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C# Suggestions / Re: reserve fleet idea
« Last post by Velociranga on Today at 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. 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

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C# Suggestions / Re: reserve fleet idea
« Last post by QuakeIV on Today at 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.
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C# Suggestions / Re: reserve fleet idea
« Last post by Velociranga on Today at 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
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C# Suggestions / Re: reserve fleet idea
« Last post by QuakeIV on Today at 08:06:25 PM »
Its probably far easier from a mold and oxidation perspective.
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C# Suggestions / Re: reserve fleet idea
« Last post by Velociranga on Today at 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.
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Is this still a thing in C#

Nope.
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In the wiki it mentions missiles linked together as different generations of the same missile (and the reloading usefulness thereof).   Is this still a thing in C# and if so how do I make it happen?
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C# Suggestions / Re: reserve fleet idea
« Last post by QuakeIV on Today at 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.
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Other Games / Re: StarLords3k
« Last post by Garfunkel on Today at 07:45:17 AM »
That's really weird - I assume you checked spam folder and so on?

Anyway, not the end of the world in any case. Good luck with your game!
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C# Mechanics / Re: Mineral uses (2.1)
« Last post by Bryan Swartz on Today at 03:41:22 AM »
Thanks for pointing that out.  Neutronium starts getting used at Composite Armour (5k), so I've added that in. 
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