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-   -   Things we'd like to see in the next patch (http://forum.shrapnelgames.com/showthread.php?t=7099)

DavidG September 9th, 2002 01:24 AM

Re: Things we\'d like to see in the next patch
 
How about a way to edit a message that was sent in game! How many times have you sent a message only to realize later in your turn you want to add or change something in it.

HEMAN September 9th, 2002 09:10 AM

Re: Things we\'d like to see in the next patch
 
I would like to see seperate Componets that can generate research or intell points. Example ; Research Station http://forum.shrapnelgames.com/images/icons/shock.gif . This was in the Jim bob poll, but i dont know the reason this didnt make to the patch v1.78.

dogscoff September 9th, 2002 10:20 AM

Re: Things we\'d like to see in the next patch
 
Quote:

would like to see seperate Componets that can generate research or intell points.
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, we've been asking for this forever, but I guess Aaron just doesn't like the idea.

As for the crew thing... I'd love to have a really involved crew management system. Each ship would require a certain number of crew to operate, according to size, and how many weapons, engines and so on it has.

Different amounts of crew would affect the ship's performance, kind of an extension to the current "destroy crew quarters and lose half your movement" situation. Crew members could be killed in combat, boarding attempts and random events, and so it would be important to carry some "spares". Of course you'd need extra crew quarters to house them.

Anyway crews would have to be recruited from planets (maybe even tracking their racial abilities=-) and could be transferred from ship to ship. That way you could rescue a crew from a crippled ship by sending out another ship with extra crew quarter space or some free cargo space. It would make boarding parties and allegiance subverters far more interesting as well=-) Throw in morale tracking as well and you'd have a brilliant system. Micromanagemnt hell, but a brilliant sytstem.

More ideas:
How about an option to NOT display unexplored systems of the galaxy map? It kind of narks me that you can see the general "shape" of the galaxy and can guess where some warp points are going to and from before you have explored the whole map.

Oh, and how about if ships that had been taken over with the Allegiance Subverter had a chance to overcome their psychic programming and convert back for a few (strategic or tactical) turns?

Mylon September 10th, 2002 03:15 PM

Re: Things we\'d like to see in the next patch
 
I'd like to see either a larger combat area, or less rounds in combat. The effect is that I would like to see unarmed ships actually capable of outrunning (in combat) armed ships. If a ship moves too far on the combat map, this could be reflected by movement on the system map, with the ship that moved being down one movement point for that turn. It seems rather silly for ships to get stuck against the "edge" and then pounded by dreadnaughts.

Shyrka September 10th, 2002 07:39 PM

Re: Things we\'d like to see in the next patch
 
1 · The ability of editing the orders list for ships, with the posibility of change the orders order and delete them.

2 · Displaying a note when the units that you are trying to build in a planet will not fit in the storage space of the planet.

3 · Some type of "Auto launch units" order.

zaphod-42 September 10th, 2002 08:22 PM

Re: Things we\'d like to see in the next patch
 
The encryption of the .exe and savegames is a great feature that i like very much.

But please switch it off for the maps so we have the possibility to code our own editors (with all the missing features like generation of single systems, cut & paste ...).

Suicide Junkie September 10th, 2002 09:10 PM

Re: Things we\'d like to see in the next patch
 
Quote:

I'd like to see either a larger combat area, or less rounds in combat.
<font size="2" face="Verdana, Helvetica, sans-serif">In settings.txt, there is:
number of space combat turns := 30
Number of Ground combat turns := 10

I'd reccommend setting the ground combat turns down to 1 or 2 as well as fiddling with space combat. Set like that, battles for a homeworld can take a year!

DavidG September 13th, 2002 12:47 PM

Re: Things we\'d like to see in the next patch
 
What I'd really like to see is more detail of what is happening in the combat screen in simultaneous games. Like you get if you do auto turns in tac combat in a single player game. You can see what components are getting dammaged in combat. Why is it not like this when you replay a combat in a simultaneous game? It makes it hard to asses you efective your weapons are. And ground combat is even worse. You either win or lose. There is no way to tell how close you were to winning. Why not the ability to replay ground combat like you in the tac combat of a single player game?

Elowan September 13th, 2002 07:55 PM

Re: Things we\'d like to see in the next patch
 
SEIV is a lot about micro-managment and we could use some additional help with that.

For example: more waypoints in a scrolling list.

The ability to assign actions such as picking up pop and unloading same through the waypoint button. If the waypoint is at a planet, then allow the move else - warning or gray out action selection.

Ditto sending off pop to another planet. If the destination planet does not have enough room for the pop - you should get a warning. And if you've automated the pick-up and delivery of pop - if the target planet cannot accept any more pop - you should get a msg to the effect that the planet is at capacity.

Ditto sending out a sentry ship: go to waypoint 5; assume sentry duty at waypoint 5.

Mylon September 14th, 2002 01:34 AM

Re: Things we\'d like to see in the next patch
 
Yes! More stats to go by when making designs!

Heh... I was wondering why I used to be able to see what components were destroyed and now I can't. I didn't know it was because of strategic and tactical combat. Another thing I would like to see is the two renamed a little, because I keep getting them confused! I had to turn off the manual combat mode at game start 'cause I kept clicking on that one for the unimportant battles I didn't want to see. "Strategic" and "Tactical" are too close in meaning to really be too separate.


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