![]() |
Re: SE5, Tell Aaron what\'s on your Wish List
Ancient mine fields... I like! http://forum.shrapnelgames.com/images/icons/icon10.gif
How about racial research aptitudes... the Abbidon might be good at researching the social sciences while the Xiati might be good at researching weapons. An idea I had is that each tech area could specify zero or more research categories which would match ones in some sort of Racial Traits file. Thus, if Point Defense Cannon tech is categorized under Weaponry and Military Science, and it normally costs 10,000 points for some particular level, and your race has 120% aptitude in Weaponry research and 110% aptitude in Military Science research, then it would only cost you 10,000 / 1.20 / 1.10 = 7576 research points. (You could alternatively multiply the research points you put into it by the appropriate modifiers, but I think it's clearer to the player if the cost is changed instead - that way any 5000 point tech you see on the list takes the same amount of time to research as any other 5000 point tech, it's just that which techs are 5000 points may change from game to game http://forum.shrapnelgames.com/images/icons/icon12.gif ) Another method to this is simply to assign aptitudes to each of the "theoretical" sciences and then let the applied sciences "inherit" any aptitudes that their prerequisites have - so if you have an aptitude in Physics, then that aptitude will apply not only to Physics but also to Energy Stream Weapons, Shields, Cloaking, etc. This is less flexible in that you can't assign aptitudes to specific techs, but more powerful in that you can affect a whole tech tree with just one change in the data files - sorta like the change in the "one component level, one entry" in SE4 to the "one component family, one entry" in Starfury http://forum.shrapnelgames.com/images/icons/icon12.gif Or you can have the best of both worlds and assign aptitudes to any tech that is flagged with an "aptitude" marker, and have techs with a "propagating aptitude" marker propagate their aptitudes through their child techs! http://forum.shrapnelgames.com/images/icons/icon6.gif Did that make any sense? Anyone have any other ideas on tech aptitudes? http://forum.shrapnelgames.com/images/icons/icon12.gif (Other implementations, reasons why they shouldn't be in the game in the first place, etc.) |
Re: SE5, Tell Aaron what\'s on your Wish List
i'm all about having a smarter battle system for simultaneous games/strategic battle. here's why...
in a recent pbw game, an enemy had a fleet where half his ships were suicide warhead ships. it would have been really nice to be able to tell my ships to all focus fire on these first. it would also be nice to have more options generally in combat, like avoiding ships with certain components, targeting ships with certain components, more intelligent formations that operate with specific parameters, not just to maintain shape. i'm not sure if all of this has already been said, but its really frustrating in a simultaneous game to have a superior force totally destroyed in strategic combat when in tactical, i could have trounced the opponent. |
Re: SE5, Tell Aaron what\'s on your Wish List
Minefields with decay rates...
I'd put in a racial trait for negative decay rates just for fun http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
One thing that I would find VERY cool and which would probably require not much recoding is the ability to *start* a game with ships and resources stored on them, and without planets (if one wanted.)
So, you could have a set up that began like battlestar galactica or some other "exiles" or "gypsies" race. Ideally you would be able to design your ships and "buy" them with a set number of resources that you start with in the start up settings, and the rest of the resources you could have carried in your cargo holds. This would require designating how much cargo carries how much resources and designating where in the edge of the map the "gypsy fleet" starts at, but other than that probably not too much coding. Just moving some interfaces to the start up screens, no? Doing this would allow me to play my Exiles of Kor race as a real race of exiles, appearing on the edge of the map, with a ragtag bunch of ships, some loaded colonizers, a cityship or two, and a bunch of stored resources in the quest for a new home while we flee the Evil Klackons... it would also allow a Borg type invasion wherein the Borg player starts with just one big a** mothership and has to take over the whole galaxy... You could also "jump start" games, by giving people not only planets to begin with but a bunch of ships as well, so we don't have to spend the first ten turns building up... the possibilities are pretty cool, IMHO. Thanks, Alarik |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
edit: oh yeah, this is supposed to be an SE5 thread... so I'll reiterate my earlier requests for 1. area effect weapons and 2. spinny 3D-rendered techs like in MOO2 or the ships in the "choose initial ship" in Starfury http://forum.shrapnelgames.com/images/icons/icon10.gif [ December 10, 2003, 19:45: Message edited by: Ed Kolis ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Well, the Exiles of Kor are one of the races I often play (along with "the Zone" and the "the Outer Colonies") who all share one dubious role playing history: they all fled Ancient Earth when it was destroyed in my ACP game. In that, I'm Earth, Nagahabhata is the Klackons, and I think they're just about to destroy me. Really, it's all just me having fun creating races based on my prior games...
Quote:
edit: oh yeah, this is supposed to be an SE5 thread... so I'll reiterate my earlier requests for 1. area effect weapons and 2. spinny 3D-rendered techs like in MOO2 or the ships in the "choose initial ship" in Starfury http://forum.shrapnelgames.com/images/icons/icon10.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana"> |
Re: SE5, Tell Aaron what\'s on your Wish List
i wonder if Taera's a klackon...
|
Re: SE5, Tell Aaron what\'s on your Wish List
Might have posted these before, or maybe they were just from a time when the forum was down, but in any event I had them lying around in a text file (yes I do do those things http://forum.shrapnelgames.com/images/icons/tongue.gif )
Randomized tech trees - your results might vary by up to 10% or some moddable value from the standard, so a DUC V might cost 270-330 minerals, do 36-44 damage, cost 28,125-34,375 research points, have max range 4.5-5.5 km, fire every 0.9-1.1 seconds, etc. depending on who built it or even which shipyard it was built at. The tech prerequisites could vary too; one game you might need level 2 physics to get cloaking, another you might need level 3! For each component, hull, facility, or anything that has a tech requirement, there could be a list of tech areas that you can get from analyzing it, a percent chance to get that tech area, a max level you can attain from it, and a range of research points (so you don't automatically get a whole level!) So a Wave Motion Cannon III might give you a 50% chance to gain up to 50,000 points in High Energy Weapons, to a max of level 10, and also a 75% chance to gain up to 10,000 points in Propulsion, to a max of Tech Level 7. Of course you could get lucky and get both... or get nothing! And this would be a per-component basis, as the more components you have to analyze the better chance you should have to figure something useful out from at least one of them! |
Re: SE5, Tell Aaron what\'s on your Wish List
Primitives and options.
1. Use them as a boon to the labor force right away. 2. Have them enter the space age as wolflings under your guidance. Give them technology and have them do the dirty fighting for you. Kind of a subjugated neutral race with only one planet. 3. Leave them be and let them develope into a spacefarring race a hundred or so turns down the road. This race would have the full capabilities as a normal race in SEIV. 4. |
Re: SE5, Tell Aaron what\'s on your Wish List
When jettisoning cargo;
Let it be jettisoned in a cargo pod with a set lifespan (moddable) so that it can be picked up later. So a cargo pod can contain anything and all that is in the cargo room of the ship. So if you see a cargo pod and go after it, it might be 10 pop or 80 fighters, 2 WP and some troops... Add this with a scenario editor and you can mod away certein items in the game that needs to be found drifting in space. Edit: And how about boobytrapping a cargo pod? If mines are jettisoned the cargo pod they are in becomes a trap, when salvaged all mines explode at the same time (jettison 400 mines in one pod!!) It should require some action to salvage, not just passing by, but pressing a "jettison/salvage" button. So you can't boobytrap a wormhole! [ December 11, 2003, 19:24: Message edited by: Ruatha ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I'd like to see the abilities for strategic and tactical movement separated completely - currently, we have an ability to give tactical movement but no strategic (afterburners), but not the other way around - for every 2 strategic movement, you automatically get another tactical movement. http://forum.shrapnelgames.com/images/icons/icon9.gif What if you want to change the scale of the game so that ships are slower in combat without slowing them down on the system map? Or what if you want to have "jump drives" (only useful for long distances - you pick a target and jump there, but they're not very precise and take some time to charge up so they're useless in combat except maybe for retreating) and "thrust drives" (only useful for short distances - they're not as fast, but they have more maneuverability)? (I hate to say it, but MOO3 had "star drives" and "system drives" which behaved much the same way http://forum.shrapnelgames.com/images/icons/tongue.gif )
|
Re: SE5, Tell Aaron what\'s on your Wish List
Copied from The Peace Thread:
I would like to see jumping through warp points added as an ability that can be given or taken away. I would also like to see the introduction of external ordinance racks as truly external, based on the size of the ship and not requiring internal space. Finally I would love to see the ability to treat ships as though they have the fighter ability to dock but not the fighter ability to heal after every combat. Then you could create non-jump engines that are smaller and faster than jump engines. The ships that have these could dock with carriers for ships with jump engines. Imagine jumping into a system, losing your jump carrier and not having a way to get back home. That would create a whole new dimension to the strategic element in my opinion. For the old gamers who like one engine that does it all they could just add them back in, or keep them in the first place and let people like me mod in the other engine type. |
Re: SE5, Tell Aaron what\'s on your Wish List
I'm just stealing all the good ideas from Dominions 2, but hey, that's how games work, right? http://forum.shrapnelgames.com/images/icons/icon12.gif
So anyway, this idea from Dom2 is that while it makes sense for troops on a planet to increase productivity by "coercing" the population to work, they should also (for most happiness types) DECREASE reproduction, or even cause a small loss of population if there is no reproduction... think about it in the real world... people who are oppressed are not going to be wanting to bring up kids into their world, and there's always the occasional fatality from police brutality or mishaps or something http://forum.shrapnelgames.com/image...s/rolleyes.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
That makes no sense. Just because there are troops on a planet does not mean that they are going around oppressing and/or brutalizing people.
|
Re: SE5, Tell Aaron what\'s on your Wish List
Warp and non-warp capable engines.
[ December 16, 2003, 02:58: Message edited by: Patroklos ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Are you thinking of a Mod along the lines of StarFire?
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
(imagines a long drawn-out argument with Fyron causing this wonderful thread to get locked http://forum.shrapnelgames.com/images/icons/shock.gif ) |
Re: SE5, Tell Aaron what\'s on your Wish List
Some troops, yes. But not all. Rash generalizations should be avoided.
|
Re: SE5, Tell Aaron what\'s on your Wish List
This may have been said before, but I'm not going to read all 50+ pages to see if it was.
I would like the windows to be able to move around, and be able to open multiple screens without having to close the window I'm in. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
i found myself a perfect qoute while browsing through baen's bar(forum). Quote:
[ December 17, 2003, 04:35: Message edited by: narf poit chez BOOM ] |
Re: SE5, Tell Aaron what\'s on your Wish List
speaking of rashes... maybe troops should increase the probability that a plague (STD style) will break out on your planet http://forum.shrapnelgames.com/images/icons/icon12.gif
I think that SEV could have an option where you can employ the troops to increase produciton. A button in the set of buttons for "coherce" or "repress" will both increase production and decrease rioting/control it. However overall happiness should go down, and planets that would have rioted would still be treated as such for global happiness calculations. theres 2cents. don't spend em all in one place http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
"SE5, Tell Aaron what's on your Wish List?"
A gift certificate for a free copy of SE5. [ December 17, 2003, 05:29: Message edited by: CNCRaymond ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Be useful enough with your suggestions and you might get to be a beta tester, then you'll likely get one! http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: SE5, Tell Aaron what\'s on your Wish List
What's on my wish list? Ooooooh....
* the ability to carry cargo on units. I'd like fighters to be able to drop commando teams. This would also allow for the equivalent of helicopter insertions http://forum.shrapnelgames.com/images/icons/icon12.gif * more realistic mass for populations * ships remember what their previous orders were. So when they spot enemy ships and dump their orders, I can see what they WERE going to be up to. * "launch mines whenever sector drops below maximum" order * "build units when cargo space becomes available" order. This, combined with the previous, allows me to build a minelaying spacestation at a warp point and forget about it. Whenever someone clears out a few mines, it builds and launches some more. When the minefield is full, it doesn't waste resources. * ability to reload fighters during combat, like in the Starfire books. * Sliding scale component development. I don't want a 30 kt DU V. I don't want a 45 kt DU V. I want a 38 kt DU V. or a 92 kt DU V. Basically, the ability to devise my own components for each design. So I can build a battlecruiser with a single spinal-mount weapon that can pierce the hull of a dreadnought. This system would also allow infantry mounts and fighter mounts very easily * ability to give all ships of a class the order to detach from fleet and head to the nearest spaceyard for retrofit. * ability to track moving targets in turn-based movement games. That is, I want to be able to tell my refueling ships to go back and refuel, and then have them join up with a fleet on the move. * for the above, have the refueling ships recalculate where the nearest resupply depot is each turn, so they'll be more efficient. * self-destruct components that are powerful enough to damage surrounding ships * separate fuel and ordnance supplies, at least as an option. "This is a shooting war, colonel. Get me something to shoot..." * fighters seem insanely large. the USS Enterprise (aircraft carrier) is only 70kt in real life, yet a large fighter is 1/3 that size. An Oliver Hazard Perry class frigate is 4.1kt. That's 1/4 the size of a small fighter! These aren't fighters, they're intra-system frigates. B-52s at full weight weigh 219 tons, or there about. 100, 200 and 300 ton weights for fighters seem somewhat more reasonable, even though that means that carriers can pack ungodly numbers of them. * ability to get racial tech from conquered/surrendered species. The Sallegan empire has surrendered to me, complete with all their scientists, but I am now incapable of using temporal technology? * immunity to intel projects racial ability: the bugs from StarFire * ability for ships to drop mines when they see enemy ships closing on them. this would help minelayers survive in strategic movement games * bigger sphereworlds and ringworlds. a dyson sphere has 0.5 billion times the surface area of Earth. Since you only get 5x the number of facilities and cargo as a Huge planet...that seems skewed. a ringworld has about 3 million times earth's surface area. * no mineral/radioactive harvesting on ringworld/sphereworld. You daren't breach the hull! * endless research trees. Make those 300-turn games something fearsome in terms of technology. applied intelligence 68, anyone? * multiple forms of warp drive. warp points, plus ship-based ability to warp into a system, plus maybe something like hyperspace, all in the same game * newtonian motion as an option. If I have almost no fuel left in a ship, I want to point myself in the right direction and use the Last bit of it to get moving. * refittable fighters. I'd like to be able to choose between DU cannons or missiles before sending them into combat. * variable ship tactics. A ship that selects from different strategies depending on what faces it, so a destroyer will run from a dreadnought, but will vigorously attack an empty carrier or cargo ship. * ECMs that make ships appear to be other kinds of ships. I'd love to have a dozen frigates appear on the system map as a dozen baseships. This would only be in non-combat maps as I envision it initially. Sorry if there are too many repeats in this. I read through about four pages of ideas, and didn't see these =) Just delete my post if it's too annoying =) [ December 30, 2003, 14:06: Message edited by: Patowic ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Patowic, you sould see the Mod I have been working on since SE4 Non-G. It is a StarFire Mod. In your wish list below don't forget about the XO Racks!
Admiral Antonov: "Flush XO Racks Commander". [ December 19, 2003, 03:27: Message edited by: President Elect Shang ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Oo, here's one I'm not sure I mentioned: completely queable commands. And all commands a unit can do should be active.
What I mean is right now you can turn cloak on or off, but only for the entire turn. I want to be able to move to a warp point, decloak, move onto it, sweep for mines, warp, do the same, and re-cloak. Its also a pain to have to have units in your transports before you can order them to, say, lay mines. |
Re: SE5, Tell Aaron what\'s on your Wish List
Hotkeys.
And more space for text. I'd like to be able to mod in legthy explanations of how new technology works. See SE IV PbC Ministry of Science Posts for some examples (login/password: spectator/spectator). And hotkeys. I want to be able to play this game without using the mouse. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Quote:
Quote:
[ December 19, 2003, 16:30: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
It was just an example Fyron. Another would be move to this planet, load 3 mines, move there, launch one, more here launch one. Or move there, load all troops of -this- type, move here. (allowing you to use the transfer screen remotely, the ship then moves to that location and does its orders, first come first served if there is a conflict)
Or even a way to order a ship to join a fleet. The ballet you have to do now to join a fleet on the move is kind of silly. As is the lack of an escort command. |
Re: SE5, Tell Aaron what\'s on your Wish List
And in addition to the "pursue your own ships" command, maybe even an option for spaceyards to automatically give any ships they build orders to join a specific fleet, wherever that fleet might be, much as they have rallying points now?
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
|
Re: SE5, Tell Aaron what\'s on your Wish List
Options I'd like to see:
-Use of 3d scaled models for ships and ground forces. -Ground forces battle board. Like ship to ship combat except with ground forces. Something like the way MOO3 handled ground combat. -Expanded ground forces technology and units. You should have the following unit types: troops, artillery, armor, scout, mecha, air force. Make it so that only troops can completely occupy a planet. Armor, artillery, and mecha units to breach defensive stuctures, air units for bonus on attacks. -A better tech tree. Technology that can change the way you play the game. -More unique techs. -Foreign invaders and space monsters. Have like borg invasions and giant space amobias. -Improved diplomacy |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Quote:
Quote:
edit: misspelled closing quote tag http://forum.shrapnelgames.com/image...s/rolleyes.gif [ December 19, 2003, 18:56: Message edited by: Ed Kolis ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Before I respond to the esteemed Fyron's comments, I almost forgot these:
* Facilities that degrade over time after death of a colony. I was playing a proportions game, and got a couple of cultural centers built, then a plague wiped out all of the population. Wouldn't those buildings remain standing for the 2 turns it took new colony ships to get there? * Damage to ships reported in event window. Currently, when a ship gets damaged, it alerts through a popup. I have to keep pen and paper by my PC for those big games. * Configurable Events, so I can have the Event Log warn me when a ship gets below 500 resources, or whatever. Quote:
I'd also like to see fighters destroyed when resources reach 0. Is that possible to implement now? Quote:
"Crap, it's the Amonkrie again! Refit all fighters with missile pods and launch immediately!" Basically I want fighters that select their ordinance prior to launch. I realize that should be an expensive option http://forum.shrapnelgames.com/images/icons/icon7.gif I'd be willing to pay maintenance for units, too http://forum.shrapnelgames.com/images/icons/icon7.gif Quote:
Shang: I REALLY want to see your mod. I've been messing around modding, and I'll help you if I can http://forum.shrapnelgames.com/images/icons/icon7.gif Rockin' work on FQM, Fyron! I really think your kind of system generation should be incorporated into the base game. [ December 30, 2003, 14:19: Message edited by: Patowic ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Quote:
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Same answer either way though, it's not moddable. Geoschmo [ December 30, 2003, 17:59: Message edited by: geoschmo ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Some suggestions for cutting down on micromanagement in large games:
Alien Ship List - Like the F6 "Ship List" in SE4, only it displays all visible ships belonging to other empires. This would allow you to find the one ship that your fleet is pursuing, or just keep tabs on enemy forces in general. Of course, you'd only be able to get full details on a ship if it's within LRS range and has no jammers http://forum.shrapnelgames.com/images/icons/icon12.gif Ship List "Summary By Location" Toggle - For the ship list and alien ship list there would be 3 options: Full Display, Summary by Sector, and Summary by System. Full Display would be like the current ship list. Summary by sector would condense all ships belonging to an empire in a sector into one entry, simply saying "83 Alkapi ships in Zetabed sector (3,5) (orbiting Zetabed III)" or something like that. Summary by system would condense the whole system to something like "158 Bulratho ships in Gordassia system". That way you wouldn't have to click on every triangle system or run intel to find the ones with lots and lots of ships! |
Re: SE5, Tell Aaron what\'s on your Wish List
The idea of having colonies based in space and so forth independant of planets is a good idea. Perhaps floating asteriod settlements. ?
And then around planets industrial and mining asteriod settlements could also be constructed, invaded and so forth as normal. A greater role for storms and nebulae - does the programmer that is doing SE5 ever return his thoughts to this forum in terms of what is accepted and what isnt ? |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Give greater flexibility to the robot miners. Allow them to be placed on planets like troops, not just on satelites or ships. Alos, allow more than one nations troops to sit on a planet. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
|
Re: SE5, Tell Aaron what\'s on your Wish List
This could be unrealistic, but could it be done by March 1, 2004?
Thanks |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
And given that it hasn't even started beta testing yet, IIRC, that's..quite unlikely. Hell, I'm not sure its even past the general idea stage and into code, he's been pretty busy with the SE4 and Starfury patches. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
[ January 01, 2004, 08:14: Message edited by: Q ] |
Re: SE5, Tell Aaron what\'s on your Wish List
(Propably already in the thread but i'm too lazy to try finding... way too many Posts http://forum.shrapnelgames.com/images/icons/icon12.gif
Some suggestions about the decays... 1. Intel Projects: - Change Counterintel to store all points in a single numeric "stack" with 5% decay per turn. CI2 will add to this 2 points per intel point spend on CI2-project, CI3 adds 3 points etc. 2. Minefields: - Remove limit to the number of mines per sector and add 5% decay per turn. Also and again, I _really_ want an option in simul game to load/drop/launch/recover specific number of specific units/cargo and _ALOT MORE THAN 10 PER CLICK_ http://forum.shrapnelgames.com/images/icons/icon8.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
And given that it hasn't even started beta testing yet, IIRC, that's..quite unlikely. Hell, I'm not sure its even past the general idea stage and into code, he's been pretty busy with the SE4 and Starfury patches. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I beleive you are right. That would be awesome though if he was working on it in deep, deep secrecy and then surprised us all....I like surprises except getting my home planet glassed! |
Re: SE5, Tell Aaron what\'s on your Wish List
In most other commercial games, when you pop in the CD, the game will give you the option to play, install, uninstall, or visit the publisher's website. SE4 only runs the installer, which is very annoying if you want to use CD's other than the SE4 CD. Could you please put something in SE5 like in the other games? Maybe with a simple installation/mod selector program, since it's likely likely people would want to have multiple patched Versions and mods of SE5 on their hard drive like with SE4. I'd be willing to modify my SE4 mod selector to select from multiple SE5 installations and mods when the time comes, so you could use that http://forum.shrapnelgames.com/images/icons/icon12.gif
|
Re: SE5, Tell Aaron what\'s on your Wish List
Ed has a good point. Add things to the CD run menu.
List could include: Image Library Developers Notes Art work Se III (Complete) AVI movies Stories |
Re: SE5, Tell Aaron what\'s on your Wish List
and hotkeys. lots and lots of hotkeys. for everything.
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
|
All times are GMT -4. The time now is 05:24 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.