I’ve been playing Aurora since the VB6 days, around version 4 or so. That puts me somewhere close to 20 years with the game now, certainly more than 15.
After reading through all the comments, I wanted to highlight a few things. This isn’t really a direct reply to any single post, but more of a response to the discussion as a whole.
The first thing I think is worth addressing is: What is Aurora to you?
Looking at the replies, the answer seems very different from player to player. For some, Aurora is primarily a 4X game. For others, it’s a logistics simulator. Some see it as a grand engineering challenge focused on optimising and designing fictional spacecraft. For others, and I fall firmly into this category, it’s a story generator and role-playing platform.
The second thing worth addressing is: How do you play Aurora?
One of Aurora’s greatest strengths, in my opinion, is its customisation. I have run campaigns where, believe it or not, I generated absolutely no enemies. Everything was set to zero, with no spoilers or surprises. All I did was create a challenge or scenario, define a goal, and then play it out.
Maybe the objective was to perfect a logistics network. Maybe it was to evacuate Earth’s entire population to another planet with a 1.00 colonisation cost within 100 years because Earth was dying, whether from natural disasters or self-inflicted mistakes.
My point is that Aurora allows you to tailor the experience to your preferences. If you don’t like crew mechanics, you can disable them. If you don’t like spoilers, you can remove them. If you don’t enjoy maintenance mechanics, you can turn those off as well. To my knowledge, very few games offer that level of flexibility.
I felt compelled to respond because the discussion has drifted off-topic several times, which tells me that different players value very different aspects of Aurora. Those perspectives are important, and I wanted to share mine as well.
Now, to answer the original question.
Personally, I love Aurora’s combat mechanics. What I don’t particularly enjoy is the actual execution phase of combat, especially when large fleets are involved.
The problem is probably me.
I’m a huge fan of games such as War in the Pacific: Admiral’s Edition, War in the East, and similar titles. I’m also a big fan of CMANO.
Using CMANO as an example, I sometimes feel that the one thing Aurora is missing is the ability to let your commanders and crews actually fight the battle themselves.
The AI clearly has the logic to make combat decisions because enemy forces already react, engage, and prioritise targets. Why not provide an optional command that allows the AI, taking into account commanders, crew quality, doctrine, and other factors, to assign targets, choose tactics, and execute engagements on the player’s behalf?
Of course, Steve has already done a tremendous amount of work over the years to reduce repetitive tasks and automate routine actions. I am only wondering whether there is room to go a little further.
Importantly, this would only be an optional feature. Players who enjoy directing every engagement manually could continue doing so exactly as they do now. Meanwhile, other players could focus on different aspects of the game, or enjoy the anticipation of discovering that their incompetent admirals just lost a war against a bunch of puny bugs and now need to be “relieved” of command.