed 100% of the time unless there is a resource shortage (and even then, a good player will often find clever ways to leverage limited resources as well as refit mechanics to keep the shipyards working).

The best idea I've ever seen for a mothball mechanic has been to require a slipway for each mothballed ship. This makes the mechanic properly too costly to just build ships into reserve, but by doing that it makes mothballing arguably just too costly, period - basically, why would you ever mothball an old ship if you could mothball a brand-new ship instead?

In the Real WorldTM, the reason that new-build ships don't usually get built directly to mothballs is because governments only authorize that construction if the ship will immediately perform some essential mission for that country. In Aurora, we don't really have that same impetus unless there is a war on; PPV and the new Raider spoilers help but don't come close to replicating the wide range of "peacetime" missions a real-world navy has to perform. This means that not only is any mechanic we devise to make mothballing non-optimal also going to be artificial, but there isn't a clearly good way to make mothballing only a reasonable option for old ships and not new ones.
Title: Re: reserve fleet idea
Post by: sneer on January 02, 2023, 01:50:48 PM
Valid arguments
possible solutions:
time needed for reactivation ( few weeks to 1-2 month - still better than 1.5year on average to build new ship from scratch)
one time extra cost in MSP ( double or triple of annual normal cost)
penalty to crew efficiency for a limited time


p.s. I operate 50k ships - building a military slipway this size to store a ship is weak idea
Title: Re: reserve fleet idea
Post by: Jorgen_CAB on January 02, 2023, 05:13:17 PM
Aside from what Nuclearslurpee said... in the real world training crew and have an actual functional warship capable of actual fighting will take a long time. Once a ship is built they usually take months and sometimes years to get ready, from crew training to tuning equipment etc... it obviously depend on the ships size, mission capabilities and so on, nothing of this is really modeled in the game.

As soon as a ship is built it is 100% operable in the game... you can even start at a rather high crew grade to boot.

There is fleet training... but this really is not super important other than in beam combat.

There is the PPV value of ships you need to protect colonies, but this can also be suppressed by ground troops. There might be a higher need for active ships if you play in multi-faction games, but not in single empire campaigns.

For mothballing to work there need to be two things added... a real and serious need for active ships. All ships will need extended training before they can be deployed depending on it's crew size. The larger the crew the more time it should need before it become operable at all. This time need to be long enough that it actually is an issue for most ships.

You could also make it so the ship simply decay over time to about 50% after say 10 years. You now will have to repair the ship in a yard before you can use it, but it only cost one tenth the resources while it takes half as much time as if you had to build it from scratch. Now you have to invest both in some time and resources to get them ready again. This would simulate that you need to refurbish them and retrain the crew.

The exact numbers could obviously be up for debate... but... you might get rather close to just scrapping the ship and store the components and build them again when you need them. Which is what I usually suggest when mothballing comes up, as it is kind of the same thing. Don't build the ships you don't need, instead build most of the components you "might" need or scrap ships after a major war and store the components. Only keep the ships you actually need around
Title: Re: reserve fleet idea
Post by: papent on January 02, 2023, 06:27:59 PM
One method of making mothballing work in Aurora that was previously suggested in the Pre-MSP days was to roll the maintenance clocks to just before failure when ships are removed from mothball they would immediately need a overhaul or risk a critical maintenance failure.

Now that MSP exists, this idea deserves a revisit.
Title: Re: reserve fleet idea
Post by: Andrew on January 02, 2023, 07:55:02 PM
Some discussions of just about the only mothball fleet since the age of sail and the problems in keeping the ships and then reactivating them

and
https://wwiiafterwwii.wordpress.com/2016/03/27/mothballing-the-us-navy-after-wwii-pt-1/
https://wwiiafterwwii.wordpress.com/2016/03/27/mothballing-the-us-navy-after-wwii-pt-2/

It's not as easy as just closing the doors and turning out the lights. Vaccuum will solve some problems but cause all sorts of others with internal components intended to have atmosphere and pressure,
Reactivating warships was always a dockyard job , it could probably avoid a full dry dock/construction yard but not always.

It takes massive wartime overproduction to produce a large enough fleet to mothball, and even then the ships in storage become very difficult to bring back , as once they are no longer in service people stop building parts for the old systems they use and no one is trained in using them. When you bring your Nuclear pulse engine ships out of storage so you thing the spare parts and engineers used for your magneto-plasma ships will be of any use?
Title: Re: reserve fleet idea
Post by: Garfunkel on January 02, 2023, 11:15:22 PM
Yeah, mothballing has never been as prevalent or as useful as romantics make it seem. It's a weird fixation that a lot of people seem to have, that mothballing is easy, cheap, real and should be an integral feature of Aurora.

Just scrap your old ships if you can't maintain them.
Title: Re: reserve fleet idea
Post by: papent on January 03, 2023, 02:16:54 AM
Yeah, mothballing has never been as prevalent or as useful as romantics make it seem. It's a weird fixation that a lot of people seem to have, that mothballing is easy, cheap, real and should be an integral feature of Aurora.

Just scrap your old ships if you can't maintain them.

It's prevalent and common practice to mothball aircraft/spacecraft from the USAF and North American airlines to the PLAAF.  I've personally been a team member to regenerated an older C-130 into a specialized mission variant and older space assets have been pulled out of long term storage for usage.

If you have the assets why not store it. Unlike a sea vessel a spaceship/craft would be more like an aircraft not being stored in a medium that rapidly corrodes the unit.
Title: Re: reserve fleet idea
Post by: mike2R on January 03, 2023, 04:12:06 AM
One alternative use I've found for old warships, since the addition of Raiders, is conversion to makeshift carriers for system defence.

Leaving the old engines in place, but replacing the weapons, shields and fire controls (and maybe even part of the engines and armour) with hanger bays, magazines, and upping the deployment time and maintenance lifespan is a relatively cheap refit.  The resulting ship lacks the speed, defences and fuel efficiency of a new build, but that hardly matters for a ship that is just going to sit in space and very occasionally launch fighters.
Title: Re: reserve fleet idea
Post by: sneer on January 04, 2023, 02:57:38 AM
ok another idea how to solve this
how about adding another 2 possible tasks to shipyards  ( so no retooling needed for it)
mothballing and reactivating
( so both processes would take appropriate time /wealth/some MSP and the need of real active slipways ( however without retooling or full production costs , and with reduced time in comparison to build anything )

Title: Re: reserve fleet idea
Post by: papent on January 04, 2023, 04:41:02 AM
ok another idea how to solve this
how about adding another 2 possible tasks to shipyards  ( so no retooling needed for it)
mothballing and reactivating
( so both processes would take appropriate time /wealth/some MSP and the need of real active slipways ( however without retooling or full production costs , and with reduced time in comparison to build anything )

If I may detail it out:


Does this align with your idea?
Title: Re: reserve fleet idea
Post by: Andrew on January 04, 2023, 05:35:22 AM


If I may detail it out:

  • Mothball Task
    Any Shipyard (Naval/Commercial/Repair) with an empty slipway of adequate size can perform the task of putting a ship into deep storage at the cost of 5% MSP of Max Repair (Minimum of 25 MSP) & takes 10 secs per ton (with a minimum of 2 hours).
  • Reactivation Task
    Any Shipyard (Naval/Commercial/Repair) with an empty slipway of adequate size can perform the task of reacting a from deep storage ship at the cost of 15% MSP of Max Repair (minimum of 25 MSP) & takes 10 secs per ton + 1 minute per BP (with a minimum of 6 hours).

Does this align with your idea?
I would say those numbers are too low by one or 2 orders of magnitude
with your numbers reactivating a 10,000 ton ship would take 100,000 seconds or 27 hours. I would think 270 hours was way too short , so at least 1000 seconds per ton to get something which is an actual issue and reflects how long activating a ship takes
Title: Re: reserve fleet idea
Post by: sneer on January 04, 2023, 06:21:36 AM
I was thinking about weeks to months for the process  closer to 6-12 weeks of work time depending on tonnage
and restricting this to naval shipyards only ( or maybe commercial too but with significant time handicap)

Title: Re: reserve fleet idea
Post by: Jorgen_CAB on January 04, 2023, 05:38:13 PM
In practice though... what are the difference of scrapping the ships and the rebuild them using the saved components... it practically give the same result?

You will need to keep one Shipyard retooled for the old class of ships so you can quickly rebuild them if you need them. If you have all the components to rebuild the ships they will not really take very long to construct again. It might not take long to retool a yard producing the new ships either as long as the ships still have some common components used.

Being able to scrap and build components and store them is a great way to prepare yourself for mass production of ships in a pinch.

I use this strategy all the time as having a large stading fleet doing nothing is a complete waste of resources and energy. The only thing you need an active fleet for is defending and patroling your territory not attacking anyone, having that capacity is just a luxury. But it is better to build that fleet when you need it, so you can tailor it for the task it needs to solve.

I usually keep one or two tech level components around, even older components can be quite effective if just combined with the right newer components... or even on their own. An older missile ship probably only need better missile fire-controls to become a pretty decent ship. A beam ship likewise with some new fire-controls. Most of the time it is better to have a bunch of outdated ships now than a few imaginary modern ones that only exist on the drawing boards.
Title: Re: reserve fleet idea
Post by: papent on January 04, 2023, 09:31:32 PM

I would say those numbers are too low by one or 2 orders of magnitude
with your numbers reactivating a 10,000 ton ship would take 100,000 seconds or 27 hours. I would think 270 hours was way too short , so at least 1000 seconds per ton to get something which is an actual issue and reflects how long activating a ship takes

I was thinking about weeks to months for the process  closer to 6-12 weeks of work time depending on tonnage
and restricting this to naval shipyards only ( or maybe commercial too but with significant time handicap)

Running the numbers for a ship in my current campaign and to reactivate a hunter light cruiser which is 11,746 tons and 2,613.8 BP would take 76 hours to provide a ship that will need to replenish crew, fuel, MSP, munitions and be placed into overhaul.

I should have mentioned this in my last reply and it would provide context as why the activation seems to be fast as the vessel would return to active service at 90% of it's max maintenance clock and would immediately need an overhaul or risk critical failure, I inferred such a thing in my first reply in this thread but never implicitly said it.

my reasoning on allowing any shipyard perform the process is to allow a backwater yard to be the deposition site or allow a repair dock ship to perform the procedure far away from where anyone may find the ships (Katana fleet situation incase the empire that mothballed the ships dies out) and let the maintenance vessels do the primary work of getting the ships back into serviceable condition. 

IRL NOTE: my mind pictured mothball ships being in some condition similar to type 1500 storage and anytime an aircraft/spacecraft comes out of that status it's brought into a condition where it's ready for an ISO or phase inspection (maintenance overhaul) to return it to full mission capability.

In practice though... what are the difference of scrapping the ships and the rebuild them using the saved components... it practically give the same result?

You will need to keep one Shipyard retooled for the old class of ships so you can quickly rebuild them if you need them. If you have all the components to rebuild the ships they will not really take very long to construct again. It might not take long to retool a yard producing the new ships either as long as the ships still have some common components used.

Being able to scrap and build components and store them is a great way to prepare yourself for mass production of ships in a pinch.

In practice kinda yes and no: because armor, quarters, fuel storage, cargo/hanger bays can't be stored and depending on the type of ship that can be a substantial portion of the vessel. holding a yard to build older vessels? to the gamer that's suboptimal & to the RPlayer that's illogical.  storing craft for a rainy day is prudent just incase of unexpected fun.


I use this strategy all the time as having a large stading fleet doing nothing is a complete waste of resources and energy. The only thing you need an active fleet for is defending and patroling your territory not attacking anyone, having that capacity is just a luxury. But it is better to build that fleet when you need it, so you can tailor it for the task it needs to solve.

I usually keep one or two tech level components around, even older components can be quite effective if just combined with the right newer components... or even on their own. An older missile ship probably only need better missile fire-controls to become a pretty decent ship. A beam ship likewise with some new fire-controls. Most of the time it is better to have a bunch of outdated ships now than a few imaginary modern ones that only exist on the drawing boards.

 the last half of of building new hybrid ships out of old components is something I heartly approve of and do the same however it's not quite the same as dusting off some F-117 or prepping the Iowa for another service period.
Title: Re: reserve fleet idea
Post by: Garfunkel on January 05, 2023, 12:18:44 AM
Yeah, mothballing has never been as prevalent or as useful as romantics make it seem. It's a weird fixation that a lot of people seem to have, that mothballing is easy, cheap, real and should be an integral feature of Aurora.

Just scrap your old ships if you can't maintain them.

It's prevalent and common practice to mothball aircraft/spacecraft from the USAF and North American airlines to the PLAAF.  I've personally been a team member to regenerated an older C-130 into a specialized mission variant and older space assets have been pulled out of long term storage for usage.

If you have the assets why not store it. Unlike a sea vessel a spaceship/craft would be more like an aircraft not being stored in a medium that rapidly corrodes the unit.
I'm sorry dude but a thing that has been done ONCE by the United States after World War 2 is not "prevalent and common". No other country has mothballed bunch of ships in order to reactivate them again in the future in case of dire need. Aircraft are not really relevant comparison for Aurora but even if we allow them, we find that it's once again pretty much the United States only that does it routinely - some other countries have done a little bit here and there, mostly the Soviet Union. So even in the most optimistic read on human history, mothballing is not prevalent and common.

And as others stated, sure you don't have salty seawater corroding the ship but vacuum does bad things to objects too, as does extreme cold. I don't want to come across as an asshole, just here to smeg on you, but the idea has been brought up many times - just like robot ships - and there's never been a good solution to prevent the exploits mentioned, nor has there been a good justification for the mechanic to exist in the first place. I understand that it's a thing from some space war books, where the 'Active' Fleet fights a desperate delaying action against an overwhelming enemy while the 'Reserve' Fleet is brought up to readiness but other than a specific dramatic event, it comes across as a player wanting to have their cake and eat it too.
Title: Re: reserve fleet idea
Post by: El Pip on January 05, 2023, 02:29:44 AM
[quote author=Garfunkel link=topic=13174.msg163542#msg163542
I'm sorry dude but a thing that has been done ONCE by the United States after World War 2 is not "prevalent and common". No other country has mothballed bunch of ships in order to reactivate them again in the future in case of dire need. [/QUOTE]
Well that is obviously untrue. Here is the Royal Navy 'Cocooning' the Reserve Fleet in 1950 - https://www.britishpathe.com/video/reserve-fleet

So the specific justification would be the end of a massive war that has left the navy with far more ships than it can support in peacetime. Which doesn't really work in Aurora as the economy is always full wartime, all the time.

As late as the 1980s there were decommissioned warships in the Standby Squadron/Reserve Fleet. Four old frigates got reactivated for the Falklands War, not to serve there but to backfill the more modern ships that had been sent south. The cruisers Tiger and Blake were also being reactivated for the Falklands until it became apparent they would be ready too late.

Perhaps a bit more applicable for Aurora particularly in a time of raiders - send your modern guard ships out to the front and backfill with old designs pulled from mothballs could be a thing? But then you presumably retired the old designs for a good reason, like them being incapable even as guard ships.

Overall I think I agree this mechanism is not worth the effort to implement. Reserve Fleets in general appear to have been a waste of time, even if you have time to do the work what you end up with is an out of date ship with a crew who aren't confident running it, something you can send to a backwater or presence posting but would have to be truly desperate to send to the front.

I'm sure you can craft rules that make Aurora reserves similar to historical ones (can't mothball unless ship is >xx years old, reactivation takes months, crew get a -10% grade regardless of Empire / design setting, etc). But it seems a lot of coding effort for a very niche capability.
Title: Re: reserve fleet idea
Post by: papent on January 05, 2023, 02:56:28 AM

I'm sorry dude but a thing that has been done ONCE by the United States after World War 2 is not "prevalent and common". No other country has mothballed bunch of ships in order to reactivate them again in the future in case of dire need. Aircraft are not really relevant comparison for Aurora but even if we allow them, we find that it's once again pretty much the United States only that does it routinely - some other countries have done a little bit here and there, mostly the Soviet Union. So even in the most optimistic read on human history, mothballing is not prevalent and common.

And as others stated, sure you don't have salty seawater corroding the ship but vacuum does bad things to objects too, as does extreme cold. I don't want to come across as an asshole, just here to smeg on you, but the idea has been brought up many times - just like robot ships - and there's never been a good solution to prevent the exploits mentioned, nor has there been a good justification for the mechanic to exist in the first place. I understand that it's a thing from some space war books, where the 'Active' Fleet fights a desperate delaying action against an overwhelming enemy while the 'Reserve' Fleet is brought up to readiness but other than a specific dramatic event, it comes across as a player wanting to have their cake and eat it too.


Mothballing of craft/vessels of all types is pretty common and reactivation is also frequent, if it wasn't why would there be so much investment into the enterprise?

I know the Iowa is the vessel most most people think of when on this subject but capital ships are rarely reactivated, the most common vessels to be reactivated are amphib ships (such as the Ashland a 3x commissioned USS warship), destroyers/frigates, or special mission designs.

Even today ships are still mothballed and it's not without reasoning. (Most of theses usually sold to a lower tier force within 5 years or reactivated by the original operator as the strategic Calculus changes)

Aircraft/space units are sometimes mothballed directly off the production line or within IOC window because of budgetary, operational, or doctrinal reasoning. (I.E C-27J program) Then later on these craft are unmothballed, refurbed, and returned to service (the HC-27J in USCG service).

in the USDOD the FMS & 1033 MSP program often returns these mothball assets to service instead of having them languish until scrapping.

There's my informed 2 bits on the subject. There is more IRL precedent on this if you would like.

In aurora 4x
As El Pip mentioned it's useful to backfill for your modern designs or utilize to fill in for combat losses.

programming wise - it could be simply a setting a flag on the ship when it's mothballed to not check mx status or roll for failures until the ship is reactivated.

Title: Re: reserve fleet idea
Post by: nuclearslurpee on January 05, 2023, 08:05:01 AM
I don't want to come across as an asshole, just here to smeg on you, but the idea has been brought up many times - just like robot ships - and there's never been a good solution to prevent the exploits mentioned, nor has there been a good justification for the mechanic to exist in the first place. I understand that it's a thing from some space war books, where the 'Active' Fleet fights a desperate delaying action against an overwhelming enemy while the 'Reserve' Fleet is brought up to readiness but other than a specific dramatic event, it comes across as a player wanting to have their cake and eat it too.

Historical (in)correctness aside, this is my eternal frustration on the topic: people in favor keep trying to propose new and increasingly complex ways to implement mothballing, without actually addressing the core problems with the mechanic which several quite knowledgeable players have repeatedly highlighted. I don't think anyone would have a problem with a mechanic to put old ships into storage for possible future reactivation, but no one has yet given a good solution for the problem of placing newly built vessels into mothballs to support an oversized fleet of modern ships and largely circumvent the maintenance mechanics. There is no mechanic suggested which can make mothballing work for older vessels and not new ones*, and this is exactly the same exploit which was (is?) present in Starfire that likely led Steve to not include the mechanic in Aurora in the first place.

*The suggestion by El Pip to limit to ships of XX years age is the closest I've yet seen, and even that is entirely arbitrary, would interact poorly with different tech levels/research rates, and no matter what value of XX was chosen would interfere with somebody's roleplay setting I am sure.
Title: Re: reserve fleet idea
Post by: El Pip on January 05, 2023, 10:17:22 AM
*The suggestion by El Pip to limit to ships of XX years age is the closest I've yet seen, and even that is entirely arbitrary, would interact poorly with different tech levels/research rates, and no matter what value of XX was chosen would interfere with somebody's roleplay setting I am sure.
If anyone were serious about the mechanism then there are other options, say only the oldest 20% of the fleet is eligible (with that percent changeable as an option) age is based on launch date. Military tonnage only, FACs and fighters don't count either. Of course that is still gameable, just build a load of 1001t cheap ships to bloat fleet numbers, but in 'normal' play it should mostly give the intended result.

If there were a serious wartime/peacetime economy in Aurora I think I'd be more in favour of mothballing, or at least thinking about it properly, because then you could have huge wartime fleets that are unsupportable on peacetime budgets. So at the end of the war you would have a meaningful choice; do you invest a lot of shipyard time and resources into mothballing some of the fleet or do you just scrap them and used the released resources to build new ships with all the new tech and lessons learned. (This assumes putting a ship in reserve takes significantly longer than scrapping, etc). But in the absence of that, I'm still unconvinced it's worth the effort to implement.
Title: Re: reserve fleet idea
Post by: Scandinavian on January 05, 2023, 03:30:15 PM
An area of the game where one could play with reserves/mothballing/reactivation mechanics would be in ground forces. It seems... questionable to me to introduce mothballing/reactivation mechanics to spacecraft without first having a mobilization/cadre/reserve/arsenal mechanic for your ground forces.

For ground forces it's less critical that it isn't exploitable - since the exploit of overbuilding weapons and then only actually giving them to your dudes once you need to turn the arsenal into an army...
... is what a mass mobilization army does for you.

Playing with mobilization mechanics would also provide a sandbox for playing around with how various mechanical incentives work. Like making it harder to reactivate larger units (it's common enough to have a huge arsenal of small arms that are basically ready to shoot; tanks and artillery turn out to be harder to keep in stockpile).

Of course currently ground forces cost only a relatively piddling amount of Wealth to sustain outside combat. If one wanted to incentivize mass mobilization armies, there'd need to be a more impactful peacetime sustainment mechanic. Which should probably have the opposite tilt from the mothballing mechanic: Sustainment should be more expensive per ton for smaller units than larger ones, because they need more manpower per ton of frontage.

This would also create a stronger distinction between populated and unpopulated worlds, in that it would make it much harder to sustain ground defenses on unpopulated worlds, because you couldn't easily release the manpower back into the labor pool and draw it up as needed. Which also makes a lot of sense to me.

All of which takes us pretty far afield from spaceship mothballing, except that if one were to design a robust system for ground forces, a spaceship adaptation might be able to inherit a lot of the underlying logic and principles. And that logic would be designed for the use case where mothballing is the norm rather than the exception. Which all else being equal I'd think would make it more robust. For that matter, it could literally use the same formulas for calculations, just treating spaceships as scaled-up ground units. If there is a size incentive that discourages mothballing hundred ton tanks, that would make a thousand ton corvette a marginal candidate for mothballing and a ten thousand ton light cruiser squarely uneconomical.
Title: Re: reserve fleet idea
Post by: sneer on January 05, 2023, 03:59:59 PM
manpower rarely is a problem anywhere
peacetime the cost for unit is monetary only
so ground forces mobilization incentive would be wealth which barely is serious threshold

incentive for ships is gallicite shortage when building high tonnage while having high maintenance costs even when inactive
gallicite shortage is usually much more severe than wealth
Title: Re: reserve fleet idea
Post by: papent on January 05, 2023, 04:16:01 PM

Historical (in)correctness aside, this is my eternal frustration on the topic: people in favor keep trying to propose new and increasingly complex ways to implement mothballing, without actually addressing the core problems with the mechanic which several quite knowledgeable players have repeatedly highlighted. I don't think anyone would have a problem with a mechanic to put old ships into storage for possible future reactivation, but no one has yet given a good solution for the problem of placing newly built vessels into mothballs to support an oversized fleet of modern ships and largely circumvent the maintenance mechanics. There is no mechanic suggested which can make mothballing work for older vessels and not new ones*, and this is exactly the same exploit which was (is?) present in Starfire that likely led Steve to not include the mechanic in Aurora in the first place.

*The suggestion by El Pip to limit to ships of XX years age is the closest I've yet seen, and even that is entirely arbitrary, would interact poorly with different tech levels/research rates, and no matter what value of XX was chosen would interfere with somebody's roleplay setting I am sure.

Some brief notes:

As we previously had discussed about the merits of "exploits"/"balancing" in contrast with interesting/quirky mechanics for gaming/roleplaying that's an matter for Steve and his design principles to determine.

Off-Topic: show
Personally, i'm not going to disregard or abuse a mechanic until it's no fun to me but that's an decision for everyone needs to make for themselves.


If anyone were serious about the mechanism then there are other options, say only the oldest 20% of the fleet is eligible (with that percent changeable as an option) age is based on launch date. Military tonnage only, FACs and fighters don't count either. Of course that is still gameable, just build a load of 1001t cheap ships to bloat fleet numbers, but in 'normal' play it should mostly give the intended result.

If there were a serious wartime/peacetime economy in Aurora I think I'd be more in favour of mothballing, or at least thinking about it properly, because then you could have huge wartime fleets that are unsupportable on peacetime budgets. So at the end of the war you would have a meaningful choice; do you invest a lot of shipyard time and resources into mothballing some of the fleet or do you just scrap them and used the released resources to build new ships with all the new tech and lessons learned. (This assumes putting a ship in reserve takes significantly longer than scrapping, etc). But in the absence of that, I'm still unconvinced it's worth the effort to implement.

Why make limits on which ships to mothball? fleet escorts, small craft, and Troop assault carriers are the most likely to be mothballed as outside of certain scenarios those vessels aren't going to utilized in patrol or small fleet actions.

the complexity would be limited to setting a programming flag on mothball vessels to ignore maintenance/crew/passive sensor checks/failures until the flag is reset or the ship change ownership, if the ship changes ownership (boarded/etc.) treat as the vessel was reactivated. (hopefully you brought maintenance ships with your boarding ships)

Updated Proposed Mothballing Mechanics:

Mothball Task
Any Shipyard (Naval/Commercial/Repair) with an empty slipway of adequate size for the vessel can perform the task of putting a ship into deep storage at the cost of:

Reactivation Task
Any Shipyard (Naval/Commercial/Repair) with an empty slipway of adequate size for the vessel can perform the task of reviving a ship from deep storage at the cost of:
Returning a ship to service gives you a vessel that would be ready for service after a maintenance overhaul and replenishment.

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Code: [Select]
Hunter class Light Cruiser      11,746 tons       344 Crew       2,613.8 BP       TCS 235    TH 438    EM 2,130
5320 km/s      Armour 5-46       Shields 71-426       HTK 66      Sensors 0/0/0/0      DCR 6      PPV 44.9
Maint Life 1.16 Years     MSP 1,334    AFR 184%    IFR 2.6%    1YR 1,009    5YR 15,136    Max Repair 1093.75 MSP
Magazine 120   
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 6 months    Morale Check Required   

This ship in my current campaign would cost to place into mothballs:
32 hours, 130 wealth, & 219 MSP

To pull from mothballs would cost:
92 hours & 164 MSP before a maintenance overhaul, refuel, resupply, ordnance transfer, and crew replacement.
Title: Re: reserve fleet idea
Post by: Andrew on January 05, 2023, 05:31:51 PM
I am not convinced an F-16 can be reactivated from mothball in those timescales let alone a battleship. Also from a game play perspective you may as well make it instantaneous.  If you time scale of hours was replaced with day's it may be vaguely credible. I don't think you could install all the software updates and patched and then deconflcit them in hours never mind check every electronic system for component failure

Still I see absolutely no reason to add a Mothball option to the game it has never been part of it for good reason. It did feature in Starfire which is the parent of Aurora and was a bad idea then. And also much more expensive and time consuming than your idea.

Times should also scale with ship build cost not size , it is going to be much easier to reactivate a freighter than a battleship as there are a lot less components to check , fix , replace and update.
Title: Re: reserve fleet idea
Post by: papent on January 05, 2023, 05:41:13 PM
I am not convinced an F-16 can be reactivated from mothball in those timescales let alone a battleship. Also from a game play perspective you may as well make it instantaneous.  If you time scale of hours was replaced with day's it may be vaguely credible. I don't think you could install all the software updates and patched and then deconflcit them in hours never mind check every electronic system for component failure

Still I see absolutely no reason to add a Mothball option to the game it has never been part of it for good reason. It did feature in Starfire which is the parent of Aurora and was a bad idea then. And also much more expensive and time consuming than your idea.

Times should also scale with ship build cost not size , it is going to be much easier to reactivate a freighter than a battleship as there are a lot less components to check , fix , replace and update.

Perhaps you missed the parts of the suggestion where:
The craft would need an immediate maintenance overhaul & That time to reactivate is size + BP.

Also Mothballing of ships were originally a mechanic of Aurora 4x, it would be a returning feature like squadrons.

cheers.

Edit note: Andrew I think you might actually played Aurora 4x way back when Mothballing was still active.
Title: Re: reserve fleet idea
Post by: Demetrious on February 23, 2023, 10:52:55 PM
Every time this idea comes up, the same objection is raised and never satisfactorily resolved: what prevents players from building ships and immediately putting them into mothballs? There is not really a problem with putting old ships into mothballs, since they will probably be outdated anyways when recalled to service, but rather brand-new ships which can be stored extremely cheaply for 20+ years and still be highly effective when recalled. This was a major exploit in Starfire, the TT game from which Aurora was largely derived, for similar reasons.

The ability to build a fleet several times larger than what a race can support in terms of maintenance and reactivate those ships in a far shorter time frame vastly outweighs any penalty from poor crew performance. So far nobody has come up with a mechanism for mothball fleets which is balanced, not overly complex, and able to prevent building directly to reserve from being a viable or dominant approach.

That six-month reactivation and shakedown cruise time is going to look a lot less attractive when a massive alien fleet comes swarming through mostly undefended space after bypassing your fortified chokepoints with a newly discovered dormant jump point!

Hence, why mothball mechanics have never been implemented; such events are too rare, and any feasible NPR AI code too simple, to reliably generate such threats.
Title: Re: reserve fleet idea
Post by: Serina on February 26, 2023, 01:00:13 PM
I think being able to mothball new ships directly, only to have to pay in terms of time and possibly MSP later would be something not exactly uncommon.  It's not super uncommon for nations to practice what is essentially total defense, where while the active military isn't super big, the wartime military can quickly ramp up to meet actual wartime needs.  There would indeed need to be a sufficiently long time penalty so that you would generally need to have some fleet presence for dealing with the occasional precursor and whatnot, as well as executing defense in depth for any initial attacks. 

Potential mechanics may include not contributing to PPV, reducing maintenance cost to 1/3 to 1/10th, same with the tonnage maintenance (this way you still have an upper maintenance tonnage limit, but you aren't paying as much for ships you won't be needing in the near to medium term future), but also possibly requiring twice the normal overhaul MSP and maintenance capacity when reactivating, or requiring reactivation through shipyards, and requiring two to three times the normal overhaul length one would otherwise require.  Possibly even a fixed time, meaning you can't simply reactivate your fleets every time you encounter a small precursor base then go smash with three hundred ships and then put them back to sleep.  The cost of reactivation can easily be scaled so that it would cost more to actually reactivate any given ship an x number of time over a certain number of years than simply keeping it working.  It allows for a wartime stockpile, like both superpowers have (or had), with hundreds of tanks, and thousands of military vehicles sitting, waiting for the day they are either needed or scrapped. 

People should not forget that even mothballed ships and vessels still receive regular maintenance, albeit more rarely, and of the more preventative kind.  You can't simply park a car and expect it to run with regular maintenance after ten years.   
Title: Re: reserve fleet idea
Post by: Jorgen_CAB on February 27, 2023, 10:38:50 AM
I think being able to mothball new ships directly, only to have to pay in terms of time and possibly MSP later would be something not exactly uncommon.  It's not super uncommon for nations to practice what is essentially total defense, where while the active military isn't super big, the wartime military can quickly ramp up to meet actual wartime needs.  There would indeed need to be a sufficiently long time penalty so that you would generally need to have some fleet presence for dealing with the occasional precursor and whatnot, as well as executing defense in depth for any initial attacks. 

Potential mechanics may include not contributing to PPV, reducing maintenance cost to 1/3 to 1/10th, same with the tonnage maintenance (this way you still have an upper maintenance tonnage limit, but you aren't paying as much for ships you won't be needing in the near to medium term future), but also possibly requiring twice the normal overhaul MSP and maintenance capacity when reactivating, or requiring reactivation through shipyards, and requiring two to three times the normal overhaul length one would otherwise require.  Possibly even a fixed time, meaning you can't simply reactivate your fleets every time you encounter a small precursor base then go smash with three hundred ships and then put them back to sleep.  The cost of reactivation can easily be scaled so that it would cost more to actually reactivate any given ship an x number of time over a certain number of years than simply keeping it working.  It allows for a wartime stockpile, like both superpowers have (or had), with hundreds of tanks, and thousands of military vehicles sitting, waiting for the day they are either needed or scrapped. 

People should not forget that even mothballed ships and vessels still receive regular maintenance, albeit more rarely, and of the more preventative kind.  You can't simply park a car and expect it to run with regular maintenance after ten years.

I would agree... mothballing should basically just reduce the maintenance cost (and ship size for maintenance purposes) at the cost of no crew or fleet training and whatever training they had would degrade until at lowest values. For this you would just pay perhaps 1/5 the cost of normal maintenance (including size for maintenance facility purposes).

You could then just use the normal overhaul rules if you want to activate them with some default penalties until fully commissioned again.

I don't think this is an important mechanic to add, but it would be relatively realistic.

This might make it decently valuable to keep older ships in mothball too if and when you might need them reactivated.
Title: Re: reserve fleet idea
Post by: Demetrious on February 27, 2023, 06:54:08 PM
Yeah, mothballing has never been as prevalent or as useful as romantics make it seem.

That's exactly why it would make a workable mechanic if introduced into the game; because it would be difficult, time-consuming and have serious strategic trade-offs. If it was easy, simple, and cheap, all it would do is effectively balloon the number of ships an empire of X size could muster; and NPRs would do the same, leading to effectively no difference except more tonnage.

The real hurdle is that even realistic mothball rules - where it takes a month or more of intensive work at a dockyard to return a ship to service - has not nearly as much strategic trade-off as it does in real life due to how Aurora's FTL mechanics work - warp point blockades make your own borders very, very defendable. The attacker would have an advantage when he un-mothballs his entire fleet and the opponent hasn't unmothballed theirs until they're attacked, so even assuming NPR AI is improved to be more aggressive and calculated when waging war, there will just be a strong first-mover advantage to contend with.

It's not that the mechanic can't be implemented - in a sensible way, even. It's just that fundamental design choices of Aurora would render it mostly moot.

There are RP reasons to want this mechanic, but that's what we have SpaceMaster for. Gift yourself requisite MSP (or minerals for such) to maintain the # of ships you want (or turn maintenance on and off in the options as needed) then make your "mothballed" ships enter overhaul then immediately abandon it to get penalties simulating the unmothballing process, is one suggestion.

A lot of feature requests are actually enhanced SpaceMaster option requests in disguise, I feel.
Title: Re: reserve fleet idea
Post by: nuclearslurpee on February 27, 2023, 08:39:52 PM
The real hurdle is that even realistic mothball rules -

Frankly, the real hurdle is that there is no realistic mothball rule, short of placing a completely arbitrary age limit on it, that prevents building brand-new ships into mothballs to make a killing on maintenance savings, within the current set of game mechanics. At the very least, you would need to have a mechanic in Aurora which increases maintenance failure rate as a ship gets older (separate from the overhaul clock), which I think will never be added as it does not play nicely with many roleplay settings, nor the fact that a 20-year-old ship (for instance) at NPE tech is very different from a 20-year old ship at antimatter tech because successive tech levels take progressively longer to play through.

This phenomenon of building directly to mothballs was a problem in Starfire, and I believe was a reason why mothballing was removed very early in VB6 development. If there was some reasonable and effective mechanism in place to prevent that, any one of the numerous suggestions made to date would work perfectly fine.
Title: Re: reserve fleet idea
Post by: xenoscepter on February 28, 2023, 07:40:18 PM
 --- I mean, has anyone tried doing what I do? Design some warships during peace time, then build some components of those designs and use the "Use Components" option to build them quickly in the event of war?
Title: Re: reserve fleet idea
Post by: Jorgen_CAB on March 01, 2023, 05:41:43 AM
--- I mean, has anyone tried doing what I do? Design some warships during peace time, then build some components of those designs and use the "Use Components" option to build them quickly in the event of war?

That is exactly what I often do... I even dismantle ships I don't expect to need for a long time and store the components so they can be rebuilt if truly necessary. It is almost like storing older equipment that you then need to refurbish before you can reuse them, which happens in real life.
Title: Re: reserve fleet idea
Post by: Golem666 on September 23, 2023, 06:06:25 AM
The real hurdle is that even realistic mothball rules -

Frankly, the real hurdle is that there is no realistic mothball rule, short of placing a completely arbitrary age limit on it, that prevents building brand-new ships into mothballs to make a killing on maintenance savings, within the current set of game mechanics. At the very least, you would need to have a mechanic in Aurora which increases maintenance failure rate as a ship gets older (separate from the overhaul clock), which I think will never be added as it does not play nicely with many roleplay settings, nor the fact that a 20-year-old ship (for instance) at NPE tech is very different from a 20-year old ship at antimatter tech because successive tech levels take progressively longer to play through.

This phenomenon of building directly to mothballs was a problem in Starfire, and I believe was a reason why mothballing was removed very early in VB6 development. If there was some reasonable and effective mechanism in place to prevent that, any one of the numerous suggestions made to date would work perfectly fine.

What about not having age limit but tech one, lets say you can only mothball ships that don't have the most recent weapon, armour and engine, possibly shield/sensor, tech?
Title: Re: reserve fleet idea
Post by: nuclearslurpee on September 23, 2023, 09:46:12 AM
What about not having age limit but tech one, lets say you can only mothball ships that don't have the most recent weapon, armour and engine, possibly shield/sensor, tech?

As this is a completely arbitrary restriction I don't see Steve ever going for such a thing.
Title: Re: reserve fleet idea
Post by: Golem666 on September 23, 2023, 10:27:30 AM


As this is a completely arbitrary restriction I don't see Steve ever going for such a thing.

Well, what about cost scaling to the mothball procedures depending on the tech level? It would be ridiculously pricy on the new tech as you have not had an opportunity to develop procedures to long-term store such technology, which would fall down to cheap around 2 tech levels behind what you currently have and then just stay there or rise, I guess to simulate you no longer have people who specialize in that tech so its pricier to find qualified workers for it.
Title: Re: reserve fleet idea
Post by: nuclearslurpee on September 23, 2023, 10:46:23 AM
Well, what about cost scaling to the mothball procedures depending on the tech level? It would be ridiculously pricy on the new tech as you have not had an opportunity to develop procedures to long-term store such technology, which would fall down to cheap around 2 tech levels behind what you currently have and then just stay there or rise, I guess to simulate you no longer have people who specialize in that tech so its pricier to find qualified workers for it.

This is inconsistent with the rest of the game mechanics, because by the same token we should argue that a new-tech ship should cost more to maintain (beyond the natural increase because the components are more expensive) and/or should break down at a higher rate when new. Not to mention that "tech levels" are not a game mechanic, they are purely a construction we use as players to rationalize the game. How should a ship with, say, Ion Drives and Ceramic Composite Armour but only 12cm railguns and 12-strength sensors be handled, to give a fairly reasonable example that happens in many conventional start games?
Title: Re: reserve fleet idea
Post by: kilo on September 23, 2023, 12:16:22 PM
It would be fine, if the mothballing would come with significant disadvantages and not arbitrary limitations. Mothballing is used to reduce the cost of the navy during times of peace and it could be used as such. Activating these ships on the other hand should lead to significantly increased costs and extra requirement of maintenance capacity or even naval yards during the process.

How would I implement it?

Lets say mothballing reduces the maintenance cost in minerals and maintenance facility capacity of the ship by 75%. On top of that, the crew or most of it is discharged except for a skeleton crew. This leads to 90% loss of acquired crew skill. Activating the ship takes a year, maybe even two during which the ship has four times the maintenance footprint, while the ships are basically unable to defend themselves when being ambushed.

If mothballing comes without significant disadvantages, it is simply a method to grow your navy to a size that cannot be supported by your economy
Title: Re: reserve fleet idea
Post by: QuakeIV on September 23, 2023, 09:07:46 PM
Could just say if you put it in mothballs it accrues maintenance clock at 1/10th the usual rate and has no crew (and thus no crew experience), and depending on how long it has been mothballed this may leave it in a kindof unusable state before overhaul.  Its already going to be obsolescent to obsolete if it was mothballed in the first place.
Title: Re: reserve fleet idea
Post by: Velociranga on September 24, 2023, 07:12:11 PM
None of the downsides mentioned though come close to making it an even decision. The amount of MSP and supply size you'd save would pretty much always be worth it in game. The only reason not to would be for RP reasons.

You would have to introduce entirely new games systems for their to be enough of a disadvantage for it to be a choice.

For example everyone here is talking about how realistic you could make mothballing but haven't mentioned any of the real downsides.

1. Not everything that gets mothballed is able to be re-entered into service, whether due to being too old and useless or from suffering too much wear after sitting unused for years. If you wanted to make it actually realistic every mothballed ship would requite shipyard work dependant on how long it has been mothballed. Ships can't just re-activate themselves after years of inactivity.
2. Corruption, you better hope everyone you appoint to watch over all those super expensive warships is actually doing their jobs. Or before you know it they will be shells with everything worth anything stripped to sell for money.
3. Accidents having a bunch of inactive warships hanging in orbit of a world is dangerous. Even without weapons accidents will happen, mothballing would seem like less of a good idea when a giant battleship ends deorbiting onto your capital world after some old thrusters malfunctioned.

These would all require entirely new game systems and I'm not sure how much fun they would be as a player. It would be difficult to balance the system so that players felt like they were in charge of the mothballing and that they could influence it while still giving it enough downsides to be a choice and realistic. Kind of like when your playing a sports game and one of your players falls over for no reason causing you to lose, happens all the time in real life, but it feels really smegty as a player because it feels like the game just decided you should lose.

I think the solution is instead to change the costs in upgrading vessels. Being able to update designs with newer weapons without it costing almost as much as a new ship would lead to older ships having longer lives. This would at least allow you to keep older less combat viable ships defending lower value worlds with their lower maintenance costs with the knowledge that you can at least make them somewhat useful if their required.
Title: Re: reserve fleet idea
Post by: QuakeIV on September 24, 2023, 11:18:12 PM
The shipyard work would basically amount to an overhaul from an equivalent game perspective.  Mothballing a ship would greatly slow its deterioration compared to active use, but obviously not completely stop it.  For instance it seems implied that a mothballed ship cannot avail itself of maintenance facilities to stop its maintenance clock as it is not crewed.  So it costs nothing, but cannot be stopped from deteriorating while in that state.

Thats likely not massively consequential from a game perspective.  Indeed there is 'no reason not to', and in fact this is true to life.  However it is relatively rare to reactivate reserve ships that have long sat in the reserve due to their obsolescence, as well as their deterioration.  Generally they are eventually scrapped.  It seems like if anything ships tend to become obsolete far faster in the game than in real life.

(https://upload.wikimedia.org/wikipedia/commons/thumb/3/3f/View_of_the_reserve_fleet_laid_up_at_Naval_Station_San_Diego%2C_circa_in_the_1950s_%28NH_80755%29.jpg/1280px-View_of_the_reserve_fleet_laid_up_at_Naval_Station_San_Diego%2C_circa_in_the_1950s_%28NH_80755%29.jpg)
Title: Re: reserve fleet idea
Post by: Velociranga on September 25, 2023, 03:13:43 AM
So if mothballed ships are unlikely to ever be reactivated what's the point of adding them?

It's only going to be useful for gaming maintenance costs

Your also not taking onto account all the resources required to actually mothball equipment, look after it and gaurd it.

You say it would grealy slow deterioration but please explain where your keeping your mothballed fleet of ships that supports that theory. Earth's orbit is already filled with satellites and space debris, the orbit of a world with orbital infrastructure is going to be a million times worse. It would be like sticking a mothballed fleet in the middle of the Suez canal hahaha.

Don't get me wrong I like the idea but I just don't think it works in Aurora
Title: Re: reserve fleet idea
Post by: QuakeIV on September 25, 2023, 11:29:34 AM
Use case is if you take unexpected losses, reactivating recently deactivated previous-generation ships can be a much faster stopgap than constructing new replacements.  The reason not to do that on brand-new ships is crew training and running up the maintenance clock.  It would take time to make them ready in any case.
Title: Re: reserve fleet idea
Post by: Velociranga on September 25, 2023, 07:03:01 PM
Mate, I know what the point of mothballing ships. I asked specifically what's the point in Aurora, as you alluded to older ships are way less useful in Aurora. What's the point of adding in a bunch of new systems just for an edge case that isn't actually going to help much.

That's not a downside whatsoever, you still have a brand new ship that you don't have to maintenance on until you decide to use it. Like you said reactivating ships is quicker than building them, so you just have people mothballing brand new ships could that allows you to keep a much bigger modern fleet. Like I said all the actual real downsides of mothballing aren't present in Aurora.

And again where are you keeping all these mothballed ships? While vacuum might be a good medium for mothballing equipment mothballing ships in space would be way harder and more complex than mothballing a water based ship.
Title: Re: reserve fleet idea
Post by: QuakeIV on September 25, 2023, 08:06:25 PM
Its probably far easier from a mold and oxidation perspective.
Title: Re: reserve fleet idea
Post by: Velociranga on September 25, 2023, 08:50:20 PM
That would be why I noted vacuum is a good medium for mothballing equipment. But only for those reasons 

A 5 cm price of space debris crashing through all your mothballed ships because the sensors missed it is way more of a problem than mould.

Not to mention how deadly any accidents while reactivating them will be. A hole that's developed is way more of a problem is space than it is on earth.

Again I like the idea, it just doesn't work in the current version of aurora. And in the nicest way possible I don't think you've fully considered what would be required. Mothballing ships is not as simple as its made out to be. And doing it in space would drastically increase the difficulty and resources required.

For example if they're in orbit of a world they would have to be monitored round the clock to ensure their orbits didn't change and you need either some thrusters on the ship working or tugs nearby to correct any issue
Title: Re: reserve fleet idea
Post by: QuakeIV on September 25, 2023, 09:12:48 PM
You arent allowed to build a ship with less than 1-thickness of duranium armor which is able to withstand small nuclear weapons, orbital debris is no factor.
Title: Re: reserve fleet idea
Post by: Velociranga on September 25, 2023, 09:28:20 PM
Do I seriously need to explain the difference between debris impacting a crewed warship with all its systems running and a mothballed ship that had nothing active.

Also that depends very heavily on how fast that peice of debris is travelling. A 150 kilogram peice of asteroid travelling at 30,000km/s would generate the same force as a nuclear bomb

Not to mention even if it did no damage it would alter the orbit.

Which you know you refuse to respond too. So I'm gonna bow out of this conversation. Mothballing would just give power gamers a way to exploit the maintenance system without adding anything to the actual game. It only makes sense if you want the semblance of reality without understanding why those things are done in reality

Title: Re: reserve fleet idea
Post by: QuakeIV on September 25, 2023, 11:17:16 PM
You kindof do.  Your hypothetical asteroid is like 0.02kilotons of tnt quivalent, not even a small atom bomb, and in any case outer space is not constant 150kg 30km/s asteroid dodgeball.

I am assuming you mean 30km/s, because 30,000 km/s is 10% of the speed of light and I am questioning if I seriously need to explain to you that that is well beyond solar escape velocity and characteristic of interstellar debris from a supernova or something rather than an asteroid.
Title: Re: reserve fleet idea
Post by: Velociranga on September 25, 2023, 11:32:19 PM
Dude I'm not gonna respond if you going to continue to respond to what you feel like and not the whole post. Its like talking to a child

Yes I meant 30,000 km/s which is a speed easily reached by early to mid game missiles.

And? That's my point there's nothing stopping a piece of interstellar debris from a supanova smashing into those mothballs ships. Or from one of you missiles hitting a peice of debris and imparting a significant chunk of that velocity to that asteroid.

Not to mention your making quite the assumption that a trans-Newtonian mineral functions the same way as a Newtonian one when affected by acceleration. Considering the speeds our mass drivers can accelerate those minerals too I'm pretty sure they don't.

And all of this is just one tiny example as to why mothballing isn't as easy as you seem to think
Title: Re: reserve fleet idea
Post by: nuclearslurpee on September 25, 2023, 11:35:20 PM
Which you know you refuse to respond too. So I'm gonna bow out of this conversation. Mothballing would just give power gamers a way to exploit the maintenance system without adding anything to the actual game. It only makes sense if you want the semblance of reality without understanding why those things are done in reality

The discussion here is getting a bit tense so I suggest we chill the tone a little bit. Regardless of how "realistic" mothballing spaceships may or may not be, it is true that Aurora has the all-powerful trans-Newtonian element of handwavium at its disposal, indeed many would argue that Aurora while impressively detailed is anything but "realistic." Suffice to say, if Steve wanted to implement such a mechanic it would not be realism that stopped him.

However, the persistent big problem that prevents mothballing from making it into Aurora is that of (1) making mothballing only useful for old ships and infeasible for new ships while (2) not imposing arbitrary constraints to accomplish this - limits based on age, tech level, etc. lack justification and frankly will not work well given the huge array of game settings and house rules players like to use. Without a solution, we have the problem where the optimal approach in many cases is to build brand-new ships and mothball them immediately, a silly practice which was extremely common in Starfire and the prevalence of which is why we have no mothball mechanic in Aurora at present.

Once again, I will note that in real life the reason we cannot build directly into mothballs is because we do not build "extra" ships - every vessel must be approved in a budget and passed by the government which issues the funding. If the U.S. Navy were to procure an aircraft carrier, commission her, and immediately lock her up in a mothball yard "just in case, for the future", it wouldn't take a genius to guess how that will affect Congressional approval of their next fiscal year budget... so every ship is built with some purpose and once commissioned is deployed and sees service, usually these days on peacetime missions - showing the flag, escorting commercial shipping, diplomatic missions, and so on - and of course in wartime, well, the use cases are more obvious.

In Aurora, we lack anything like this. All governments are, aside from roleplay, effectively military dictatorships with unlimited authority to expand the military to the limit of economic supportability (or beyond). Meanwhile, we have no mechanics which create peacetime requirements for military deployments - this has shifted somewhat since 2.0 due to Raiders, but Raiders alone hardly require the majority of our fleets to be part of an active deployment rotation. So the principal motivation for military expansion remains preparation for present or future wars, and in that case there is little or no reason to use a mothballing mechanic for anything but bypassing economic limits to over-expand the fleet.

I've seen a lot of good proposals for a mothballing mechanic, in the sense that there's a lot of interesting and balanced ways to implement mothballing. However, I've yet to see a single proposal that can make mothballing useful without making building directly into mothballs an optimal strategy, or at least very strong in a broad range of situations, which it simply should not be. The exceptions have been arbitrary limits, e.g., "at least 20 years old", "at least two 'tech levels' out of date", and so on, and such arbitrary limits do not play well with Aurora, neither with its changing rates of growth and expansion over time nor with its very open-ended roleplay opportunities.

Anyways... given all of this, I'd like to suggest that we corral fruitless debates about "realism" here, the issue with whether or not mothballing can or should be done in Aurora is mechanical only as most of the prior discussion in this thread (and many others) shows.
Title: Re: reserve fleet idea
Post by: Velociranga on September 25, 2023, 11:37:38 PM
The discussion here is getting a bit tense so I suggest we chill the tone a little bit. Regardless of how "realistic" mothballing spaceships may or may not be, it is true that Aurora has the all-powerful trans-Newtonian element of handwavium at its disposal, indeed many would argue that Aurora while impressively detailed is anything but "realistic." Suffice to say, if Steve wanted to implement such a mechanic it would not be realism that stopped him.

Yup that's fair, I sensed that and should have stuck to my guns and bowed out my bad
Title: Re: reserve fleet idea
Post by: StarshipCactus on September 26, 2023, 03:04:43 AM
What if mothball traded MSP maint costs for wealth instead? Don't ships cost 25% of their mineral costs per year? Mothballing changes that to wealth so you're preserving minerals at the cost of a reactivation delay, plus a chance some ships will need longer to repair or have to be written off entirely.
Title: Re: reserve fleet idea
Post by: Steve Walmsley on September 26, 2023, 07:30:08 AM
There are a number of mechanics that could be used for mothballing. However, the challenge is to make mothballing a ship a meaningful decision, rather than a way to simply reduce overall maintenance costs or a way to build a massive fleet ready for activation. For that decision to exist, there must be a scenario where mothballing a ship turns out to have been the wrong choice.

For example, lets say it takes a year to reactivate a ship. One scenario is alien attack and the ship is not available to fight for a year - but with the wrong mothballing rules you could have your regular navy (the same fleet you would have without mothball rules) plus a huge fleet in mothballs, so that situation is actually a lot better than before, not worse.

In principle, I think shipyards (maybe repair yards) would be needed to move ships in and out of mothballs, so that you have a meaningful decision regarding how you use that finite capacity. This would be relatively cheap in BP but costly in time. Even in the above scenario, you would then have to choose between building new ships or reviving old ships. Once ships are in mothballs, there would need to be some cost and perhaps facilities involved in maintaining them in that state to avoid a massive mothball fleet. I think the simplest mechanic would be to use existing maintenance rules/facilities, but treat the mothballed ships as smaller, perhaps 20% of their normal size/cost for maintenance purposes.

That way, you can establish a fairly sizeable mothball fleet, but by limiting to some extent your active fleet. Also because you can only store and revive at the cost of building new, you would tend to start mothballing when you are in a less active period - which makes sense - and then you are faced with another meaningful decision in terms of whether to reactivate or build new. Setting the right time/cost of reactivation would be key to making that a difficult choice.

Mothballing would only make sense if you planned to do it for a while, so that the cost of storing and reactivating would outweigh the long-term saving of 80% of MSP expenditure.
Title: Re: reserve fleet idea
Post by: Skip121 on September 26, 2023, 10:00:06 AM
Quote from: Steve Walmsley link=topic=13174. msg165877#msg165877 date=1695731408
There are a number of mechanics that could be used for mothballing.  However, the challenge is to make mothballing a ship a meaningful decision, rather than a way to simply reduce overall maintenance costs or a way to build a massive fleet ready for activation.  For that decision to exist, there must be a scenario where mothballing a ship turns out to have been the wrong choice.

For example, lets say it takes a year to reactivate a ship.  One scenario is alien attack and the ship is not available to fight for a year - but with the wrong mothballing rules you could have your regular navy (the same fleet you would have without mothball rules) plus a huge fleet in mothballs, so that situation is actually a lot better than before, not worse.

In principle, I think shipyards (maybe repair yards) would be needed to move ships in and out of mothballs, so that you have a meaningful decision regarding how you use that finite capacity.  This would be relatively cheap in BP but costly in time.  Even in the above scenario, you would then have to choose between building new ships or reviving old ships.  Once ships are in mothballs, there would need to be some cost and perhaps facilities involved in maintaining them in that state to avoid a massive mothball fleet.  I think the simplest mechanic would be to use existing maintenance rules/facilities, but treat the mothballed ships as smaller, perhaps 20% of their normal size/cost for maintenance purposes.

That way, you can establish a fairly sizeable mothball fleet, but by limiting to some extent your active fleet.  Also because you can only store and revive at the cost of building new, you would tend to start mothballing when you are in a less active period - which makes sense - and then you are faced with another meaningful decision in terms of whether to reactivate or build new.  Setting the right time/cost of reactivation would be key to making that a difficult choice.

Mothballing would only make sense if you planned to do it for a while, so that the cost of storing and reactivating would outweigh the long-term saving of 80% of MSP expenditure.

I really like this idea, it reminds me of the 'extended readiness' that the UK Royal Navy uses when the government wants to cut costs on ships.  Theoretically, they can be brought back into service when needed but there is a time/cost tradeoff to doing so.
Title: Re: reserve fleet idea
Post by: Marski on September 26, 2023, 10:11:33 AM
Repair yards "repairing" mothballed ships back in to service would make the most sense, perhaps reset the training revel as well so they're not 100% ready for combat right out the yard.
Title: Re: reserve fleet idea
Post by: Froggiest1982 on September 26, 2023, 09:16:29 PM
The mothballing topic comes out from time to time and to be honest while I understand why Steve is against while other players may be reqiesting it, I was wondering if could be easier to introduce the non maintenance (or a reduced one) checkbox at a fleet level only under SM mode.

This way only those who are actually interested will be using the function.

The code should be partially there and I think coding wise the biggest challenge will be ensuring the save and reload trick is not needed for the modification to take effect.
Title: Re: reserve fleet idea
Post by: nuclearslurpee on September 26, 2023, 09:55:13 PM
The mothballing topic comes out from time to time and to be honest while I understand why Steve is against while other players may be reqiesting it, I was wondering if could be easier to introduce the non maintenance (or a reduced one) checkbox at a fleet level only under SM mode.

This way only those who are actually interested will be using the function.

The code should be partially there and I think coding wise the biggest challenge will be ensuring the save and reload trick is not needed for the modification to take effect.

That seems reasonable. It would also encourage keeping museum ships as roleplay if they will not cost precious MSP, which is something I like the idea of.
Title: Re: reserve fleet idea
Post by: Kiero on September 27, 2023, 01:44:04 AM
Repair yards "repairing" mothballed ships back in to service would make the most sense, perhaps reset the training revel as well so they're not 100% ready for combat right out the yard.

In addition, preparing the vessel for long storage should also take time.
After all, it's not like we turn off the lights and leave.
Title: Re: reserve fleet idea
Post by: Pedroig on September 28, 2023, 06:44:35 AM
In space, not really, heck it only took the USN abut 6 months for the yarddogs to mothball status a couple of thousand ships, and just several years later they were able to reativate 540 for the Korea Conflict, these then when back into mothball status and then another 600+ were reactivated during Vietnam. 

Keep in mind, the last month or so of a ship's "active status" was spent by the crew readying it for the reserve, logging and fixing problems, using up and transporting perishables, and securing non-perishables, along with stripping paint and begin setting up dehumidifiers before they hit they yards.
Title: Re: reserve fleet idea
Post by: Jorgen_CAB on September 28, 2023, 05:56:01 PM
In space, not really, heck it only took the USN abut 6 months for the yarddogs to mothball status a couple of thousand ships, and just several years later they were able to reativate 540 for the Korea Conflict, these then when back into mothball status and then another 600+ were reactivated during Vietnam. 

Keep in mind, the last month or so of a ship's "active status" was spent by the crew readying it for the reserve, logging and fixing problems, using up and transporting perishables, and securing non-perishables, along with stripping paint and begin setting up dehumidifiers before they hit they yards.

It is a bit suger coating how easy this was and also don't account for the size and complexity of the platforms. The less complex and less advanced something is the easier it is to store and reactivate. It is far easier to store and reactivate a bicycle than a car for example.  It also is far easier to restore a 1950 model car than a 2020 model car that both have been mothballed for 30 years in a garage. The latter are just more complex.

It will also become more and more of a challenge to reactive a specific platform the longer it has been stored for the pure fact of know how to operate them will eventually become a problem. It is the human factor.
Title: Re: reserve fleet idea
Post by: Pedroig on September 28, 2023, 06:53:18 PM
Oh no doubt, in fact most ships if they don't leave the mothball fleet within 30 years are scrapped, and for the more modern platforms that has been almost halved. 

It also makes light of the lesson learned with the Red Lead Fleet and the luxury of having plenty of crews which were simply waiting for the final signoff by the yard to go home for good.

That said, micrometeorites are less corrosive than saltwater and oxygen.  I don't see a need for a reserve system in Aurora as it is rarely mentioned in Sci-Fi in general...
Title: Re: reserve fleet idea
Post by: QuakeIV on September 28, 2023, 08:53:30 PM
The main reason you would want to mothball a ship is because it would deteriorate more slowly than if it was in use.  What if it was allowed to undergo maintenance failures as if it had no MSP remaining, but at a diminished rate?  So, maintenance clock will begin to run up and at some point components will start failing.  It would then implicitly require yard time (as suggested by others) to repair the failed components.  If nothing failed in the interim, then bully for you.
Title: Re: reserve fleet idea
Post by: M_Gargantua on September 29, 2023, 11:48:43 AM
I do like the idea of using Repair yards to move ships in and out of Mothball. But I agree that it should take many months per ship, regardless of BP capacity. Getting a ship into long term layup is a lot more effort than just turning off the lights, and restoring it to combat readiness takes a huge amount of work. It would make even more sense if crew training played a bigger role, as a ship coming out of mothball will often have even worse crew readiness than new construction. At least with new construction most crews would be stood up before commissioning and be taking training and ownership as things are completed before launch.

But above all I would absolutely love the SM toggles to disable maintenance on a per ship basis so it opens up RP options for this in the meantime to a real mechanic.
Title: Re: reserve fleet idea
Post by: QuakeIV on September 29, 2023, 06:04:25 PM
I think there has been a huge overreaction to the starfire mothball exploiting and the reaction is making the mechanic not useful at all.
Title: Re: reserve fleet idea
Post by: Velociranga on October 03, 2023, 07:59:34 PM
I think the options Steve has raised with the addition of being able to use repair yards is a good idea

But like they noted still leaves options for exploits. I think the idea of adding it into the SM so people can RP mothballed fleets or museum ships (love the ark royal series) is fantastic and I don't really see any downside.

If we do a proper fleet mothball system I also like Starcactus idea of it costing money, though I would like to see it reduce the msp instead of change it to money entirely. I think that's a decent way to represent the extra costs and effort required. But might still be worth it

For example super rich nations with lots of money but little MSP would love that system. Feels like it gives it a bit more flavour
Title: Re: reserve fleet idea
Post by: nuclearslurpee on October 03, 2023, 09:41:16 PM
What if it was allowed to undergo maintenance failures as if it had no MSP remaining, but at a diminished rate?

I like this idea, but in the opposite direction - maintenance failures happen at the same (or even an increased?) rate, however they are guaranteed not to cause catastrophic damage (i.e., ships won't blow up from engine or magazine failures). Then to reactivate a mothballed ship requires conducting repairs using the same mechanics that already exist (Repair Yards, etc.).

This seems like it could address the build-to-mothballs issues, since fixing nearly every component on a ship is pricey enough that it's probably not an attractive means to cheat the maintenance system. Repairing older ships with less advanced, thus cheaper, components is cheaper and faster (for a given shipyard work rate), which makes mothballing more attractive for older ships that could be restored a bit quicker in an emergency.

We can assign a (reduced) MSP cost or monetary cost as Steve feels necessary to maintain balance, but since this cost is a secondary part of the mechanic it does not have to be the main balancing factor so we can set it to a reasonable value and it is probably fine - say, 25% of the maintenance cost for an in-service ship for example.

I do think diminishing the rate of maintenance failures is the wrong direction, as that seems like it would be more economical than maintaining active-duty ships which doesn't solve any problems. You basically want the ship to be an irreparable hulk after several years, after which is can be restored to active service relatively more quickly than new construction but not necessarily much more cheaply so. We can roleplay/handwave the rate of failures as due to lack of shipboard maintenance, harsh radiation environment, etc. etc. as desired.
Title: Re: reserve fleet idea
Post by: Droll on October 04, 2023, 12:53:09 PM
What if it was allowed to undergo maintenance failures as if it had no MSP remaining, but at a diminished rate?

I like this idea, but in the opposite direction - maintenance failures happen at the same (or even an increased?) rate, however they are guaranteed not to cause catastrophic damage (i.e., ships won't blow up from engine or magazine failures). Then to reactivate a mothballed ship requires conducting repairs using the same mechanics that already exist (Repair Yards, etc.).

This seems like it could address the build-to-mothballs issues, since fixing nearly every component on a ship is pricey enough that it's probably not an attractive means to cheat the maintenance system. Repairing older ships with less advanced, thus cheaper, components is cheaper and faster (for a given shipyard work rate), which makes mothballing more attractive for older ships that could be restored a bit quicker in an emergency.

We can assign a (reduced) MSP cost or monetary cost as Steve feels necessary to maintain balance, but since this cost is a secondary part of the mechanic it does not have to be the main balancing factor so we can set it to a reasonable value and it is probably fine - say, 25% of the maintenance cost for an in-service ship for example.

I do think diminishing the rate of maintenance failures is the wrong direction, as that seems like it would be more economical than maintaining active-duty ships which doesn't solve any problems. You basically want the ship to be an irreparable hulk after several years, after which is can be restored to active service relatively more quickly than new construction but not necessarily much more cheaply so. We can roleplay/handwave the rate of failures as due to lack of shipboard maintenance, harsh radiation environment, etc. etc. as desired.

I wouldn't even mind if the repair cost of returning a long-term mothball even being equal to or slightly exceeding the cost of a new production as the primary purpose is the speed in a ship can be brought back to active duty.