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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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[/quote] Oh well I did say SE:IV was in a league of its own. Are we not restricting to turn based games? Well I'd have to say that's cheating, because turn-based games have infinitely more complexity than real time games, like pitting console games against computer games lol. Anyway, the thing that would make SE:IV better IMO is ATMOSPHERE (<----- Aaron see that please lol). The graphics are flat and dull, the music sucks, and you have to be a computer programmer to customize your race. That and some sort of dedicated server/chat room where you could join and play real-time games (could still be turn based with a timer a la Age of Wonders before heat.net got dissolved). Brian |
Re: SE5, Tell Aaron what\'s on your Wish List
"Upgrade Facilities" button might be improved.
E.g. I have just researched IntelligenceIII facilities, and if I press "Upgrade Facilities", all planets with default construction rate (2000) now take 2 turns to build it. It is better to fill planet with Intel-2 facilities and then upgrade them to level 3. So I must go to planet construction window and manually change the queques back. It would be nice to have one more button, which upgrades facilities only if the newer facility takes the same time to build as the obsolete one. |
Re: SE5, Tell Aaron what\'s on your Wish List
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With most games the music is just a waste of CD space. (Star Craft is one exception; Cleopatra and Caesar III are others) With SE4, the music is just right. I compose similar "darkwave" music myself. Does anyone know if Aaron will use any user-created music in SE5? |
Re: SE5, Tell Aaron what\'s on your Wish List
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I will certainly fill out an application for a beta testing position. I hope I have better luck with that than I've had filling out employment applications in the real world. BTW, I think I qualify as a "long time member" of this forum. I have been a member since June 2001. It's just that I lurk far, far more than I post. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
FYI: The 'culled' list of suggestions that come from here does not include 'useless info' like post counts. Any and all suggestions are welcome, and what makes a suggestion more 'interesting' is if there are several people 'wishing' for the same thing. If the list had 1000 sugestions and no two were tha same, chanches are very few will end up in the game.
This is a good place to discuss different ideas, and if you take the time to read the two chat transcripts from the Last #se4 guest speaker "Aaron Hall" befor making your suggestions, you will have a good idea where the game is heading. After all is said and done, rest assured Aaron listens to ALL sugestions, and will do his best to incorporate the more interesting 'tweaks' as sugested here. Cheers! http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
I personally really liked the idea brought out a couple pages back about the temporal facility. This facility would allow you to bring ships from the future to this time to help fight a battle, but then you would have to build those ships by that date or else suffer some sort of major penalty. Perhaps the first facility would only allow you to bring ships from a few months in the future, but an advanced facility would allow you to bring in years from the future. The idea was brought out more clearly in previous Posts.
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Re: SE5, Tell Aaron what\'s on your Wish List
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The yard would complete the ship as soon as you ask for it, but then spend X turns working on the ship and be unavailable. |
Re: SE5, Tell Aaron what\'s on your Wish List
That's a cool idea but has one fatal flaw. What if you request a ship for immediate use -- like in defense of the planet where the Temporal Space Yard is located -- and lose the battle. If the TSY is destroyed by orbital bombardment on the same or next turn after completing the ship, is it possible for the ship to have been completed in the 'future' after the battle? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif
I think the 'time slip' device to give a certain fixed percentage chance of being 'elsewhen' and avoiding weapon hits that would otherwise have occured is a better use of the temporal concept. (A flat chance for weapons to miss even if they get their 'to hit' percentage.) Also, some sort of 'time slowing' device for bogging down or completely stopping your enemy (think 'stasis device' from MOO) would also be nice. With actual tracking of supplies in SE we could give the device a very high supply usage, too, and set a practical limit to its use. Anyway, both devices are contained in the combat context and don't create strategic problems because of conflict between game events and the operation of the device(s). |
Re: SE5, Tell Aaron what\'s on your Wish List
Yeah, bending time rather than breaking prevents a lot of crazy things. http://forum.shrapnelgames.com/images/smilies/happy.gif
Temporal shields might be nice... The damage dealt to the ship is delayed for a couple combat rounds, and then it only hits the ship after you've fired back with a volley or two http://forum.shrapnelgames.com/images/smilies/laugh.gif. |
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