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Post by argonbalt on Nov 13, 2016 19:18:57 GMT
So here it is! A first attempt to track our darling admirals solar trailblazing! Between the years of 2249-2257 Before i begin i have to say that there is a bit of temporal discrepancy between the figures here and i have to scratch my head at it. The dating system used in game states all dates as yyyy/dd? i find it very odd and we have some truly speedy transfer periods? also after a few levels we seem to double back on ourselves and some missions take place after previous ones? Unless im being incompetent and simply not understanding this system? If Qswitched or anyone wants to lend a hand that would be great. Especially as the missions go on the strange date obfuscation only gets worse and worse. Now as much as i would love to chalk this up to cool disinformation from the RFP high command it kinda gets insane, Homecoming for example takes place and yet the next mission is only 70 days later, the best time being 1 Y 3 M roughly, so clearly something is really fidely here, any ways here is the first few missions which seem to gell more or less. The last few missions also work quite nicely. Also if anyone has a recommended solar system mapping with good forward date progression that would be great. I am currently trying to use Universe Sandbox and some online programs from Nasa and the like.
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Post by shiolle on Nov 13, 2016 19:57:54 GMT
Also if anyone has a recommended solar system mapping with good forward date progression that would be great. I am currently trying to use Universe Sandbox and some online programs from Nasa and the like. Space Engine has this feature. Date/time is just a text box there and you can put in any date you like. Their solar system model should be quite accurate.
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Post by qswitched on Nov 13, 2016 23:06:48 GMT
A number of the missions overlap in time, intentionally. Particularly the noncombat ones. Because you don't have to be there in the moment-to-moment combat, noncombat missions, as well as the transfer parts of combat missions can be remotely done.
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Post by argonbalt on Nov 14, 2016 1:12:06 GMT
A number of the missions overlap in time, intentionally. Particularly the noncombat ones. Because you don't have to be there in the moment-to-moment combat, noncombat missions, as well as the transfer parts of combat missions can be remotely done. Okay see now that makes allot more sense! Thanks for getting back so quickly and clearing that up! I guess that means that our dear admiral is actually in control from some remote site or ship then? Also i guess that means that the dates only really signify the starting point of each mission, with the end point being either the ideal level completion time or the default time limit at least. I guess the YYYY/DDD system is more or less correct then with a hypothetical end date of YYYY/365
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Post by jonen on Nov 14, 2016 1:21:05 GMT
You know, I figured what with the survival of the ship you're using not being a necessary condition for victory past the conclusion of the mission (well, in some cases - such as the Jovian Lunar Tour, for instance), the Admiral setting things up from afar would make sense.
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Post by dragonkid11 on Nov 14, 2016 1:22:40 GMT
So by combat mission, is our admiral on the warships or she is communicating with her fleet at some safer location?
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Post by argonbalt on Nov 14, 2016 2:28:16 GMT
I think she is probably safely tucked somewhere. After all she is granted a fast track admiralty position, not a captains post, and admirals position for total fleet command and control. She probably moves throughout the war to each staging area to oversee the missions we are involved in. If anything this lends allot of credence to the whole 20% ship/80% ground crew idea discussed a few months ago. That a large section of support and sensors staff are simply sitting in retro fitted gymnasiums and space motel conference centres guiding the ship born crews.
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Post by dragonkid11 on Nov 14, 2016 2:39:36 GMT
I can imagine that time lag will still happen in between command sent out by our admirals.
Or that in the future, they figured out some slightly faster communication system, so our admiral can easily command straight from her base in Mars.
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Post by argonbalt on Nov 14, 2016 3:17:19 GMT
That is if she is only on mars, she could be closer but still someplace away from the direct battle, for example in a AWACs ship trailing the main fleet.
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Post by subunit on Nov 14, 2016 20:59:41 GMT
That is if she is only on mars, she could be closer but still someplace away from the direct battle, for example in a AWACs ship trailing the main fleet. Not to hijack the thread, but command/EW/AWACS ships would be amazing- although I think it would require explicit sensor/telescope/antenna modelling and some kind of comms model to be satisfying. Not sure how much interest people have in designing Yagi-Uda backup antennas for an AWACS bird or whatever. Anyway, given the assumption that theres a cloud of surveillance microsatellites everywhere, I assume those are doing a lot of the comms work anyway- the Admiral could be on the nearest asteroid or planet and use the microsat network. One thing that would be very cool would be modelling diferrent microsat densities- you might have perfect knowledge and good comms near an orbital shipyard, but out in the orbital boonies it might take a couple of seconds for an order to get through, or you might miss someone changing vector until a few minutes later, or something like that.
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Post by Easy on Nov 20, 2016 22:22:59 GMT
I would like to see different drone modeling. As it is now the launching ship has the drone crew. No additional support is required beyond the crew requirements.
But the kicker is that the small stone crew can control hundreds of drones simultaneously. Worse, drones aren't lost with the controlling ship.
I've no problem with managing large fleets if drones over the strategic map. But there seems like there should be a practical limit from a management perspective.
Admiral should be within a few light seconds to have meaningful control. The player doesn't aim individual weapons or specific combat burns, just overall target priorities and general disposition. To me this means a fleet ship, or the immediate planetary body.
Maybe the game should make us select which ship has the admiral, and lose condition if that crew module is disabled.
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Post by Durandal on Nov 20, 2016 22:47:40 GMT
I would like to see different drone modeling. As it is now the launching ship has the drone crew. No additional support is required beyond the crew requirements. But the kicker is that the small stone crew can control hundreds of drones simultaneously. Worse, drones aren't lost with the controlling ship. I've no problem with managing large fleets if drones over the strategic map. But there seems like there should be a practical limit from a management perspective. Admiral should be within a few light seconds to have meaningful control. The player doesn't aim individual weapons or specific combat burns, just overall target priorities and general disposition. To me this means a fleet ship, or the immediate planetary body. Maybe the game should make us select which ship has the admiral, and lose condition if that crew module is disabled. That could work, but I wouldn't want it to be the only option. Say the scenario has a drone carrier fleet attacking a number of small manned orbital defence craft. A group of small <15 Mc defence craft wouldn't suddenly be disabled by killing the command unit like a drone fleet would. I would strongly agree that there should be ahead limit on the number of drones that can be fielded without a "command module" . But at the same time we shouldn't have to lug around an extra crew module if we only have say five drones equivalent to an advanced Stinger drone. These sub-ca ital drones are one thing, but a "normal" drone shouldn't be that crew intensive in reasonable numbers.
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Post by mmmfriedrice on Nov 21, 2016 1:10:17 GMT
A lot of users have touched on the level of intelligence, skill and psychopathy expected in a warship crew, so I'd expect any high-level commander to be close, but not necessarily onboard a vessel involved in combat. Unless we include endgame/last-stand situations where a handful of defensive warships remain.
Nobody is going to allow an initiative-lacking idiot to fly a megacredit ship full of nukes anywhere, let alone into a combat zone.
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Post by subunit on Nov 22, 2016 4:35:58 GMT
I would like to see different drone modeling. As it is now the launching ship has the drone crew. No additional support is required beyond the crew requirements. But the kicker is that the small stone crew can control hundreds of drones simultaneously. Worse, drones aren't lost with the controlling ship. I've no problem with managing large fleets if drones over the strategic map. But there seems like there should be a practical limit from a management perspective. Admiral should be within a few light seconds to have meaningful control. The player doesn't aim individual weapons or specific combat burns, just overall target priorities and general disposition. To me this means a fleet ship, or the immediate planetary body. Maybe the game should make us select which ship has the admiral, and lose condition if that crew module is disabled. Designating a flagship would be great.
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