We already have a Move to System Requiring Geosurvey order, although a priority option for partially-completed surveys could be useful.
I'll be honest, I did not see that standing order until you pointed out that it was there. Maybe we need to have the standing order listing cleaned up as well
This would be very useful in some cases, such as not interrupting a survey in progress when deployment time ticks over.
Yeah, primarily when trying to get civilian ships to do something long winded like setting up a colony with a minimum of facilities and colonists which requires a lot of back and forth, or the same for starting up automine sites. Or surveys in other systems than the one your nearest base/colony is in.
- I would absolutely love this options
- In the next update some of what you purposed has been added, check out the changelog and see if that is what you were thinking about
- Like adding more variants of the unload standing order? may you clarify this.
- That's interesting/may be useful and possible a mirror one to go Geo Survey fully Grav surveyed systems?
- Idk if that is feasible with how the order system is built. Perhaps it could do the conditional order and return to the location is was prior but you might run into a loop for something like refuel at 50% as the ship was already at the end of it's operating range. this one is a technical toughy on initial glance.
- this is one i've previously suggested and would love to have available. Simple movement of minerals and colonist movement.
I would even go farther allow movement of ship components, Missiles, and Ground Unit by Series (Only from formations that are listed as replacements and placed in a formation on the receiving colony named {Colonyname_Replacement_Pool} to allow for easier replenishment of Ground Unit Formations
- Yes, plus it means we're less likely to forget freighters over various worlds if they're actually doing something
- Cool, I'll see what that actually is
- At present the standing orders are just literally 'Unload Passengers' or 'Unload Colonists', it'd be nice to either have a clarification as to where this will occur so we don't run the risk of telling the ship/fleet to load and unload as standing orders and it sits over a planet and does that, or at least we know it won't do something that dumb. That said, additional options like 'at nearest destination' or 'at newest' could come in useful.
- Pretty much, we can currently have ships auto scout for jump points in systems that don't have the Grav Survey Complete flag through standing orders, but the Geo Survey ships have to be told to go there and set to explore for minerals. Adding the Geo version would probably alleviate that. It'd likely also be useful to have some options to target the most/least explored systems or possibly a conditional to say 'return to last system' if the ships have to jump back to a colony/base if there's no refuel point in the system they're exploring.
- I think it'd be most common on repeated but not standing orders or on longer order queues. I'm not sure how Steve's got things set up, since I'm no programmer, but the theoretical route would be that either by default or if a box is checked, then instead of going "wipe queue, create order (move to nearest colony and refuel)" as an example, it would make the order, shuffle it to the top of the queue and possibly put a delay on the next order in the list, presuming that it's required. It kinda mostly depends on how list shuffling works to start with
- I'm not sure how you'd do the individual ground units given things are made in bulk depending on the template. It'd probably be useful for getting replacements near the front lines or to newly conquered colonies if it can be done though. That might be a case of changing the way military build works or having some set up to queue formations to move and letting ships flagged as troop transports do it. The missiles and ship components though, those I can see, though it might require a few tweaks to allow their flags to be set for civilian cargo.
That's an interesting take on the concept. If I may further suggest your line of reasoning:
- 2 weapon sizes to choose from
- only tech improvement line is for raw damage. Increases damage, power needed, and resource cost But does not increase tonnage.
- Weapon Gradient 2 or 4
It's a simple tweak and may be worth exploring in detail.
Not exactly what I was thinking. More along the lines of Plasma Carronades start at the same size as other direct fire weapons (mostly so fighters/bombers can rack a second one in), however they're more powerful on direct damage and shorter ranged, or at least they've got a shorter effective range, maybe a slower refire rate as well. This results in them having a larger size selection, potentially ending up larger than anything bar a max-tech spinal weapon of any other type and maybe their own spinals are even larger.
The big thing is their damage dispersal. I don't recall what the set up for each weapon is currently, but I know missile warheads need to be a square number for their damage dealt to pen an additional armour layer. I think lasers have a deep but tight penetration, meaning each hit can potentially kill internals, but it's like sticking a needle into a foam ball. What I'm thinking for plasma is that they're a splash anti-armour. Minimum of two layers penetration on their lowest damage, with at least a similar area covered ala:
-xxx-
-xxx-
-xxxxx-
--xxx--
-xxx-
-xxx-
-xxx-
One of those patterns on the 10cm where the x is the destroyed armour block. Larger carronades go wider and deeper meaning even a few can in theory strip a ship of its hull PDQ or melt the internals given there's some RNG on where damage goes.
On the flipside, they're less effective on shields where mesons completely bypass those, maybe the armour as well.
For range, by max tech, they're probably half or less the range of the other weapons, maybe an outside of 80% due to the fact the magnetic bottle is a PITA to keep stable. Whether that's an effect of the size increases or a range tech that crops up around half as often as the ones for the other weapons is up to Steve.