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Re: SE5, Tell Aaron what\'s on your Wish List
Each race has one special ship class. You would get this after you researched the correct tech areas. You can only have one of these ships in your empire. It has special bonuses and gives ships in the fleet it is in bonuses, etc.
This would give a sort of RPG feel and you would of course need to protect it because you can only have one. |
Re: SE5, Tell Aaron what\'s on your Wish List
Dont think that i quite clarified my self - when i said make stats etc specific to game impact i was referring to new data types that are being suggested - of course leave the text stats etc to describe planets etc. Growth rate etc are preexisting - i meant AU - radiation exposure etc. New types not previously used.
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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
quick note on ship classes and ships in general:
I personally feel that a good chunk of the ship building process should be overhauled some. I do like the idea of being able to add in different componants etc., but I think that it would be a tad more interesting to have the size of a ship/class (ie 150ton escort) *not* based on tech level. Ships should be built to whatever size you want and classed how you want (If I happen to want to have a 10 million ton behemouth scout, then dag-nabbit, I *want* one!) Now here is where the technology would come in: Engines/propulsion systems should take up a percentage of the ship's mass based on size of the vessle and tech level attained. The higher technology, the smaller the percentage. So, for example, at low techs, engines and fuel storage could take up to 50-75% of the ship's mass (for the sake of argument),probably less, which in effect doesn't leave much room for onboard ship systems, including crew. This leaves players a couple of choice - research better, more compact engines/feul storage or work on miniturizing ship systems and possibly leaving crew out (assuming we're using crew...). I'd also like to see something along the lines of a power plant included in the ship componants. This would take up about 5-10% of the ship's mass, reducing with higher techs. This would be the primary power source of the vessel. Right now I guess it's assumed that it is the engines... But if that is lost, the ship is derilect until it can be repaired. Also runs a chance of overloading during combat. Greater chance at lower techs, to a final 1% chance at higher techs. ~Cheers, |
Re: SE5, Tell Aaron what\'s on your Wish List
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You have to do the research to figure out HOW, then you can. If you want to start out running around with battlemoons, that's what a high tech start is for. --- There are many QNP mods out for SE4, which do as you suggest. I usually design my P&N warships in the 25%-35% range, though, and load up on shields and armor. That's just me, though... my brother goes all out on weapons, and my Dad likes to go up into the 50% engines range. [ August 01, 2004, 16:17: Message edited by: Suicide Junkie ] |
Re: SE5, Tell Aaron what\'s on your Wish List
if i understand your idea of percent of ship taken by each thing right then i would say no i like the current system of componets but i have one minor thing to the componets, they should be inter changeable so if you capture a ship you should be able to take something on that one and put it into another ship
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Re: SE5, Tell Aaron what\'s on your Wish List
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You have to do the research to figure out HOW, then you can. If you want to start out running around with battlemoons, that's what a high tech start is for.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Tower vs. Ship. Tower is planet based. You are fighting gravity and wind sheer. Ship is orbital. 10 million tons, incidently, isn't even as large as a current day air craft carrier. My point is that yes, you *can* (or at least *should*) be able to if you want to spend the amount of time and money and resources and manpower it takes to put something like that together, but it won't be terribly effective. I *do* concede a partial point to you on the engineering note. Perhaps this could be overcome by the larger the ship and the lower the technology the more problems it inherently has. On the other hand, lower techs usually use larger things. They don't have the finess of higher technology. I keep thinking of the basement sized computers that couldn't do a smidgeon of what my wife's laptop can do that my father-in-law worked on when he was starting out in the aerospace industry. Cheers, |
Re: SE5, Tell Aaron what\'s on your Wish List
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You have to do the research to figure out HOW, then you can. If you want to start out running around with battlemoons, that's what a high tech start is for.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Except this is space. There are few major forces on the structure, with the most notable being the thrust from the engines This means that the ship construction technology could be used to determine maximum thrust levels and hence, under the QNP system, speed . Also, higher levels of ship construction could create ships that can take greater damage since they have a tougher structure. |
Re: SE5, Tell Aaron what\'s on your Wish List
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However, the way the game is currently set, is the same 10 ton engine can propell the smallest to the largest ships. It just doesn't make sense to me. Cheers, |
Re: SE5, Tell Aaron what\'s on your Wish List
Well yes you are somewhat right on the low tech engines but the more advanced engines it could be explained that it is so advanced that it doesnt need to be big----My idea is a sort of half way between idea--- For smaller ships early on you would need less engine componets to make it go faster and the bigger it is the more engines it needs but as you get more advanced you need the same amount of engines for both due to advanced tech in engines---
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