Apologies for commenting on tactical vs operational.
I have no argument about what kind of game aurora should be if my suggestion is rejected on ground of not fitting into the kind of game that aurora is, then thats all good.
Indeed, scouting, and avoiding battles unless you are strongly advantaged is a playstyle that is most suited to success in aurora at the moment. My suggestion was not criticizing the game, nor saying that it is unplayable. It was only that I thought the battles I was fighting were getting too easy. I was never taking any serious damage from the NPRs even when they had technologically parity or superiority, and I was able to deal crushing damage to them in return. I think I got traumatized as a player too many times by getting my survey ships blown up and not being able to do anything about it… but I already play a pretty safe style.
I wanted to introduce new mechanics, and enable new playstyles, to allow the NPRs to escape, and to allow low tech players to venture out early, and to be able to win battles through grit and sacrifice. This is gonna be important for a WH40K style of game right?
I think you may have misunderstood the intention of this suggestion, it was not that the game was too hard, but that it was too easy, and the NPRs are too exploitable. It is too easy for the player to take advantage of their own higher speed. Not the other way round.
IMO, most interesting early modern naval battles owe much of their excitement to the damage control story; it’s a human struggle with an impending doom, with plenty of chances for heroics, triumphs, and melancholy. The most interesting storytelling parts of Aurora are not about the technology, the resources, or the ships and weapons. All of those are meaningless without the people. It is people who manufacture the ships, it is people who crew them, it is people who die in battle, and it is people that they are fighting for. (In WH40k too, the human aspect is the most interesting and meaningful aspect of that universe.) If you do not agree with me on this, or if you believe aurora is not a game for this kind of storytelling, then much of the motivation for my suggestions are also nullified.
My suggestions do not introduce any tactics like facing, weapon arcs, power allocation, turn rates etc. My suggestions are on the same level of abstraction as current damage control and internal damage modeling.
There is no physics changes. Indeed missile warheads and energy weapons always do the same damage. The change is only to the crew focus, and the state of the ship. Let me give the specifics of what I mean by in-combat vs out-of-combat for your convenience
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A ship is considered “in-combat” if it has fired any weapon, taken any shield damage, or recovered any parasite in the last 300 seconds. Armor and internal damage do not cause a ship to be in-combat.
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If a ship is in-combat, its FFR is divided by 4.
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When a ship is in-combat, its maximum map movement speed is reduced by 25%. Speed when attacked by missiles and beam weapons are not penalized.
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If NPR beam ships are confident, they should hold fire until they get close to the
enemy. Then open fire at point-blank range.
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Jump engine radius upgrades allow ships to also enter jump points at a
distance.
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Ships in-combat cannot enter jump points at a distance.
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Direct fire weapons have reduced explosion chance/size if the ship is out-of-combat. They are powered down or unloaded.
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Non-box missile launcher explosions occur if the ship is considered in-combat. They are unloaded when out-of-combat.
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Reactor explosions are reduced to 1/2 size if a ship is out-of-combat.
Thats its. Those points are what I mean when I say “Making ships focusing on combat actions more vulnerable to internal damage. And ships focusing on fleeing or damage control less vulnerable to internal damage.” These changes, alongside increased internal HTK, would allow a substantially different pursuit dynamic. All the other points are just minor things to cover all possible scenarios.
There is no magic change to the robustness of ships, or power of weapons fire.