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Re: SE5, Tell Aaron what\'s on your Wish List
ok, I'm guessing someone has said this a long time ago, but I really don't want to read 70 pages. I think it would be really cool to have the option to fight your battles turn based, but after the battle is over you are able to watch it in real time 3d. This would solve the whole turn based or real time issue.
-just a post from a long time fanatic (from SEII) |
Re: SE5, Tell Aaron what\'s on your Wish List
Thats helped in other forums. And would fit with the comments Aaron made when approached by Shrapnel for suggestions on how to bring him back.
I think I would wait until he says he wants it in email. The best method (and the hardest work) has been to create an easy to read wishlist with VERY short references. And if that was all that was done it would be alot of help, BUT if for each reference the person could include a link to any conversation thread about it then thats fantastic. Such a list can be posted every once in a while to this thread, or included in an appropriate stickie. The nice thing about that is that it helps everyone to see what has already been brought up. And if they feel like they have something to add they can jump to the thread rather than discuss it in the wishlist thread or keep starting new threads on it. Devs can zero in on the list and browse it, or someone might transport it to the beta area which works better for some devs to read the "short report" there. (the sneaky thing is that like most of us they might PLAN to only browse the quick-list but tend to get pulled in on some of the discussions) |
Re: SE5, Tell Aaron what\'s on your Wish List
gandalf thanks thats good advice
aiken interesting however i suggest your ability trigger event un use be modified Name := Phased Singularity Channel ...blah... Ability 1 Name := Trigger Event On Use %of time Ability 1 Description := Allow instant warping in random direction within range of 100 ly. Ability 1 Val 1 := 50 Ability 1 Val 2 := Ship - Moved Ability 1 Val 3 := 100 in this case 50 percent of the time the item will work my intendended application as follows Name := solar engines ...blah... Ability 1 Name := Trigger Event On Use %of time Ability 1 Description := solar engines requiere solar collecters to operate and have a 40 percent chance of overload in multi sun systems. Ability 1 Val 1 := condition #suns>1 Ability 1 Val 2 := 40 Ability 1 Val 3 := destroy component note solar engines have only 10 supplies (ie 1 move on battery power)but start out with 1 bonus movement per sun reasoning well it takes an extra 20 kt to fuel them with solar collectors or a supplies hold (batteries) and they are less effecient in low light (ancient star systems and they only provide 1 movement no bonus oo add conditions checking when stellar manip goes off add sun causes condition loss to planets change in distance to sun being a factor in how severe |
Re: SE5, Tell Aaron what\'s on your Wish List
That is an excellent idea. I think that if we collated all the suggestion, deleted duplicates, and forwarded them to MM, they would have that much better a chance of getting into SEV...I would do it, but I really don;t have the time...
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Re: SE5, Tell Aaron what\'s on your Wish List
I have the feeling that SE5 should be a fulfeatured physical simulation to satisfy our wishes http://forum.shrapnelgames.com/images/icons/icon7.gif
And obviously it would requre a supercomputer to run http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
An extension of the Last couple of Posts =- a one way wormhole that sends youre ships to a random spot within x lightyears each term - so if you have a fleet and send em all through one turn they would end up in x systems - if the light year system is used then perhaps 100 - 200 - 300 - 400 -500 etc based upon rising tech levels.
Until we know further though what specifically MM and Aaron are going to include in the game we are sort of guessing i mean if we had a basic idea some of these ideas could be fine tuned to offer more specific advice to aaron - of course im expecting its system requirements would be hgih - so those with old computers may find it useful to upgrade lol. |
Re: SE5, Tell Aaron what\'s on your Wish List
Here is an option I would like
The ability to have no warp points at all And you traveled from system to system using using Jump Gates (which need to be built and can only be built in systems owned by you and/or allies) Or FTL engines, which take X turns to go from system A to system B depending on engine speed I say this because atm all you need to do is have a better defense on your border warp points than those wishing to attack With the above, it would empazize the need for border patrols, having to think about your defenses more, and many other things Plus, there is more danger of a sneak attack, a cloaked armada has sneaked past your border and arrives at your doorstep knocking with huge guns Now that would be a rush Oh and the ability to not see automated moves (gets dull when you have a fleet of X hundred ships on the move and you are watching for god knows how long) Last thing Give the option for combat to be in real-time, cos it is also dull watching your gunboat fire off like 20 weapons 1 at a time Of course include the option for it to be turn-based as I know some people do prefer that. |
Re: SE5, Tell Aaron what\'s on your Wish List
The ability to disguise warp points would be good. For example, in a star trek mod, warp points in the main strategic window could look like two small arrows and in the tactical window they would not exist at all.
I think that combat in SE5 will be a bit like it was in Birth of the Federation. Well, that is the impression I’m getting. |
Re: SE5, Tell Aaron what\'s on your Wish List
A combination of all 3 - warp points to start the game - FTL later on (limited to a certain range - would need fuel and perhaps limited to smaller ships and specific special ships)
Jump gates ie master of orion 1 - you need to have say 2 huge planets only and the cost of production is slightly expensive so as to not have em everywhere - and you could have a fleet from one of youre back planets to youre frontlin - if they were put in SE4 for example they could take 20 game turns to build cost 50k resources - perhaps only allow them on specially built star bases ? or a specific racial ability ? Ideas but until we get the basics of the direction of SE5 - lets consider it a theoretical discussion and see if we can generate ideas that MM can utilise. - Brainstorming session Perhaps jump gates could be capture like boarding parties and (towed) away by an enemy to allow them to use them - but limited to their own use - ie you couldnt jump through to the other end and invade a well protected enemy planet Usage could be limited to allies and youreself fleets. |
Re: SE5, Tell Aaron what\'s on your Wish List
1.) Better combat placement.
The placement of the ships at the beginning of the combat in SE IV is rather weird, to say it politely. I have seen large combats with random outcome due to different starting positions in SE IV. Usually I think all ships/units/planets should be not in range of direct fire weapons at the beginning with the exception of battles after warping and if cloaked undetected ships are involved. And in tactical combat you should have the possibility to place your ships in a restricted area as you want them. 2.) "Auto move" and "auto fire" in tactical combat. In larger battles there might be situations were you want to control only movement or firing manually and let the computer do the rest. IIRC both problems was handled better in SE III than in SE IV. |
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