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Re: Things we\'d like to see in the next patch
"It says nothing about unfilled slots."
Yes it does. There are multiple tabs on the left side of that screen, click the facilities tab and it will show you the number of facilities each planet has. You can also click on the # of facilties list (top part) and it will sort by that collum. Phoenix-D |
Re: Things we\'d like to see in the next patch
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Re: Things we\'d like to see in the next patch
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Thanks! http://forum.shrapnelgames.com/images/icons/blush.gif [ September 01, 2002, 21:42: Message edited by: Elowan ] |
Re: Things we\'d like to see in the next patch
I see a lot of good ideas on this list. Also a couple of bad ideas, but I'll just ignore them and hope they go away. My thoughts are regarding supply. For more realism, there really shouldn't be an arbitrary "supply" resource. Instead, ships should be forced to carry the same resources that you use elsewhere. For example, a human ship would need minerals for spare parts, which would be used up as time passes, and at an accelerated rate when moving, firing weapons, etc.; radioactives for reactor fuel, used much like minerals; and organics for food, used at a more or less constant rate. This would of course add complexity, but I think it would be cool. Obviously, this would also require physical movement of resources around the empire to make sense, but I like that idea anyway. Especially if you combine it with moddable resources like someone suggested. Or we could keep things simple.
Also, a question. I've created components for ships that produce intel points and research points, but I've never tested them. Do these not work? |
Re: Things we\'d like to see in the next patch
Good idea on the print outs... That would be nice... a nice spread sheet... with the info...
Love reports... and lots of them that are sortable... But this unique naming system is driving me nuts... As does the fact that names give away too much info..... If a player changes his planet name then only the player should see this not the rest of the players... |
Re: Things we\'d like to see in the next patch
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Re: Things we\'d like to see in the next patch
I'd like to see an infinite research tree. Something one can pour excess research points into for marginal improvements of resource production, weapon damage, supply storage, armor/shield use, ect. The levels of course get progressively more demanding of research points and only provide marginal improvements, but it'd be something for a research based race to go on late in the game. A single mineral producing facility that changes production based on tech might be more appropriate than a separate type of facility for each level.
Sattelite and mine limits: Satellites should be limited by a matter of maintenance, not some arbitrary number. Mines should be a bit more abstract in use to easily allow more than 100. Stars! uses mines in a percentage chance of hitting mines based on speed. Minefields also decay naturally. Thus, mining an area shouldn't be a guarantee of destruction of the enemy, nor should a single minesweeper be guarentee of safety of a fleet. |
Re: Things we\'d like to see in the next patch
Speaking only on the topic of research, I'd like the following:
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Re: Things we\'d like to see in the next patch
The first things that come to mind for me are:
1. Sticky options to start the game (drives me nuts to have to reset my favorite settings every time I start a game!) 2. Ability to select exactly which techs and levels we want to start a game with (as it was in SE3.) |
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