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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
You should be able to get Non agression pact without the AI swarmming your terroitory so i guess you should be able to say were not fighting but you cant come into my terriotory
[ July 30, 2004, 02:58: Message edited by: Colonel ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I have to agree with Fyron here, the warp point idea is a defining aspect of the SE series. Were they to go, I don't think the game would be near as easy, or quite as fun to play. Complexity is good, but some ideas would be a micro-management hell if you were playing. Its supposed to be a game, not a simulation...we can't have everything even remotely realistic. No matter how much we may want total realism.
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Re: SE5, Tell Aaron what\'s on your Wish List
with the idea of getting rid of warp points i wasnt suggest getting rid of them completely just not connecting every sector together but they connect far sides of the map this isnt for realism is just for eas of movement
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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 also get tired of AI empires that park 20 light cruisers over my home planet. |
Re: SE5, Tell Aaron what\'s on your Wish List
I have to agree that "Warp Points" are just about the single most important and defining characteristic of the SE series. It wouldn't be Space Empires anymore if you removed them. That said, I have lobbied Aaron myself for additional methods of interstellar travel. Warp Gates for example -- buildable devices controled by players instead of just 'natural features' that you can only create or destroy. You could control who uses a warp gate, such as only allowing your own ships or your allies to use it. And some sort of 'direct' or 'off road' method of travel is needed. I prefer 'sleeper ships' where the crew actually has to be put into some sort of hibernation and it takes years to get from one system to another. It'd be really cool to play the occasional 'lotech' game with no FTL at all, even if it would take ages to play. http://forum.shrapnelgames.com/images/icons/icon10.gif A 'hyperspace' system like we see in Babylon 5 would also be nice, though.
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Re: SE5, Tell Aaron what\'s on your Wish List
i know getting rid of warp points would change the game but it would add alot to the game for what ever it took out, if only there were a way to make it moddable like a choice before the game......... but for this that is mightbe to hard so i guess its either in the game or not
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Re: SE5, Tell Aaron what\'s on your Wish List
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Real time vs turn based strategic combat has nothing to do with how much control you have, only the quality of the simulated results. No matter what system you use, the AI is still playing the whole combat with only the fleet formation/strategy to guide it. http://forum.shrapnelgames.com/image...s/rolleyes.gif --- As for making it a tense game, having MORE control helps that. Having the fate of your ship rest on your moment-to-moment decisions during tactical combat is tense and exciting, especially if you are outgunned, outnumbered and desperate to win with a major colony/base/chokepoint at stake. At the empire level, you're just throwing massive fleets around, and combat becomes impersonal, detached. --- The only disadvantage to real time strategic combat is the amount of CPU time it will take for PBW to grind through it. You probably won't even notice the difference in a multiplayer game. |
Re: SE5, Tell Aaron what\'s on your Wish List
Since we are on the subject of Warp Points. I'm sure someone has suggested this...but here it is again...
The Detecting of WP is a good idea. All warp points should be hidden unless you can detect them. Some Warp Points could be one way Warp Points. You can come out of them...but can't go back the way you came. Different size Warp Points, that allow only certain tonnage amount of ships through. (Alot of StarFire feel here) Ok my 2 cents is over... Kana |
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