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Re: SE5, Tell Aaron what\'s on your Wish List
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[ July 29, 2004, 02:38: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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I've stayed away from mods because I'm confused about just how they change the game, and because I don't want to install something that will make it impossible to play "vanilla" SE4. When I was looking at mods a long time ago, the whole process of installing and launching them just seemed too complicated to bother with. I don't want to screw something up and have to reinstall SE4. |
Re: SE5, Tell Aaron what\'s on your Wish List
Mods install into separate folders, so they do not affect the stock game at all. Most mods include a readme that specifies how they change the game. Using the Mod Launcher, it is a breeze to switch between different mods or the stock game.
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Re: SE5, Tell Aaron what\'s on your Wish List
ok i know that there is way to get around this but i think this would be cool.
In SEIV you have to join ships into one fleet to resupply one of the ships in mid space away from planets So with that how about Two components called Docking Bays Base Docking Bays would be bigger able to house more ships and resupply easily Ship Docking Bays could house smaller ships and could only resupply X number of ships per turn You would launch ships out of these docking bays like you launch fighters |
Re: SE5, Tell Aaron what\'s on your Wish List
Ive been thinking about supply - early on anyway what about ships that carry supplies (can be done now with ships with engines and only supply modules - but you need to fleet them to have effect)
But an idea from conquest frontier wars that could be adapted to this game. - supply ships that start out with say 10k or 20k of supplies and can be attached to ships and when they run out of supplies they simply vanish from the fleet (ie usefulness over and they can be decommisioned and perhaps used as scrap metal etc) this would perhaps allow colony ships to be fleeted then sent as far as you can send them to settle frontier worlds Perhaps if jump gates are built in as a strategic way to traverse large distances in big map games that supply ships could be put in that way Support ships i guess. Ok just ideas brainstorming as you were. |
Re: SE5, Tell Aaron what\'s on your Wish List
In grade school, there was a really nice game called Robosport.
It did the real time tactical combat quite well, by allowing you to set a time limit per round of combat. You program in your orders on all the robots (move here, wait and fire at motion, stand up/crouch/lie down, plant bomb, switch to rocket launcher, wait for x seconds, etc) You hit the equivalent of the "end turn" button, and the robots have at it for 5, 10, 60 seconds, whatever you set. Then you give new orders and edit your old ones. I got pretty good at it, and could take on all comers 3-1 (max four teams) My bots moved like a swat team, covering each other, hiding in bushes, busting into buildings, setting ambushes. --- Real time tactical done right is fantastic, and I believe Aaron can do it. |
Re: SE5, Tell Aaron what\'s on your Wish List
Digressing back to governors for a moment, I wanted to expand on that thought briefly.
Part of the idea surrounding this is a teird governmental system, that could be adapted and modified according to the player's tastes. In other words, being able to not only appoint officials, but to appoint them to handle specific tasks and manage other officials. So, you could actually have something along these lines: Emperor/President/dictator aka: The Player Sector Barons Subsector Dukes Regional Directors System Governors Planetary Elected Officials This is just an example, but you should be able to add as many teirs into this structure as you see fit and call the various offices what you will, along with the individuals being named as well. --- Also, on another point and something that fills me with cold, cold fear: ABSOLUTELY NO STORYLINES. I don't need the game to think for me or to provide some hack reason for getting my peopel out into space. WHY game companies have thought that this is a good idea I will never understand, but it totally destroys the appeal of the game for me, not to mention the replayability. Okay, end foaming at the mouth haha. Cheers, ~S [ July 29, 2004, 14:48: Message edited by: Shane Watson ] |
Re: SE5, Tell Aaron what\'s on your Wish List
This is minor thing but in SEIV my ships are generally faster in combat and if go to the tactical screen i can keep AI ships at the farthest fireing range and the miss but i cant seem to get a fleet strategy that works this way
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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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edit: oh, sorry, I thought you were talking about YOUR max firing range, assuming you had a longer range than them... hmm, your problem is a bit different... [ July 29, 2004, 20:52: Message edited by: Ed Kolis ] |
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