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Re: SE5, Tell Aaron what\'s on your Wish List
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If corruption is included, it should be kept to a minimum... Nothing is more tediously annoying than Civ-style corruption. |
Re: SE5, Tell Aaron what\'s on your Wish List
How about persistent status effects other than damage?
EG: Ion Cannon hit: Disables intact engines. Repair cost: 0.25 repair points per component. Space barnacles. Effect: Ship mass increased by ##kt for movement and combat calculations. Repair cost 1 point per 10kt of barnacles scraped off. ----- It seems to me that corruption should really be the opposite... All the corrupt people will gather in your capitals and other areas of high-importance, since that is where individuals can have lots of power to abuse. Of course, planets that are left without defenses would be vulnerable to raiders and pirates and theives... Building defense sats, fighters and troops on the planet could help prevent these kinds of losses, but its not really fair to call it corruption. |
Re: SE5, Tell Aaron what\'s on your Wish List
The idea wasn't so much corrupt politicians, but rather lack of organized control far from the center of power. As more advanced government systems are developed, corruption in far flung regions decreases. Monarchy has slightly less corruption than despotism, for example. Government systems such as communism and democracy have very low corruption, representing much higher levels of control over all regions of the civilization and higher levels of efficiency compared to more "primitive" governments. It is really a corruption of the efficiency of organization and centralized governmental control, rather than how many politicians are accepting bribes or whatever. It is a measure of how effective the government is at managing a far-sprung empire. It is a symbolic representation of realistic situations where a centralized government can not effectively manage every aspect of every portion of the empire. The corruption is just how much can not be used effectively on a national scale by the government. This is opposed to the SE2/3/4 system where every planet (or system, based on spaceports) is essentially a completely automous state capable of 100% effective control over every aspect of everything in the empire, and every state is absolutely loyal to and efficiently run by the centralized government.
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Re: SE5, Tell Aaron what\'s on your Wish List
Something I'd really like to see make it into SEV is a way to set which space yards have automatic "move to" orders in an easier way than we currently have to do it. Right now, you must go into each space yard queue and then tell it to move all constructed ships to any given waypoint. A better way to do this would be to have a system similar to the one used for multi-adding ships to multiple queues. Hold down shift and click on however many queues you want to move to the waypoint, tell them to do it, and voila! there you go.
As things are, I'm in a PBW game where I had to go into about 100 queues individually and give them each "move to" orders. It sucks. And takes way too much time. |
Re: SE5, Tell Aaron what\'s on your Wish List
Hehe.
How about a graceful way to handle loading a 50 megabyte mod http://forum.shrapnelgames.com/images/smilies/laugh.gif - Suicide "64% and grinding" Junkie |
Re: SE5, Tell Aaron what\'s on your Wish List
In SE4 tactical combat, Baseships take up the same number of squares as an escort. I find this somewhat odd... I'm not sure what the look of the combat will be in SE5 but it'd be nice if this sort of thing wasn't the case.
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Re: SE5, Tell Aaron what\'s on your Wish List
I don't think there will be any "squares" per se for combat in SE:V, so each ship will occupy a varying amount of space depending on the size of its 3D model. It'll be interesting to see how MM scales the planets etc, in the combat map.
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Re: SE5, Tell Aaron what\'s on your Wish List
Alright, that sounds cool. Will Newtonian movement also be modelled?
Also, another idea for help for modding, getting rid of the roman numerals on the weapon boxes and just replacing them with numbers. It'd mean less trouble for people wanting to create a weapon of a hundred levels, or something, I'd guess. In any case, Roman numbers can get too long, though really, the numbers for 83, and 87 are the longest. LXXXIII and LXXXVII |
Re: SE5, Tell Aaron what\'s on your Wish List
Er, I should probably point out that I'm not saying that there should be, say, an Anti-Polaron beam C, just that our number system requires less characters than does roman numerals.
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Re: SE5, Tell Aaron what\'s on your Wish List
Or right, also, building a sphereworld practically always sends me into Mega Evil status, because of all the components needing building, despite the fact that those components are about as dangerous as me weilding a piece of soft cheese. Very soft cheese.
Perhaps the score shouldn't be influenced so much by Bases that have no weapons. |
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