With the upcoming changes to Fighters and FACs, would it make sense to allow FACs with geo survey sensors act as a pseudo ground survey unit? In my mind, they get closer to the surface than full-size geo survey ships and could get better readings from within the atmosphere, while maybe not as good as having boots on the ground.
I would like a little bit more action and combat situations in your Empire during expansion. Raider are ok, but It would be nice to have more random fights: independent single outlaw ships (with different fittings), or small group of outlaws raising in small colonies, and target civilians, industrial ships.
Maybe they can also have some base, hidden in asteroids or small planet. Outlaws can be the same race of player, a sort of internal antagonists to player empire (lead by some rebel commanders, rogue commanders as someone said before?). Presence of outlaws can also be connected to unrest value. In this way you train a bit more space combat tactic and ground units (to conquer outlaw base). This small threat togheter with Raiders will keep busy the player in the first years of expansion.
Thanks Steve!
The Raiders were designed to simulate this type of activity. In a universe with jump points, it is too easy to track and trap âpirate outpostsâ. The pirates need somewhere to maintain their ships, repair and resupply. Once the system is identified, finding and crushing the pirates is relatively easy, unless they have major ships. If they do have major ships, they question becomes where did they get them and build them?
Next is motivation. Why are they attacking ships? What do they hope to gain from that? There is no one they can sell to without the government forces detecting it. Aurora doesnât really support a âpirate economyâ model.
The Raiders were designed to solve the problem by providing an âoff-mapâ base that couldnât be attacked, plus a rationale for their behaviour and somewhere to use the resources they gather.
If you want more early opponents, the better option is have more starting NPRs, or increase NPR generation but make them mostly minor races.
I do plan to have some more ârandom encountersâ, such as some other biological creatures that can emerge from the deep Aether and head back there afterwards, or maybe a Star Trek Doomsday Machine, sub-light generation ships, roaming precursors, Space Hulks, Eldar Craftworld equivalents, etc.. I just need to get around to it ![]()
Ok, it makes sense. Random encounters would be awesome, really. Thanks!
You can also set your raiders to appear much earlier if you want the early challengeâŚ
I would really to be able to set the amount of MSP to transfer for the orders related to supplies like âTransfer Maint Supplies to Colonyâ, âResupply from Colonyâ and âResupply Stationary Fleetâ, just like we can do with fuel already with the âMaximum Itemsâ setting. Even if I make a fairly small supply ship, these often still carry way more MSP than some of my smaller colonies and outposts need for up to a year. Also this feature would allow a single supply ship to supply multiple colonies in a single run by setting a specific amount for each.
With inactive lab no longer interrupting. Would it be possible to have the option to add a Junior/secondary researcher to take over in the event the primary dies and you miss research.
They would provide no additional bonuses as that might mess with balancing but they could gain small bit of experience in that field. Their main purpose however is to be the assigned replacement when the primary dies. just allows for a bit of cushion.
It would also have the big benefit of not resetting all your queued up research each time the researchers dies.
Could instead add a check that tells the game âIf scientist dies/retires replace with next highest bonus scientist in the same field that is able to make use of the same number of labs if possible.â would reduce the admin time you spend reassigning people and I would think would be relatively easy to implement
Yep the lab bit was the part that made me think it should still be a bit manual. As I regularly end up picking a guy with lower bonus but more labs. not sure if in the long run its better but its less of a task to try and reorder all my labs when a guy with labs isnât available. If it was automatic and noone had enough lab slots the system would fill in the spot and you still wouldnât know you have left over labs now because the interrupt is gone.
So my thinking would be the secondary guys I pick would just have the same or more labs to avoid the headache. (were possible and if not I know I have to rearrange)
Manual means you still have to keep an eye on it but just less now as you will have the cushion of the secondary.
Add a new module that added to a ship, allows to repair the armour (the armour only, not the modules) out of the space for defence bases without returning to a shipyard.
It makes totally sense to have ârepair shipsâ that makes this job especially when you have a damaged, engineless and heavy base in the deep space, that need to repair the armour but also still need to do its job at that place, you do not want tug it back leaving the position.
When it comes to the downside, it might be a slow process so you would need many of these tiny ships to work in group to be efficient and fast.
Or on the contrary, the repair module could be very big so that you want add it directly to deep space bases and not to ships (unless you have a capital ship for example).
There is already a ship-based repair module that works in deep space and can be used for armour repair. You can also take a ship into a hangar for armour repair.
Something that could repair armour without the need for some sort of drydock capability would be too powerful.
do you mean the dmaage control module? Does it repair the armour?
Itâs the âMobile Repair Bayâ. IIRC you need to create a Deep Space Pop from the Misc tab to use it.
The Mobile Repair Bay.
You can use it at a deep space population.
Would it be possible to have a function similar to cargo shuttles? Where as you build a ship with repairs drones/shuttles and the more you add the faster repair takes place. Armor could become a component also that you would have to load up on the repair ship. Make it all heavy and slow so that it balances well.
it would go well with a potential support role ships like msp and ordnance ships all eventually leading to possible large 40k expedition style fleets in the future.
Steve, sorry for propositing this again, but maybe you missed it in the old forum ![]()
Could you add a simple âcopyâ button somewhere in the nav org. window (ideal would be near the template buttons), that just copy all the orders that there are in that moment so that you can paste the same orders in another fleet without the need to create a template?
I am often creating a set of order as in this case and I want repeat them in the other colonization fleet, but because they are kind of temporary, I do not want mess with a template.
Itâs not as straightforward as it sounds. A template is only available in the system in which it was created and a various functions run to convert the template to orders. A lot of the orders code is focused on ensuring everything is set up correctly to avoid problems when the fleet tries to execute the orders.
A âCopy Ordersâ function would have to replicate all that code to conduct the same checks.
The only realistic option is the creation of âtemporary templatesâ, so they go through all the normal checks and then are deleted when the next increment runs. Although the extra clicks to make it temporary would offset the clicks to just delete a normal template, so you wouldnât save any effort.
BTW I run into the same exact issue, when I want to replicate orders but donât really need a template. I usually just create the template anyway and then have an occasional âtidy upâ on the templates list.
Obsolete and alien ship components are highlighted orange and red respectively. Highlighting prototype components could also be useful, blue perhaps.
SJW: Added for v2..8
Would a ârandom system startâ be feasible for lost colonies/Xeno races? I recall that being one of the hardest parts of setting up my last xenos campaign.
The game is designed for a Sol start. You can create your own start using SM mode if you want a random system with a habitable world.
Could we get a line somewhere in the Economics window to show the annual MSP consumption of ships maintained at the current colony? Right now I think the only place to see MSP consumption is in the Naval Organization window, and only per-fleet.
I would find this very helpful for organizing MSP production and supply shipments to naval bases, and I imagine others would too.
