Aurora 4x

Fiction => Aurora => Bryan's Fiction => Topic started by: Bryan Swartz on November 22, 2013, 01:05:13 PM

Title: Fighter Combat Bonus Bug
Post by: Bryan Swartz on November 22, 2013, 01:05:13 PM
Just ran into the first instance of this(officer with 800% bonus now and obscene promotion score).  I'm wondering what people think is the best option for handling it.  Really depends on how often it crops up, but since it completely screws up promotion of officers, what I'm thinking of doing is:

** Consider all instances of it an 'unfortunate accident' and retire the officer early at the end of the tour(the affected person is an NPC right now, though a relatively good one). 
** Design all 'fighter' size vessels to be 'FACs' instead(right now that's just sensor buoys) so that they don't qualify for the bonus.
** Definitely eliminate any fighter-heavy strategy from consideration as a weapons philosophy.

Any input? 
Title: Re: Fighter Combat Bonus Bug
Post by: joeclark77 on November 22, 2013, 04:39:11 PM
Is this still happening in 6.3?
Title: Re: Fighter Combat Bonus Bug
Post by: Bryan Swartz on November 23, 2013, 12:26:47 AM
Well, I have 6.2.  Upgrading to 6.3 would mean not continuing this campaign :). 
Title: Re: Fighter Combat Bonus Bug
Post by: Sematary on November 23, 2013, 12:06:52 PM
I would say just the first one.
Title: Re: Fighter Combat Bonus Bug
Post by: MarcAFK on November 23, 2013, 11:49:27 PM
I say just blow all these freaks out the airlock and grow some replacements (spacemaster in a few extra officers).
Call it 'medical intervention' or eugenics if you will.
Title: Re: Fighter Combat Bonus Bug
Post by: Narmio on November 25, 2013, 09:34:10 AM
I agree.  Any intervention is going to have to be "Doylist" not "Watsonian", because you're in essence disagreeing with the simulated world.  That means you'll have to break strict RP in some way to do it, and removing affected officers is the least-disruptive way to do that. You just need a good RP cover.

One good cover would be stim-addiction.  Zero-G fighter pilots have to be on a cocktail of stimulants and nootropics to pull off combat manoeuvres at such crazy speeds, and every now and then they go off the rails. The navy is covering it up, they don't want people to know just how terrible these drugs can be over the long term. Stim addicts are honourably discharged, given a full military pension, forbidden to mention anything to anyone, and left shaken wrecks of their former selves. 
Title: Re: Fighter Combat Bonus Bug
Post by: Bryan Swartz on November 25, 2013, 10:49:24 PM
Not a bad idea.  However, I can't get around the fact that I don't want to ruin careers in that way(particularly of sign-up officers).  Thanks all for the feedback, but on this one I really think I've got to nix the fighters permanently. 
Title: Re: Fighter Combat Bonus Bug
Post by: Theodidactus on February 06, 2014, 11:57:25 PM
hey folks, I'm dealing with this now too...it required culling about a third of my command structure.
What's the best way to avoid this? I really need fighers
Title: Re: Fighter Combat Bonus Bug
Post by: PaxMondo on February 07, 2014, 01:15:24 AM
In SM Mode can you create a specific Officer/Administot/Scientist?  If so, how?  Thanks.  (6.3)
Title: Re: Fighter Combat Bonus Bug
Post by: Bryan Swartz on February 07, 2014, 09:51:51 PM
AFAIK, there's no way to avoid it(other than upgrade and lose your campaign).  So I think you either choose the bug or no fighters, I chose option B.  I don't see any reason why they are necessary.  Useful, but not necessary. 
Title: Re: Fighter Combat Bonus Bug
Post by: Sematary on February 08, 2014, 01:41:50 AM
Best way to avoid it is start using 6.3, other than that you can't avoid it.
Title: Re: Fighter Combat Bonus Bug
Post by: Triato on February 08, 2014, 08:16:26 AM
You could leave 5 of them and call it a top gun squadron.