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Re: SE5, Tell Aaron what\'s on your Wish List
But you could mod small ships that take less than 1 turn to build, or build, say, 2 over the course of 3 turns rather than 4 if they cost 3000 apiece and you can build with 2000...
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Re: SE5, Tell Aaron what\'s on your Wish List
oh right. I didn't think about ship construction taking up fractions.
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Re: SE5, Tell Aaron what\'s on your Wish List
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In regards to Multi-Add to more than one build queue the option for One Turns Worth as well as 1,5,10,etc. Another would be to Multi-Add Facilities to more than one queue at a time. Ah, what the heck, just have all the same options with the Multi-Add as you get with individule build queues. |
Re: SE5, Tell Aaron what\'s on your Wish List
Well, the idea of ships without engines falling into stars isn't a bad idea. After all, ships do fall into black holes in the game, and yet in reality it should be just as easy to orbit a black hole as it is to orbit a star.
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Re: SE5, Tell Aaron what\'s on your Wish List
I wish I could see some screenshots!
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Re: SE5, Tell Aaron what\'s on your Wish List
Bearclaw understood me lol, i meant the ability to quicky have several colonies build the same thing. not to do it in one turn. i hate having huge empires and i come along the convert atmosphere tech....and spend an hour building the facility on my planets. small things like that detract from the game for me.
When it comes to an orbit the objects velocity has to be equal to the gravity being exerted upon it. otherwise it will fall into the gravity well at a speed depending on the difference of objects speed vs gravitational pull. kick me if im being an ***. Emperor Fritsch the Asnine |
Re: SE5, Tell Aaron what\'s on your Wish List
<font color="red">SE V IDEAS </font>
1. Resources - Mining of nebula for resources. (Component that can be placed on ships that draws supplies and or resources directly from a nebula) 2. Supply - Transporter system between planets. (As technology improves, cargo can be "transported" via energy beams to another planet with the same Transporter facility.) 3. Combat - Cloaked ships get first shot (Shouldn't they?) 4. Combat - All ships fire at same time - No bonus (Non cloaked that is.) 5. Combat - Option to set planet defense strategies 6. Combat - Some way to INTEL a planet before combat 7. Component/Combat - Weapon specific components that support only one weapon system. (IE torpedo targeting I - V = more accurate torpedos.) 8. Game - Option to liberate or conquer a planet that has been captured by another race and that you are now attacking. 9. Fleet - The ability to grant command of a fleet to an allied leader. (Cannot be used against you) 10. Game - An Undo Button. In case you accidently take your EB off when you did not want to, you can turn it back on. 11. Game / Component - As ships travel through space they accure damage unless they have deflectors. (From game start) 12. Game - Ability to limit things (Anything) to one or two per empire as well as system, ship, base, etc. (So if someone were to create a Presidential palace, they could limit it to ONE PER EMPIRE) 13. Game - New Race Ability "Advanced Trait" Pacifist. Weapons are NON leathal. Race focused on disable and capture. 14. Game - Add Captain / Admiral personnel as described in other post. (And on yahoo) (Can email idea once again to malfador if needed) 15. Game - Fog Of War - Show non of the map, nothing except space until player begins to explore. As player explores, the area explored becomes visable. 16. Game - Limit sensors to sectors instead of systems. Make the player explore the system before it is known completely to him. 17. Game - Ancient / Random - System infested with acient mine field. (Already suggesed by me eariler in this thread) 18. Game - Ancient / Random - Discovery of Derilect ship results in either or a Positive or Negative happening. Gain new technology upon anylizing ship, or such thing as your lossing your ship that discovered it to alien infestasion or ancient booby trap. 19. Game - Add rare comodities to the game. Each gives the player access to new technology to explore which in turn gives new weapons, armor, other bonuses. 20. Game - Invent of Barter system. Players can establish trade routes over comodities and or other items they wish to trade. (Player one builds X ship design and trades to Player two for Resources, $$, or comodities.) |
Re: SE5, Tell Aaron what\'s on your Wish List
Cloaking, yes, always get the first shot, no. If it's like that then all you'll have is another Birth of the Federation where a romulan fleet of warbirds can wipe out just about anything and everything in the first shot, without any losses. It will need some kind of balancing system, something that might let them shoot first, but only like 1/4 of their weapons, or the weapons are only at 1/4 of their true damage potential. This would give the ability to still recieve some kind of "surprise attack" but still allowing some kind of a chance for defending players. Seriously, who wants to get their fleet of 30 battleships wiped out without even firing one shot off? Sensors that can detect cloaked ships would also help, but if the option to fire on cloaked ships is given, it too should also be given a to hit penalty of some kind.
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Re: SE5, Tell Aaron what\'s on your Wish List
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MAIN IDEA
Heres a little idea, No fly zones within your empire. You could limit off entire systems off to all but the best of your ships. This no fly zone would aplly to both your ships and ally ships, short of you giving a ship a direct order to go there. In these areas you would get X percent better counter intel because of the limited travel. Also if you did this to your home sector it would make the people unhappy but that effect would not apply to a system made up of military installations, research and intel compounds. MAIN IDEA Next little idea, Escort for ally ships, if you dont like random ships roaming your terrotory then you could give them a ship(s) escort until they leave your terroitory. This would help prevent sneak attack by former allies. Also a ship could try to avoid this with cloaks and what not. MEDIUM IDEA This is a minor thing but i think that if you capture a enemy planet especially homeworld it should imparetive that your enemy recapture it not just bLast it. In one of my games i captured an AI homeworld with troops and then couldnt defend it so i had to leave it to be destrioed, anyway my enemy just bLasted it with no attempt to recapture it. I think that should make the orginal owners race people very unhappy. MINOR SMALL IDEA Nother Idea, If you cut off a ship from its home race, like completely destroied them or cut the only wormhole back, each of there ships would show up as its own empire and would get X number of turns to either make a trade alliance with you or another race for supplies or it could settle a planet, each crew quarters would give 1 million people |
Re: SE5, Tell Aaron what\'s on your Wish List
In Birth of the Federation combat was turn-based but play out in a pseudo real time representation. So in Birth of the Federation cloak ships literally had the first turn free with no possible reaction to them. In SE5 combat is in real time with pausing, which means as soon as a cloaked ship acts you can react to them. Basically the SE5 combat system will be able to reflect the strategic and tactical strengths of cloaking technology with out having to resorting to lame game mechanics such as in birth of the federation.[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
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