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

Spectarofdeath June 23rd, 2004 05:46 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
How about leaders for your empire, like in Moo2, or maybe even, ship crews, that when the crew quarters are lost, lose some of their exp.

Colonel June 24th, 2004 12:34 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
simply more guns ( mass amounts of different weaponary) more ships more (sizes, more ship sets etc)
ooo yea one main thing that aggravated me in SEIV is when u build a vechile that builds ships Space Yard Ships, they take a long long long long time to build a ships and base etc especially bases i would say cut the time by say half just to make it so it doesnt take a good portion of the game to build a defensive base they may need
ooo and Black holes make them idunno like more deadly i got it if u in the sector u get two turns to get out or it over powers u engine and the end of each turn ur back in the middle

and i got carried away lol http://forum.shrapnelgames.com/images/icons/icon12.gif

and think this started off as a simple first post

~all for now Good Bye

Suicide Junkie June 24th, 2004 05:00 PM

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

Originally posted by DeadZone:
Edit: Also how about allowing ANY tech to be exchangable/capturable...
...

<font size="2" face="sans-serif, arial, verdana">There are mods which do that, but its not too popular.

PvK June 24th, 2004 05:13 PM

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

Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by DeadZone:
Edit: Also how about allowing ANY tech to be exchangable/capturable...
...

<font size="2" face="sans-serif, arial, verdana">There are mods which do that, but its not too popular. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">It would be nice if there were more control in mods and game settings for what is capturable, and what is not. The current options, even in mods (and even with a lot of complex work) are very limited to what you can allow and disallow.

It'd help a lot to have a a "Analyzable" flag for all components and/or facilities and/or unit sizes and/or tech areas.

It'd be even better to have a tech prerequisites for analyzing. I.e., a list of techs which are required to be able to analyze any given components and/or facilities and/or unit sizes and/or tech areas.

Even better would be an analysis system involving numeric values, so that it wasn't simply a matter of capturing one Zroc gun to suddenly be able to know all the techs that are required for a Zroc gun. E.g., notice how westerners were able to sell guns to native americans for hundreds of years without the native americans being able to duplicate them.

PvK

Kana June 24th, 2004 07:20 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Going off the Last post...I had a thought...scare I know...

We currently can trade Technology. Which give the person the ability to make the components that the tech level would give. You can trade ships...with the components on it that you may not know how to build...unless of course you scrap and analize it. But...

What if you were 'tech savy' enough to build a certain tech, but one of your neighbors gifts you the individual component itself. So lets say your buddy neighbor has cloak...for a certain amount he can give "X" number of Cloaking Components to put in any ship. You don't know how to make more...but some of your ships...the special ones...would have the cloak.

I guess you could treat this as a lesser Version of Technology trade...

Kana

Paul1980au June 25th, 2004 09:23 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Or perhaps depending on how far ahead the tech was from a captured ship compared with youre current level of tech the higher it is the lower the % value that you can get something from anaysising it and perhaps would have to use intel instead to get advanced tech

Ie i have level 1 cloak and yu capture a ship with level 2 cloak - anaysis success chance 80%
level 3 cloak - anasysis success chance 60%
level 4 cloak - " 40%
level 5 cloak - 20%

Somethign along those lines - well its all brainstorming so keep ideas coming.

But yes being able to stipulate at the beginning of the game the tech areas that are anaysisable from captured or gifted ships should be an idea.

Spectarofdeath June 25th, 2004 04:39 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I like the idea about making certain techs capturable, but not as good as the original. You might be able to make race specific techs that can't be researched by any one else, but you can capture it, but it will never be as good as the race that has that tech. Or maybe being able to make treaties that forbid certain technologies. And rather than complete surrender of a empire, how about making terms, (You can only build ships of XX tons, research XX techs) of course, keep unconditonal surrender as a option. And Civil wars, I think that would be a cool idea, rather then just planets breaking away, have a few systems and a % of your fleet create a new empire when morale gets to low.

Colonel June 25th, 2004 09:49 PM

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

Originally posted by Kana:

We currently can trade Technology. Which give the person the ability to make the components that the tech level would give. You can trade ships...with the components on it that you may not know how to build...unless of course you scrap and analize it. But...

What if you were 'tech savy' enough to build a certain tech, but one of your neighbors gifts you the individual component itself. So lets say your buddy neighbor has cloak...for a certain amount he can give "X" number of Cloaking Components to put in any ship. You don't know how to make more...but some of your ships...the special ones...would have the cloak.
Kana

<font size="2" face="sans-serif, arial, verdana">cough "rip off" Cough "rip off" lololol http://forum.shrapnelgames.com/images/icons/icon12.gif

anyways i like that idea even though

well i was thinking about treaties and someone was saying only allow so many ships and so big well i will add to that have a way to limit there expansion like saying u can only go X number of sectors from ur closest homeworld or u could just limit certian sector completley off like u could confine them to one sector or to ten http://forum.shrapnelgames.com/images/icons/icon10.gif

http://forum.shrapnelgames.com/images/icons/icon6.gif

psimancer June 26th, 2004 04:23 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
back to the formations thing
the ability to actually assign formation positions to particular ships before combat (besides just leader) without having to empty the fleet then put the ships back in a particular order that dfoesnt always assign the correct formation position to the ship as desired y the player

Fyron June 26th, 2004 04:27 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Currently, ships are placed in formation in the order that the ship was built (each ship has a unique ID number in the code to identify it, most likely). It does not matter what order you put them into the fleet (other than the leader, which can easily be reassigned simply by clicking on a ship in the list of ships when you select that fleet.


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