Quick Suggestions

“Active Sensors Off” Standing Order.

We have a “Active Sensors On” standing order, but no “Off” order.

2 Likes

Can we please get the ability to have named ranks for civilian administrators in the same way we can for naval and ground commanders?

5 Likes

According to the mechanics of the game, what could be the effect of having a random number of survey points in a system?
Maybe it could be linked to the mass of the star(s), from a minimum of 10 to a maximum of 40 points, but with a rather large component of randomness in the calculation.
I think this could add a bit more of unpredictability in the exploration.

I mentioned this in the old forum…

It would be great to have a much bigger bureaucracy to provide jobs for civilian and military personnel. Even if the new positions had no effect on gameplay, it would enhance RP to be able to move people into different jobs and have career paths. I know we already have several types of ship officers. But more job opportunities would be nice.

Reading through the AARs I see that my fellow Aurora players are very creative. Anything that would deepen the universe building process would be fun, I think.

1 Like

Some very off the top of my head thoughts.

What if the approach can be done that results in the desired “EWAR ship help fleet”.

Proposal: Keep current jamming technologies onboard all ships, but add components light naval and non light naval sized that produce much higher effects onto enemy fire controls and radars either effecting all enemy ships in the same fleet or being 1-1 ie 1 fighter per 1 enemy warship.

these effects could be double that of the other EWAR jammers we currently have, now you will ask but what is the downside well if we make them a cooldown based usage then they would be limited in their use, this would represent the enemy changing their fire controls and sensors to adapt. By doing this we open up strategic options for initial strikes, sending in a fighter squadron or fleet, turning on the EWAR and then attempt to inflict as much damage as possible within that envelope. (edit - I would take jump shock use it as an example to apply it to this case, where your ewar vessels can get within range, turn on jamming and it remains effective for a similar period like jump shock does, preventing the enemy from firing for a small time or reducing their sensor or fire control range. Enemy ships or your self can make use of electronic countermeasures to reduce how long this lasts.

make it so you cant stack the effect/enemy warships are immune to further effects for a certain period of time afterwards (so you cant just cycle in ewar over and over to keep it going permanently), can also require that this be performed at much shorter ranges to effect enemy vessels, thus creating again an interesting strategic layer where you have to get in close with your fighters or whichever ships your using, this could open up opportunities for missile fighters like in real life or beam fighters to get in close before being shot up. The downsides are cost, risk, limited window of opportunity.

Just some thoughts off the top of my head

1 Like

I dream that this game would run in adjustable real-time, such as Distant World or Stellaris. I guess it would be very laborous code rewrite?

SJW: you can turn on automated turns, choose an increment size and it will run until something happens.

Isn’t that how it already works? Turn on auto turns and pick the speed the game plays at, stop when you need to manage something? What else would you change?

I imagine the time-step mechanics are pretty deeply rooted and making any major changes to them would mean redoing large portions of Aurora as a whole.

Yes, changing the time-step would be impossible at this point. With the strategic, operational and tactical on the same map, you need different rates at which to pass time. Besides, any ‘real-time’ game is still using time steps in the same way as Aurora, but with less control for the user.

2 Likes

In the interest of RP, it would be really cool if we could have the naval organization system be able to be implemented for all officers, not just naval. That way, we could create our government as we see fit (or not at all).

Essentially, my thoughts are that we could assign ranks to each position within a hierarchy, and designate whether a scientist, civilian administrator, ground force commander, or naval commander could occupy any given position. Ideally, you could choose more than one, so your chair of the joint chiefs position could be occupied by either ground or naval officers.

The catch here is that bonuses would not cross over, but maybe all officers of any kind have bonuses outside their normal set. You just can’t see them.

I also feel like these new positions within the civilian government should actually confer bonuses similar to how naval admin does.

One final note, I’d also like it if naval admins could be assigned to any structure within this hierarchy. So, Merchant Marine would fall under the Secretary of Trade, whose naval bonuses may not be known.

Would it be possible to have fire control setup in Class Design window, so I can set up fire controls for the class before it goes into construction?

5 Likes

Formation has to have a template and must be missing units of a type that is in a unit series, and the GFCCs must not have other orders.

With the change to how GFCC’s work, this needs to be changed. It was fine when one assigned GFCC’s by GFCC to a task, but now that it is a “pool” having to dedicate the entire pool to Replacements does not make sense.

Real time strategy games are for pussies, turn based ones (Aurora) for real men (cit. myself)

A tanker load fuel until full order same as for minerals would make fuel logistics less of a hassle. Adjusting fuel throughput through order delays by the second is annoying. A fuel reserve similar to the configurable mineral reserve would be good in the same note.

6 Likes

Quick suggestion: Allow civilian transport ships to move minerals only between colonies with at least 1 million population and a Logistics Shuttle Bay. Civilian mining operations should only transport minerals exceeding the colony’s reserve thresholds.

Additionally, as for population management, it could be introduced an option in colony or mining tab: “Source of minerals” - “Destination of minerals”

It could be really interesting to be able to add a Order Template as a Standing/Conditional Order. It would greatly expand the use of Standing/Conditional orders with, I assume, not a lot of work.

SJW: It would only work if the standing order triggered in the same system as the first order in the template.

1 Like

It could ease the micromanagement, but I wouldn’t like to lose minerals when civilians are ambushed by Raiders or NPRs.

1 Like

May I ask to review and update the Glossary in the Class Design window?
It seems to me that something is missing, and some item needs small readjustments.

3 Likes

can you expand in this?

Small qol change for research management, you could add a function where double-clicking on an active research project selects the respective research tab in the dropdown below. Would remove a click from enqueuing research and eliminate the annoying select scientist → remember that I have to change the dropdown onto their category → reselect scientist blunder I constantly make.

SJW: Added for v2.8

Load(Unload/Drop) All Sub-Units checkbox for Orbital Drop Ground Unit order.

For some reason, this checkbox for the Orbital Drop order is missing. But it would be very useful, for example, when you want to land two armies from dozens of formations on neighboring colonies from one large transport ship. I just ran into this situation. :slightly_smiling_face:

SJW: you can use ‘Orbital Drop All Ground Units’