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Re: SE5, Tell Aaron what\'s on your Wish List
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[ July 30, 2004, 14:25: Message edited by: Shane Watson ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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I think Space Empire's single most important and defining feature is it's ability to be customized. Not only is it fun because of that, but it also appeals to a broader consumer base. Don't like the game? Change it. I think the thing that bothers the most about the WP's is that fundamentally I percieve them as a limit on the game. They limit game play for me, while everything else is essentially wide open. That's what troubles me about them and that is why I would like to see them either gone entirely (which I know and accept won't happen) or at least their role modified so as to be more manageable. ~S [ July 30, 2004, 15:08: Message edited by: Shane Watson ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Pax Imperium pretty good game but it can move very fast.
And if you use map creator you can make oneway warp points. |
Re: SE5, Tell Aaron what\'s on your Wish List
Perhaps this has been mentioned before, but I would like to see penalties/bonuses/restrictions based upon gravity (size) of planets. For example, as a human-like race, I should be unable to colonize heavy-G planets and maybe get a cost penalty when building on light-G planets. Or some variation thereof.
There should be techs that would allows colonization of them ("high-G construction," etc...). In this same vein, certain racial characteristics should make it very difficult or easier to colonize higher or lower G places. If I was a space-born race, I should have significant penalties to exist on a high-G planet. There could be various permutations herein. I also feel that with a wider variety of planet types colonization should follow similar themes. For example, I would like to see "water-worlds" or "desert-worlds" and other similar combinations added to the rock-gas-ice paradigm. Then, if I played a Cetacean water-borne race, then I would get bonuses (or no penalties) to colonize a water-world, and so forth. I guess these could be similar in theory to the progression of colonization techs currently in place, but with wider variety - which would be nifty, more flavour added to the game, but with little or no added complexity. Just my thoughts. Thnaks, Alarik |
Re: SE5, Tell Aaron what\'s on your Wish List
Props to the artist. I hope you are willing to continue to contribute to the family, as the Facilities define a good deal of the flavor of the game.
Back on topic, I'd like to see more additive and subtractive attributes for Components and Facilities. Things like </font>
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Re: SE5, Tell Aaron what\'s on your Wish List
I like all these neat Ideas but at what point does complexity overcome playablity? I only know of a few players that handle high levels complexity well and I think most enjoy focusing on one or two aspects of the game. (diplomacy, research, Ship design, Economic expansion, Combat) My self I really like the little tactics you can come up with like putting mines with spy sats.
One thing which would be nice in a standard game is the final level of any tech be darned expensive so that if you do get that tech it gives you an advantage for 20- or so turns. I am thinking about cloaking tech. I do understand that this is easily modded. |
Re: SE5, Tell Aaron what\'s on your Wish List
I would like to see all the ocmplexity that could possibly be presented made avilable to modders. That's what I was requesting, really.
Except for the hotkeys, I would like to see that functionality in the standard game. Of course, I wouldn't want hotkey usage to be necessary to gameplay, I respect the needs of those who cannot transcend the mouse. |
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-- I really like the idea of Planetary Classifications beyond Asteroid, Gas Giant, Rocky World, Ice World. I think it would be a nice addition to some extended planetary stats (grav, hydrographic, size (km or miles) and A.U. among other things. As far as complexity overcoming gameplay - the easy way around this is to allow for fairly complex game mechanics that can be turned off and on in the Empire options of each player or handled by the player's government. It doesn't *have* to be micromanagement hell unless you want it to be. Cheers, ~Shane |
Re: SE5, Tell Aaron what\'s on your Wish List
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