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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
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I can practically gaurantee you that SE5 will not be aimed at the "teenybop" market. That would drive away 99% of SE4's fanbase, which would ruin MM. |
Re: SE5, Tell Aaron what\'s on your Wish List
MM are doing what they do best - making SE5 the best game possible - and im sure with the quality and diversification and feedback of the older 20+ fan market it will be one of the best 4x space games out there that isnt real time but turn based strategy.
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Re: SE5, Tell Aaron what\'s on your Wish List
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The beserker should take a penalty to defense because they obtain a great offensive bonus. That is their defense...that they will hit a bit more often and an opponent may not be in any shape to hit back effectively. |
Re: SE5, Tell Aaron what\'s on your Wish List
This idea goes along with getting rid of wormholes for the most part-keep a few-and createing vast open sectors
How about a nebule or spacial storm that spans a couple sectors and they would be like nebule in SEIV Black Holes that can effect sectors around them but less effective the farther away you get untill its so far where there is no effect Different idea, if you capture a planet without destroying it you start occupying the planet and there is a chance that they can revolt and become a new independant planet or rejoin there orginal culture, and if you move out\or kill off 50% of the population then the planet becomes part of you culture------Occupation [ July 28, 2004, 17:04: Message edited by: Colonel ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I would like to reply to Shane Watson. I like all of your Ideas. I am in a game Last Man Standing. I have over 1080 planets in 90 systems and 3500 ships and 500+ space yards. It takes 2-3 hours per turn just to get it all done. I think this is the biggest problem in any 4e game you get so big that the tools you use to manage a 10 system empire are inadaquate for 90 system or even 25 or so. I think the biggest acheivement would be to fix the ministers so that you can design them to work for you. And reduce the emperors admin time.
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Re: SE5, Tell Aaron what\'s on your Wish List
Minor add to my Last post
In SEIV at the start you can choose to only be able to colinize home planet type and breathable atomshere i think you should make another option of being able to colinze moons so you would have a third choose mainly i want this because i always put both options on and that annoys me playing and haveing useless moons HAve the ability to capture a ship and steal the componets off them so say you didnt have cloacking technolgy and you captured a ship you could retrofit a cloak on a normal ship EDIT:Have a weapons Trade between empires that would going along trade routes and can be raided and with this weapons trade it would give some sort of offensive and defensive bonus to both empires, and if a ship raids one of those lines then that ship gets a offensive bonus to represent that they got weapons from raiding Have empires that are complete traders and will never make aggresive moves but still able to defend themsleves [ July 28, 2004, 22:31: Message edited by: Colonel ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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Right. The way around this imho is the use of governors. Right now, the way the game is set up you have ministers that are, well, to put it delicately, stupid. Ideally, you would be able to set policy and let them work it out for themselves - but there-in lies the catch. If my suggestion is implimented, say, these guys are not only going to have a personality, but their own ideas (believe it or not, I've thought an easy way of pulling this off based off of Briggs-Meyer persoanlity typing of all things) and motives. So unless you are tight with your govenors, which in larger games is going to ultimately be impossible, someone would get miffed and start trouble. So now, you've not only got trouble on the frontier from the pesky aliens who's territory you are moving into, and some of the core systems are starting to slump economically, you've got a govenor starting crap for you in some of the outer colonies. Do you fire him? And appoint someone else? Is the planet under self rule, or direct Imperial control? What would be the fall out if he is removed? Would it ultimately make more political sense just to off the SOB as a reminder to other governors to stay in line? Would that ultimately back fire if the planet in question found out you had them assassinated or executed and would they lead a rebellion against you for being an overbearing dictator? Better beef up the local garrison of Imperial Marines just in case... More later. Cheers, ~Shane |
Re: SE5, Tell Aaron what\'s on your Wish List
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Most games I see in the stores today--the few that still carry computer games--are for the instant gratification, short-attention-span, pretty-picture crowd. I've watched several game franchises sink down to that level. I have not read all the Posts in this thread, but I'm sure there are several that say "SE4 is lame! SE4 is boring! What SE5 REALLY NEEDS is, like, a 3D engine, d00d!!!" Or words to that effect. Me, I would love to have more commodities, better diplomacy, governors of varying degrees of competence that I could name (the same way I can name ships) and appoint and fire, etc etc. I like micromanagement, but sometimes I would like to give broad powers to a governor. Assign a number of planets to him/her/it. You know what I'm talking about. I want to be Cleon II (Asimov's Foundation series), or the Emperor in Dune. Don't you? I have always dreamed of a computer game that was a complete but very customizable empire/government simulator. SE4 is the closest anybody has ever come. It's a game that will never leave my hard drive. |
Re: SE5, Tell Aaron what\'s on your Wish List
Because I'm an historian, one of the things I wish for SE5 is a better treatment of organics (i.e., food) as a strategic commodity.
In nearly every game of SE4 I've played, organics are an afterthought unless your race has organic technology and needs lots of organics. You can pretty much build a few farms here and there and not worry. Your people almost never starve. You mainly worry about minerals, and later, ratioactives. Organics should be more important than they are. |
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