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Re: SE5, Tell Aaron what\'s on your Wish List
Aaron has stated that even planets will have only finite supply capacity to give to ships, so I'd assume that stations would as well http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
How about a 'Station Construction Kit' component? Basically, you equip a ship with this component, send it out into space somewhere, and when you activate it, it creates a space station. The station created would be one of your existing designs, and the component would have a very small construction rate, so it would only realistically be useable to set up small resupply bases.
Also, I think Bases built in 'empty' space should have to get their construction materials from somewhere. At first, it would only be possible to have Space Yards construct things if they're built in asteroid fields or around planets (colonized or not). Eventually you could research something like 'Mining Drones' which, when equipped on a Base would allow you to build the base anywhere you wanted. As for how to get the base there in the first place, see the above suggestion. |
Re: SE5, Tell Aaron what\'s on your Wish List
It would make things interesting to require some sort of special infrastructure to be present in the system before space yards can build anything away from a planet. Either require a Supply Depot or invent a new special. Call it a 'Construction Support Facility' or something like that. For building in systems with no planets, you could have a ship-based component that enables construction at a high tech level.
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Re: SE5, Tell Aaron what\'s on your Wish List
I'd like to see something along the following lines:
-Ability to build all classes of warships (DDs to BBs)whatever the current research status is. I think that as the research improves, the cost/weight of the ships should become less. Speed should also be improved over time. -In addition to above, I don't think that planet shipyards should be able to build large class ships (CAs up). Perhaps they could be used to support orbital space yards (such as allowing the player to dedicate planetary shipyard building points to supporting orbital facilities - i.e. building modules for the larger classes) Also, size of spaceyard should determine the number of ships it can build at any one time (definitely ought to be more than one). -Some sort of supply line system where the player has to build merchant ships/freighters to keep colonies supplied until they can stand on their own. Also can be used for economics/industry. Sort of like USN's MS pipelines. This would also allow for piracy, cutting supply lines, wastage, etc. -Some sort of research for a ship component to allow use of the warp points. Initially this would be an expensive energy hog but come down in size/cost over time. -OutPosts/military fortresses to be built on planets/in deep space that can act as resupply depots/early warning systems. Also establishes your claim on the area. -Detection ability is too good. Should depend on current state of sensor abilty and proximity of sensors. This allows ships to sneak into unguarded systems. -A better battle system for space combat. Particularly the ability to escape if you have the distance/speed on the opponent. Factor supply into it as well (low supply, low chance of avoiding combat). Nothing worse than getting stuck in the corner on the space combat screen. -Ability to put some sort of points into economics/research/intel etc. With costs for not doing well in them (restive populations, revolutions, research dead ends, intel disasters). -A method for capturing ships that run out of supply and a chance of discovering tech from them. Also, some sort of commander override (ship's commander decides he/she ain't going to sacrifice his crew for your greater glory) that prevents the player from sending ships on suicide missions without paying for it either in lower morale of fleet or politically (newspapers calling you incompetent/massive discontent in your political system). -Weaker mines (they're way too powerful). -Better planetary defenses. -Troops would exist from start. Only research would be improvement in weapons and capability to combat assault planets. -Ability for planets to surrender rather than face extermination. This would include the ability to land troops without combat assault. |
Re: SE5, Tell Aaron what\'s on your Wish List
Several empire management suggestions:
1. Ability to add custom amount of units to a construction queue (just a small popup box with a textfield and a OK button). 2. Add Commands to a construction window. First obvious command is "Upgrade", which will pop up a small window with existing obsolete facilities, so you can select which ones you want to upgrade and which ones you want to leave as is. Second command is "Wait X turns", so build queue could look like that: ---------------------- Super Dreadnought Defensive WP x 12 Wait x 5 turns Mega Transport ---------------------- Third command is notification command which informs you that queue is empty. 4th - "Scrap facilities". Imo, scraping facilities should not be instant, and require at least 1 turn to accomplish (similar to scraping of ships). Certainly you can think of more commands and ability to make custom commands (directly in the Facilities.txt) will be appreciated. It makes sense to add Commands right to the Build Items list, under the Commands group. Just make it so that they will be always ontop of the list. 3. Empire-wide uprades: move this from Construction Queus window to Colonies window and name it "Uprade Facility Types". Should function identicaly to "Scrap Facility Types" command. |
Re: SE5, Tell Aaron what\'s on your Wish List
Has anyone suggested this,
a base with artificial wormhole generator that requires a code to pass through. You can make wormholes and only your ships or allies can use them. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Aaron did say in the Last chat that effects of components could be set to limited durations, so you could always mod in warp point generators that create warp points that Last for 1 turn... http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
How about those system protector facilities (name currently slipping my mind) being able to be turned off temporarily, for, say, a turn? This would allow the creation and removal of warppoints of a protected system, while exposing it to risk of infiltration for that one turn. This would be good in conjunction with ships that can fly between systems without warp points, though of course at slower rates.
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Re: SE5, Tell Aaron what\'s on your Wish List
The ability to chose whether to play with Warp points or with free warping, like in Star wars.
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