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-   -   SE5, Tell Aaron what's on your Wish List (http://forum.shrapnelgames.com/showthread.php?t=8397)

Ed Kolis February 14th, 2003 12:40 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Krsqk:
dogscoff, I think this is the best solid idea I've heard yet. I'm all for it!
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah - and make it all moddable with something like the RDL (Rules Description Language) of the sadly departed Stars! Supernova Genesis! http://forum.shrapnelgames.com/images/icons/icon10.gif It seems what we want isn't so much a 4X game but rather a build-your-own-4X-game kit!

Here's a feature I think someone suggested for SE4... warp points of varying sizes such that you can't send a ship through a warp point smaller than the ship. So do you attack the obvious route that restricts you to smaller ships, or use dreadnoughts but take the long way around? Perhaps longer warp-points would be smaller - sort of like Stars! stargates, you have to trade off distance for capacity - or the warp point creation components would have a maximum size as well as maximum distance...

Gryphin February 14th, 2003 08:49 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
raynfala,
Hex Grid
Has a lot of issues. Most likely the biggest one is programing. It would be a nice feature but the time and effort required would (In my Opion), not be worth it. I personaly would rather see the time and effort go into other aspects of the game.
I shudder to think what it might require in the re doing of ship sets.
who knows, I could be way off base.

raynfala February 14th, 2003 09:22 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Gryphin:
raynfala,
Hex Grid
Has a lot of issues. Most likely the biggest one is programing. It would be a nice feature but the time and effort required would (In my Opion), not be worth it. I personaly would rather see the time and effort go into other aspects of the game.
I shudder to think what it might require in the re doing of ship sets.
who knows, I could be way off base.

<font size="2" face="Verdana, Helvetica, sans-serif">Mmmmm, I can see two areas where hex-mapping would throw a bit of a wrench in the works:

* Path finding -- writing an algorithm that can pick its way along a hex path instead of a grid probably takes significantly more effort, especially if it's going to do it right. http://forum.shrapnelgames.com/images/icons/icon12.gif
* Coordinate system -- everything tied to those nice, tidy Cartesian coordinates (movement orders, planet/unit positions, etc.) needs to get reworked. In short, Aaron would have to create a new coordinate system: one that is both intuitive and consistent, so that when your orders window says "move to -blah-,-blah-", you know exactly where on the map its refering to.

There are plenty of war games that use hex-maps, although I've never actually played 'em. I wonder how they deal with it...

--Raynfala

raynfala February 14th, 2003 10:22 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Regarding hex-maps:

Now that I think about it, there is an alternative.

We can take a cue from Master of Magic. In that game, the battles were coducted on a Cartesian grid. But, units were chaged 1.5 movement points for going diagonally, which is a fair approximation of reality (the actual distance is 1.414). And units were not allowed to move at all if they have 0.5 movement points remaining.

People may now debate whether or not a unit with a fractional movement point should have it added to their movement points for the next round or turn. http://forum.shrapnelgames.com/images/icons/icon7.gif

--Raynfala

Crimson February 15th, 2003 01:02 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
hi, I think somebody, who has time, needs to sum up this tread up til now. That way we don't repeat thing over and people don't need to read all of this to catch up.

- I just know sonebody is going to say this again just because I said that, oh Well.

[ February 14, 2003, 23:05: Message edited by: Crimson ]

Stone Mill February 15th, 2003 02:02 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Yeah, what he said!

http://forum.shrapnelgames.com/images/icons/icon12.gif Sorry, Crimson. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Gryphin February 15th, 2003 09:45 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
For the solo player:
A delay befor you know everything about a race. Possibly the delay would be reduced by components, experiance such as combat, or a treaty level

The abilty to randomize some of the traits of a race at the start of a game so when you do run into them you would not know what they would be like from memory.

Hugh Manatee February 17th, 2003 09:38 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Wow, my first post, Ahem, I don't know if this has been said yet but I think a new "Aqua" planet type would be cool so we can make "fish/sea mammal" races. Like in Moo2. or maybe a "liquid" type of atmosphere.

[ February 17, 2003, 07:39: Message edited by: Hugh Manatee ]

orev_saara February 17th, 2003 06:04 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
How about if the game actually read the roman numerals for components instead of just deciding what was most advanced based on its position in the file? It would also be good if components/facilities were tied to there names, not position in the text file, so you could mod a game in progress without destroying the universe http://forum.shrapnelgames.com/images/icons/icon7.gif

Krsqk February 17th, 2003 07:25 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Well, you can always add levels to the end of the file. Changing the order is what messes the game up.


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