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Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
i suggest the following
1. scriptable command sequences 2. remote load/launch type and number selection implementation 1.add to the view command box edit 2. when select launch remote i have to choose how many of each type to launch and with a save package command like construction ques example item one i just set up a multi system cargo run Last turn but this turn i lost a system all i really need to do is remove that system and maybe insert a move to command since the editor is text i better know what system and what location for the move to such as moveto eurul (6,11) simple stuff item two sample command script with launch selection moveto eurul (4,6) load fighters (erul IV,"charger v1.0",60) load fighters (erul IV,"hawkeye v1.7",6) load population (erul IV,oxygen,100) load population (erul IV,methane,100) moveto atuil (8,9) drop population (atuil II,oxygen,50) moveto atuil (4,5) drop population (some planet,methane,100) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) moveto atuil (5,5) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) moveto atuil (5,6) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) moveto atuil (4,6) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) moveto atuil (3,6) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) this script would ring a planet with 5 fighter Groups each containing 10 combat fighters and 1 electronic warfare shield ship until you can create multiple fighter Groups in the same sector by choice instead of movement this would be the procedure on a cargo movement run oh and error checking is classic idiot proof if it cant perform an action it clears all orders and sits there though i wish i could set an alarm in the script example being message ("awaiting orders") which would show up in my end of turn Messages log this being a user typed message not automatic but if a error occured in clearing orders it would check for that command and execute it then clear command list ps ii know command for load and drop could have location as parameters bu heyy im trying to keep this as simple as possible for demo purposes heck you only need 7 commands total of all options about 40 moveto,warp,transfer,launch fight-sats-mines-drones,recover fight-sat, load f/s/m/d/pop/wp,drop f/s/m/d/pop/wp,[begin repeat],[end repeat] the attack stellar manip etc are all upper lvl decision commands these guy suggested just allow for the creation of automated trade and migration routes [ June 13, 2004, 21:15: Message edited by: psimancer ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Psimancer - the error message aspect is a great idea - lets hope it gets looked at - lots of good ideas i guess we have to wait for the first beta test results or demo of SE5 to come out before we can really give some early feedback and positive and negative feedback on new features etc.
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Re: SE5, Tell Aaron what\'s on your Wish List
Yet another portion of dumb suggestions from me:
1. Implementation of variables in the config scripts: like %ShieldPointsGenerated (already present), %CompTonnage, %CompStructure, %CompCostMin(Org/Rad), %ShipSize, %WpnRange, %WpnDmgPointBlankMax(Min), %WpnDmgMaxDistMax(Min) etc. This will allow some very good and flexible computation, assuming we'll have formula based comp(weapon, esp.) descriptions. 2. Allow comments in the config scripts. // for comments and /* for new line comments for example. This will make even sophisticated code more human readable. |
Re: SE5, Tell Aaron what\'s on your Wish List
Good suggestions esp with the AI scripts coming in.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Better 3D style (high res Graphics) esp.in the (larger) combat arena can keep the 2d style for ease but how about parts being blown (in slow motion !!?) off or damage as combat ensues.. more on ground to ground combat.in a similar arena only ground based (with colour of planet as a background guide??) and ground to air..space..etc the thoughts are endless !! a real full on BIG UPGRADE STUFF !! and zoom and speed variable..as well as moddable..!?? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Four suggestions:
One Relative weapons. For example, a shield depleter, which reduces certain percentual of enemyship's remaining shield instead of fixed number. These kind of weapons would add totally new dimension in the fighting. This particular weapon would be powerful against unharmed ship and useless against battered and damaged ship. Furthermore, you could make this kind of weapons to apply armor, internal structures, etc. Also there could be reversed Versions of such weapons, which would do very little against a ship of full health and be lethal against damaged one. Two Area effect guns. I would like to see some scatter grenades, which would damage not only the ship they hit, but all nearby ships too. Three Chain reaction guns. Organic race has electrict discharge. Why not have electrict discharge, which would hit one ship and do some damage and then continue some nearby ship, etc. The more advanced weapon, the more ships it would hit. It would imitate reality, after all. Advanced computer virus. Instead of destroying the computer of one ship, it could spread random near ship with master computer after infecting the target ship. Perhaps somewhat weakened state. It would also imitate the reality. Four Devices which would make barriers in the battle field. I think how Q stopped Enterprise in Star Trek Next Generation. There appeared energy barrier in the space, which was impassable to Enterprise. Such barriers would add a lot of fun in combat, especially if you could not fire through one (except you would be able to launch missiles, fighters and drones), but you would have to go around to have clear sight. Also launched objects would have to go around. The barrier could Last some certain amount of turns or it could have some hit points so that you could shoot your way through it. [ June 15, 2004, 06:29: Message edited by: Karibu ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Single suggestion:
Enable triggering of events on component (or facility) use, like this: Name := Phased Singularity Channel ...blah... Ability 1 Name := Trigger Event On Use Ability 1 Description := Allow instant warping in random direction within range of 100 ly. Ability 1 Val 1 := Ship - Moved Ability 1 Val 2 := 100 That'd be cool. |
Re: SE5, Tell Aaron what\'s on your Wish List
Space Hazards. When fighting in an asteroid field, the asteroids could be used to hid behind. Ramming an asteroid (or other hazard) would be bad (of course). Any enemy fire (or even seekers) that had intercepted a hazard would strike it instead of the target. In the case of asteroids, the could have damage amounts and could be bLasted through, if the firepower was significant.
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Re: SE5, Tell Aaron what\'s on your Wish List
Have a simple question (will proberly never see the answer due to the fact Im a SF jockey mainly)
Has someone actually gone through all of this and made some sort of list of almost everything that has been done Because with over 1000 replies Im sure ideas are being repeated at times, and others are being lost |
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