auroraclone/modified_idea_list.txt
2019-10-23 00:16:29 -07:00

100 lines
3.8 KiB
Plaintext

- systems
- stars, planets, nebulae, black holes, moons, asteroids, comets
- habitability
- multistar systems, binary systems
- ruins
- conquest tech
- task group / fleet design
- take into account presence of tankers for extended range
- colliers -> extended capacity to fire
- module design
- structure design
- event log
- jumping
- gate
- module
- tender
- research
- biology
- terraforming
- terraforming rate
- construction/production
- tn technology (required for all)
- orbital mining
- construction rate ++
- expand civilian economy ++
- fuel production rate ++
- small jump gate constructor
- jump gate constructor
- mining production ++
- research rate ++
- shipbuilding rate ++
- shipyard operations faster
- maintenance efficiency ?
- gas harvester tech
- underground excavation? infrastructure efficiency?
- should allow development on planets without sufficient gravity -> underground
- defensive
- armor: ..whole bunch of levels
- damage control ++
- thermal signature reduction ++
- logisitics / ground combat
- hanger
- cargo handling system
- colonization cost reduction?
- fuel storage techs
- cryo transport: three levels
- engineering section
- combat drop modules
- orbital hab
- tractor beam
- recreational module
- salvage module
- troop bay
- several ground units
- kinetic weapons
- railgun caliber ++
- railgun launch velocity ++
- gauss cannon launch velocity ++
- gauss cannon rate of fire ++
- gauss cannon accuracy ++
- power / propulsion
- capacitor recharge rate
- fuel consumption
- jump drive efficiency
- max jump squadron size
- max jump squadron radius
- max engine power modifier
- min engine power modifier
- min jump engine size
- reactor power boost
- engine techs
- reactor techs
----
# Ship Design Checklist:
- Does the game show any design errors in the box on the lower right?
- Do you have an engine? You need to design one first.
- Do you have enough fuel? The typical distance between two systems is somewhere between one and five billion km, with the average being about 3 billion km.
- Is your jump engine capable of jumping every ship that you want it to? A jump engine with a capacity of 10,000 tons mounted on a 7,000-ton ship can jump only ships up to 7,000 tons, not 10,000.
- Do you know the difference between military and commercial jump drives?
- For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?
- If you intend your ship to be able to repair battle damage: Do you have at least twice the MSPs of your Max Repair value?
- For missile warships: do you have a magazine? Each launcher adds some magazine capacity, but you might want reloads.
- Do you have the maintenance facilities to support a ship of this size? If not, your ship will use up all its MSPs and then slowly disintegrate.
- Do you have a shipyard large enough to build it?
- If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?
- If you copied an existing design: did you develop better armor tech since designing the old class? The copied design still uses the old armor.
- If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?
- Do you have enough power plants to power your beam weapons? Note the box on the lower left.
- For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?
- For tankers/colliers: did you check the appropriate box on the upper right?
- For freighters/colony ships: did you include a Cargo Handling System?
- For salvage ships: did you include a cargo hold?