ideas/aurora/feature_list_1.txt
2019-10-21 22:18:39 +00:00

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- systems
- stars, planets, nebulae, black holes, moons, asteroids, comets
- lagrange points
- habitability
- populations
- minerals
- multistar systems, binary systems
- ruins
- conquest tech
- galaxy map
- auto-gen ?
- task group / fleet design
- take into account presence of tankers for extended range
- colliers -> extended capacity to fire
- module design
- transponder codes
- structure design
- event log
- government types
- wealth
- political unrest
- leaders, administrators, commanders
- radiation effects
- commercial shipping
- civilian contracts
- trade system
- aliens
- intelligence
- diplomacy
- espionage
- jumping
- gate
- module
- tender
- resources
- aluminium, steel, titanium; construction components
- helium3, noble gases(?); engine fuel (not reactor fuel?)
- neutronium; heavy equipment / armoring
- boronide, silicon; power systems, capacitors
- radioactives; reactor fuel, sensors
- modules
- construction
- goods factory
- ordnance factory
- craft factory
- fuel refinery
- salvage facility
- jump gate constructor
- orbital hab
- recreational module
- hanger
- maintenance facility
- shipyard
- commercial shipyard
- naval shipyard
- mine
- civilian mine
- automatic mine
- mass driver
- orbital mine
- fuel harvester
- geo
- financial center
- terraforming
- geo survey sensors
- infrastructure
- barracks
- sensors
- deep space tracking station
- grav survey sensors
- em sensors
- thermal sensors
- active sensors vs passive sensors
- all sensors can provide tracking and targeting
- eccm
- command
- sector command
- bridge
- flag bridge
- cic
- auxiliary command
- training
- military academy
- training facility
- research
- chemical/physics/genetic/biology/xenology lab
- university
- ship
- design considerations
- deployment time adjusts how much mass is needed per crew
- components designate required crew
- armor area / structural hull requirements
- speed, power use/requirement
- build time, load time, mineral requirement
- signature (th by engines, em by shielding/equipment)
- maintenance life, estimated failure rate
- damage allocation
- em damage, shock damage
- idea: based on volume, min distance before ships collide?
- crew quarters
- engineering section
- main engineering
- engines
- jump drive
- combat drop pods
- tractor
- cargo
- fuel storage
- supplies bay
- shuttle bay (actually just hangers)
- cargo hold
- cryogenic transport
- luxury passenger accommodations (civilian)
- power plants
- energy weapons
- laser
- meson
- microwave
- plasma carronade
- particle beam
- kinetic weapons
- launcher
- magazine
- railgun
- gauss cannon
- ciws
- defense
- armor
- shields
- cloaking device
- ecm
- damage control
- research
- biology
- genome sequencing
- base gravity: up/down
- base oxygen: up/down
- base temperature: up/down
- temperature range: up
- terraforming
- terraforming rate
- construction/production
- tn technology (required for all)
- orbital mining
- construction rate ++
- expand civilian economy ++
- fighter production rate ++
- fuel production rate ++
- small jump gate constructor
- jump gate constructor
- mining production ++
- research rate ++
- shipbuilding rate ++
- maintenance efficiency ?
- shipyard operations faster
- gas harvester tech
- underground excavation? infrastructure efficiency?
- should allow development on planets without sufficient gravity -> underground
- defensive
- armor: ..whole bunch of levels
- shields: several levels
- shield absorption strength ++
- shield regeneration rate ++
- cloaking theory
- cloak sensor reduction ++
- cloak efficiency ++
- damage control ++
- thermal signature reduction ++
- energy weapons
- laser focal size ++
- particle beam range ++
- particle beam strength ++
- meson focusing tech
- meson focal size ++
- carronade focal ++
- microwave focal ++
- turret tracking speed ++ (10% gear??)
- logisitics / ground combat
- hanger
- cargo handling system
- colonization cost reduction?
- fuel storage techs
- cryo transport: three levels
- flag bridge
- 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
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# 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?