Quick Suggestions

It would be kinda cool if the IFR or AFR affected the maintenance supply use while at a maintenance location. All the people who want to mothball ships could just refit their cruisers to be 90% engineering space to save on annual maintenance.

Exclude armor size from ship size to calculate AFR/IFR.

Armor does not break due to a maintenance failures. Overhaul do not repairs armor. Repairing a ship’s armor reduces its Maint clock, but I believe this is due to the fact that the shipyard repairs components as well.

So why should a laser, mounted in some armored brick, break more often than on unarmored satellite?

I also suggest removing the cost of armor from the consumption of MSP for maintenance, since we cannot repair armor using MSP (as far as I remember), and in my understanding, armor does not require serious maintenance. It’s not a functioning component, it’s just sheets of metal.

This will give armor some advantage over shields and will allow you to maintain a slightly larger fleet for the same consumption of MSP.

You also can’t pre-built armor, so it will take quite a lot of time to build heavily armored ships.

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Low Wealth interrupt warning.

Create a warning when your Wealth is 10% of the Annual Racial Wealth.

This will prevent unnoticed negative Wealth values, when you built a lot of labs or something.

3 Likes

Add “Move to Target” and “Follow Target” buttons to Ship Combat tab.

When you click on the button, all orders of the fleet will be removed, and a new one will be added - to move or follow at a given distance. This way, you won’t need to switch tabs during combat to move your fleet to a target or Waypoint. Especially when you have a lot of fleets.

And keep the Decoys list minimized.

Is it possible to add to it “[Decoys awailable]/[Decoy Launchers]” summarize? Like, “Threshold 50 MSP - 20/20”?

It would also be nice to add a percentage of shield to ship’s name in the Naval Organization. We can identify damaged ships by color, but it would also be nice to see shield damage without switching to the fleet tab. It can also serve as a reminder to activate shields in battle.

3 Likes

Add a ‘civilian fleet’ / ‘shipping line’ filter to tactical map display. You have to admit, this is getting a tiny bit ridiculous.

SJW: The filter already exists. It’s on the Contacts tab.

I cannot open the game now, and I don’t remember exactly if in the System View or in the Galactic Map, there is a “Contacts” tab from where you can filter what to show in the game, including Civilians.
I also did this request time ago. :slightly_smiling_face:

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You mean like this one?

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Reasoning about this discussion, I don’t remember if, in Aurora, nuclear explosions also generate electromagnetic pulses (EMP) as they do in real life.
If not, could this effect be added?
Its energy should be proportional to the warhead; but we could think of specialised WH, to increase EMP energy, and smaller other effects.
Armour could reduce its effects. And in case of a planetary bombardment, entrenchment would help too.
Electronic hardening should further reduce EMP effects on the systems, reducing the probability of a damage (e.g., a 100-faces dice could be rolled to decide the outcome).

Exactly. Yes.

I would accept this if shields helped mitigate this EMP effect as well since they already block HPMs.

Hell you could maybe have shields take bonus damage from EMP and add a special EMP warhead on missile design.

A rework of HPM as a sort of Ion cannon then opens up options on the electronic warfare side.

2 Likes

I searched for that feature for quite a while. Thank you!

I’d suggest to make HPMW (and, if implemented, warhead-generated EMP) having a significant chance of getting through shields, similar to Mesons getting through armour.

The gameplay reasons:

  • makes sensor hardening actual for all players instead of for those only, who do not use shields at all;
  • makes a bit easier for AI to give player a fight.

The narrative consistency reasons:

  • Shieds don’t blind own sensors, so some energy goes through. The queston is, what part of, how reliable is the threshold between necessary and dangerous levels of omittance.
  • It’s usual in SciFi that shields do leak some of the inbounds. Maybe even worth reworking shields to stop fixed percentage of the incoming damage (increasing with their power and/or tech level) instead of absorbing all of it before collapcing.

Steve, following the changes to the raiders, what do you think to add a specific component for commercial ships (civilian as well and especially for them) that allows a minimum of defence without loosing the commercial flag?

This could be:

  • A single or double not turreted laser.
  • A railgun.
  • A small surveillance aircraft with 1-2 torpedo in case the raider outrange the civilian laser.

It does not make much sense to have a civilian sector with hundreds of ships travelling alone in huge systems without an escort or some defence against raiders.

The goal isn’t to destroy the raider attack but at least to repel it instead of being hopeless, It will add a bit of variety to raiders which in most cases will be successful but in very few situations will be at least damaged by civilian cargos.

I don’t like it. The need to escort and/or patrol trade routes to protect them from the reider ships is the main reason of this spoiler race. To make it possible for commercial ships themselves without even using commercial hangars as counter-raider parasite traps is to give up this main reason for this spoiler to exist.

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CIWS already exists, so why not have raiders use torpedos sometimes?

2 Likes

FWIW, if my commercial ships are above a certain size (like probably 250kt+), I sometimes include a tug and enough commercial hangars for a small defense station with a long maintenance time, for use if ever the ship encounters danger - like a little deployable defense module.

Um… has anyone suggested a way to add all components for a ship to the industry build queue? Currently I am doing them by hand, maybe I missed something?

I can suggest ways it could work, one is the components build list for the population industry queue tab, just have ship design names at the bottom of the components list which can be selected, number given and build adds all components to the industry build queue and locks the design.

The other is the shipyard, select a design which the yard could be tooled up for and then have a button to “order” components from the population industry queue, without actually building the ship or setting retool.

In either case the button simply copies the ship component list over to the industry queue and the player can edit as required.

The shipyard and the industry queue are already at a population, though the shipyard is restrictive as you could in theory build ship components at one pop and transport them to another for use.

Another option would be to add a colony drop down list in the components tab of the ship design window so you can select any population with construction > 0 and order the components built there.

1 Like

Is there any chance a sample ground unit name template could be released early so we can have a go with making our own while 3.0 is worked on?

SJW: They are naming themes - no different to those used for ship classes.

With the current production mechanics it needs an additional procedure to make weighted parallel queues automatically, to avoid either tedious calculations and production queue tinkering or long effective production downtimes because in case of the simple sequential 100%-Amount production every small component production would take the whole length of the production cycle (which is 5 days by default). It’s possible to mitigate the effect by significantly decreasing the production cycle lenght, yet, if I remember correctly, there are downsides caused by the specifics of game processing sequence.

Is it possible in the Commanders window, after clicking on the Assignments list to display the summary of the commander currently assigned there is it isn’t vacant, replacing, for example, the Commander Record list? Summary means, in this case, their rank and name, age, health status and a set of skills (bonuses).

The reason:
The primary case of using this window is to replace some commanders with more effective ones. To do it meaningfully, you need to either remember every assignment you have to replace or make meticulous notes every time.
By replacing Commander Record list with the current selected assignment’s commander’s summary you’d have a tool to run through the list of the most valuable assignments and check if some of then need replacing. Or just find those one assignment you’ve planned to replace, yet forgot what it was because there were some distractions.