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-   -   SE5, Tell Aaron what's on your Wish List (http://forum.shrapnelgames.com/showthread.php?t=8397)

Atrocities April 1st, 2004 07:10 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Man I haven't see you post in like forever. http://forum.shrapnelgames.com/images/icons/icon7.gif

Iansidious April 1st, 2004 11:50 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Atrocities:
Man I haven't see you post in like forever. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Most likly his nose is in a book or he losing to me in pool http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif . That dosn't leave much time to post.

Timstone April 2nd, 2004 02:16 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Phoenix-D:
Timstone, SE5 will most likely use the same format as Starfury: .x. A lot of programs can export to this.

The reason I said render is you mentioned DOGA. DOGA is a fine program, but it is USELESS for real-time 3d modeling. The models produced are simply too inefficent; any engine capable of displaying them in real time could also display a properly made object of much better visual appeal. So exporting or importing to DOGA only matters for creating ships for 2d games.

Even if you can't export to .x directly, you can get to other formats and use a converter to change that to .x.

<font size="2" face="sans-serif, arial, verdana">Well, when the time comes. I'll ask you for a good converter. Coz, I can preform miracles with SW, but I've never doen anything in DOGA or any other 3D program.
Alright?

Maybe this .X format is something like ParaSolid? Look at the list a few Messages down to see what I mean.
I'll see what I can do with a model from the demo of StarFury, I don't own the game. Or does somebody which program MM used?

[ April 01, 2004, 12:21: Message edited by: Timstone ]

Atrocities April 2nd, 2004 02:24 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
The ability added to each component that reads:

Component can only be used on ship size X

Ship Size Min :=
Ship Size Max :=

Zero being all

A setting in the component weapons that reads:

Damge Percent to Pass through Shields & Armor

Damage Pass Shields :=
Damage Pass Armor :=

Zero being none

This would allow for leaky armor and shields.

Sefter Aruna April 6th, 2004 07:48 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Somthing else that is on my wish list is to be a beta tester for SEV, so far the only things that
I have been able to beta test are these REALY junky programs. I would love to test a realy GOOD program.(Hint hint http://forum.shrapnelgames.com/images/icons/icon12.gif )

Timstone April 6th, 2004 08:04 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Well, take your place at the end of the que. I don't know where it ends, but I'm number four. I came flying here with my gearbox. Yehaa, giddi up boxie!!

[ April 06, 2004, 19:05: Message edited by: Timstone ]

Atrocities April 6th, 2004 08:13 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Just and idea at this point.

OPTION for MULTIPLAYER

Allied Task Force Commander

The ability to grant temporary command of one or more of your fleets to an ally who is massing a task force against a common enemy.

It would work like a gift however with a specified time limit. Also it would only allow for orders to move, attack, grouping, and stellor abilities. (They should also be able to set tactics and fleet formations.)

Think of the possiblities this kind of feature could add to the game.

Sefter Aruna April 6th, 2004 08:19 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
That would be vary helpful in PBW games, it is vary hard to keep your ships and your allies together.

Iansidious April 6th, 2004 11:09 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Atrocities:
Just and idea at this point.

OPTION for MULTIPLAYER

Allied Task Force Commander

The ability to grant temporary command of one or more of your fleets to an ally who is massing a task force against a common enemy.

It would work like a gift however with a specified time limit. Also it would only allow for orders to move, attack, grouping, and stellor abilities. (They should also be able to set tactics and fleet formations.)

Think of the possiblities this kind of feature could add to the game.

<font size="2" face="sans-serif, arial, verdana">I could do that only if my ally would make sure they turned the radio back to my favorite station http://forum.shrapnelgames.com/images/icons/tongue.gif ! That really would be a nice feature to the game.

Loser April 6th, 2004 11:11 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
More hotkeys.

Electrum April 6th, 2004 11:13 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I would like to see the ability to link multiple fleets together. You could have fllets w/ different objectives / stratagies, yet they move together.

Paul1980au April 7th, 2004 12:52 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Another option to allow allies to control some of your fleets would be a renting or short term loaning option ie for x resources etc you can rent my fleet or ships to guage war (mercenary sceniro)

ALso linking fleets together to have an armada would help greatly - moving simutanously etc

More hotkeys would help to.

Rasorow April 7th, 2004 04:58 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
A few things would be nice. Having played SE II-IV gold I would like to see

1 Squadrons, or the ability to assign or form a group of ships both during fleet creation and during battle for a specific purpose. For example I almost always create class of AAA ships to help wittle down the swarms of fighters and seekers. I should be able to assign these to protect or group with certain ships or Groups of ships in their own formation (star, circle, box, etc)Maybe go 2 or 3 linked squadrons deep to create a fleet. (the AAA ships protect the flanking ships with little AAA protect of their own, who in turn form squads protecting ships of the line, who form their own squad making the fleet)

2 I agree with the post on the dynamic research. Perhaps though allow a base set of stable tech giving certain abilitys then above that (which would definately not include all tech routes) have a percentage chance to aquire knoweldge of a new ability, then a percentage chance to use it in a new device. Then after it is invented allow a given chance for it to be improved.. say in size and effectiveness for 100% (some items size and effectiveness are not relevant but it would improve in to value areas maybe maintenance cost and effectivness). It would work like this you are researching a lvl 4 tech therefore your base chance is racial+(investment/lvl)+time to make a breakthrough. Then racial+(investment/time*number of devices at this tech level)+time ti invent a useable device. Then racial+(investment/lvl of device)+time would allow improvements to the device. Please note that the 2nd and third racial modifers are practical or applied modifers and the frist is a theoretical modifer so they would be different modifers.

3 Satellites that orbit during combat or have limited movement to position during combat (like we manuever statellites today)

4 Resources... need to have the movement and shipping of resources. The right amount of resources delivered to the right place or construction stops... and you wont be able to build that battlestation needed to stop the enemies advance. Maybe 4 resources metal, organic, mineral, energy. Have the intial config of the resources as setting up trade routes between planets, with a slider to set the size of the merchant fleet with a cost associated with it. A larger empire if not well planned and organized maybe endanger of not being able to have a large enough military fleet to fend off a smaller empire that needs a small merchant fleet and can afford a larger military. The penalties for setting up the wrong trade routes would be that your merchant fleet would need to be larger costing more and some build centers may not get the materials they need. The benfits of good trade routes are smaller fleet, and build centers always having what they need. Trade routes would determine what sorts of resources get shipped to which locations. They would have entry for amount shipped and type (of resource shipped). (BTW Resources are also consumed by populations so your organic planets would need to be able to feed the empire)

5 Item 4 means that all things would have a cost in money and resources, this means assigning more variables but provids at deeper level if play (which could always have an option to turn off)

6 Any trade route through a system with an enemy fleet has % chance (say 20) off being disrupted - meaning failure to convey resources. Any trade route running through an warp point occupied by an enemy has a high percent chance of being disruped (say 70) any trade route through a system with an enemy planet has a good chance of being disrupted (say 50).

Just some thoughts

Rasorow

Timstone April 7th, 2004 03:07 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
A moving solarsystem. Not as static as it is now. Look to Ascendancy for a nice example.

Dragonswrd April 7th, 2004 03:24 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I wouldn't mind seeing ships using different types of resourses. Like some sort of energy for the engines and energy weapons, food for the crew, if it has a crew. Maybe you have to build the missiles for your ships, so when your out of missiles you have to go and reload. I am sure someone else may have written something like this, but I didn't want to read over 50 pages of stuff. http://forum.shrapnelgames.com/images/icons/icon10.gif

General Woundwort April 10th, 2004 02:30 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
You all should be interested to know that this list just got culled and forwarded to Aaron. Cross your fingers...

Timstone April 11th, 2004 11:50 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
This list? Hah, it's more of a continues story. Well, like you said General, keep your fingers crossed.

PsychoTechFreak April 11th, 2004 05:23 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I'd like to see more fine-tuning game setup options:

1) Allow/disable trading systems, planets, resources, technology, ships, units, star charts, treaty, comm channels (that is all I find in the existing trade windows).

2) Allow Restrictions to alliance levels, e.g. max. treaty = trade+research

3) A new "treaty" called "unknown" which is the starting treaty of all races. There should be the following switch linked to this treaty:
Unknown first contact = hostile/friendly
I guess you know what I mean, do ships always attack and explode in minefields at first contact or do we allow a friendly first contact.

4) Allow to setup an AI-only game with some goals like:
-AI simulation for x turns, then stop (to jump into the game)
-until research goal (like warp point opening)
-until number of planets/systems/ships

[ April 11, 2004, 16:24: Message edited by: PsychoTechFreak ]

Fire April 12th, 2004 07:44 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
It would be nice to have an automatic scroller on the ship building screen. Put the scroller at either end of the equipment list so you can go through the equipment by holding down the scroll button instead of clicking the mouse forever. This would be especially nice if you ever put older technologies on your ship. If you open up the technology section from only the latest to all techs the list get very long.

Rusty_Nail April 12th, 2004 10:31 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I would like to see an expanded tactical combat stand alone game for MP. Each game would have a resource limit and participants could design whatever ship or ships they wished with the tech level available. This could be organized as best three out of seven one-on-one knockout, for example. It would only take a few minutes for each round. The possible variations are endless.

Cipher7071 April 12th, 2004 06:32 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I'm sure someone has already mentioned the map editor, but I would like to see map files in text format. It might require two such files: one for the warp points, and another for the stars/planets, but there's probably a way to do it with one. If the binary file is necessary, it could be generated from the text. The map editor's current user interface is just insane. All the warp point information has to be entered twice.

The line format for warp points could be something like:

Aldan, 4, 5, Arkite, 10, 5, image1, ability1, ability2, message

For stars/planets/asteroids:

Alden, star/planet/asteroid, image1, ability one, ability two, etc

General Woundwort April 12th, 2004 06:45 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Cipher7071:
I'm sure someone has already mentioned the map editor, but I would like to see map files in text format.
<font size="2" face="sans-serif, arial, verdana">Starfury does it this way, so it will probably carry on to SEV as well. (Don't quote me on that though...)

Iansidious April 12th, 2004 10:23 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I had a good idea for SEV but I can't remember! I hate this http://forum.shrapnelgames.com/images/icons/icon8.gif ! Oh well I'll post later.


P.S. Does Aaron plan on using intel for SEV?

Fyron April 12th, 2004 10:27 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
The map files in SF are still in an encrypted format, to prevent easy cheating by editing the map mid-game. The game creates them from those text files when you start a new game. I have little doubt that this will be carried over to SE5, though it had better still have files to create random maps from!

Iansidious April 13th, 2004 12:36 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I still can't remember! It's right on the edge of my mind! Ahhhhhhhhhh!!!

Puke April 13th, 2004 05:48 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
how about the ability to change your racial attributes and bonuses mid-game? Things like Eugenics projects and Genetic manipulation could help you build better people.

maybe the game could keep track of the different types of population (also handy for having alien races maintain their own bonuses while in your empire) so that planets with genetic manipulation facilities would be exporting population to worlds without them (sort of like organic replicant centers, but converting existing population instead of cloneing new)

there might be a chance of rioting if multiple population types share the same world, and there might be a chance of revolt if a planet is mostly populated by a population type that is not your primary. Thus, you breed a better type of your race, and they want to break away! so it would be important to make sure that all your population is changed quickly and at the same time, so that you dont have riots or rebellions.

maybe the game would also keep track of how many of your citizens you jetison into space, so there could be riots if you are organizing "purges" of the older inferior species.

DeadZone April 13th, 2004 11:14 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
How about having crew as a resource?

ie. A planet can only build X vessel if it has the crew to man it
Or perhaps it can still build it, but the ship remains unoperational until a transport carrying the crew arrive

And have two screens for intel
Counter Intel and Normal Intel

That way you can defend and attack intelwise at the same time

[ April 13, 2004, 10:17: Message edited by: DeadZone ]

Foreman April 13th, 2004 03:51 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
- I would like to see some new weapon to stop an over-crowded fleet, perhaps strategical splash mines, or passive ion storm creater.

- More 'terrain', especially during tactical combat. Maybe minor black holes and its radio jet radiation, maybe asteroid that may give some defense bonus but also damage ships that entering it. Just more non-blank blocks/hexes during tactical combat please.

bearclaw April 13th, 2004 08:22 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I'd like to see more options for treaties. Instead of having set treaties
-non agression through Partnership.

How about having each aspect of treaties as options. For instance
Non-Intercourse- Pick one option
Non-Aggression- Pick 2 options
Level 1 Treaty- Pick 3 options
Level 2 Treaty- Pick 4 options
Level 3 Treaty- Pick 5 options
Level 4 Treaty- All Options included.

Options to choose from include:
-no combat
-resource trade
-Research Trade
-Share Resupply
-Share system maps
-Intel Trade
-Share Tech one-way
-Share Tech both-ways
-Share Combat logs
-Share Enemey Designs
etc.

In this system, you could have a treaty that would allow for only shared Resupply centers but without the rest of a Military Alliance. Opens more options, I think. Further, for trade, research, and Intel options, you could set the maximum amounts for each depending on your treaty relationship.

And also, to replace things like Subjugations and Protectorates, negative options could be availiable as well.
-Tarif Research
-Tarif Resources
-Tarif Tech
-Tarif Intel
etc.

For each Tarif option, either empire could be given one extra regular option to choose from.

[ April 13, 2004, 19:23: Message edited by: bearclaw ]

Ed Kolis April 13th, 2004 08:26 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Yes, yes! Definitely a-la-carte treaties! More moo goo gai pan! http://forum.shrapnelgames.com/images/icons/icon10.gif

Power Man April 13th, 2004 09:23 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I don't know if this has been mentioned:
I would like a way to give a Build and Launch command to my planets when building mines, and satellites, or fighters.
I found the Fill Queue command so I can now give planets several build mine and satellites commands but I have to remember to go to each planet and give them the Launch commands.

If I could tell them to build and launch OR Build and store I could protect my planets a Lot better.

Iansidious April 13th, 2004 10:15 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by DeadZone:
How about having crew as a resource?

ie. A planet can only build X vessel if it has the crew to man it
Or perhaps it can still build it, but the ship remains unoperational until a transport carrying the crew arrive

And have two screens for intel
Counter Intel and Normal Intel

That way you can defend and attack intelwise at the same time

<font size="2" face="sans-serif, arial, verdana">I love that intel idea! Nice thinking DeadZone.

bearclaw April 13th, 2004 10:16 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Power Man:
I don't know if this has been mentioned:
I would like a way to give a Build and Launch command to my planets when building mines, and satellites, or fighters.
I found the Fill Queue command so I can now give planets several build mine and satellites commands but I have to remember to go to each planet and give them the Launch commands.

If I could tell them to build and launch OR Build and store I could protect my planets a Lot better.

<font size="2" face="sans-serif, arial, verdana">I've achived this same result with SEIV by giving a planet the order to Launch specific units then put the planet on Repeat orders. Works well since 1.91 since the repeat order will hold even if there aren't any units built yet.

Iansidious April 13th, 2004 10:39 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I finally remembered my idea! Chances are high that this has been mentioned before but... While in combat the ability to target engines, weapons, shields, senors, etc, would make combat more interesting! More fun and more strategic gameplay would be involed. Make it like the game Star Trek Brige Commander. Do you bring down the shields or the senors to stop the enemy from firing on your ship? See a lot of strategy could be involed. I just drool at the idea.

Intimidator April 13th, 2004 11:32 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I really like to see an scenario editor, would be perfect for Role-playing.

And offcourse Tactical-ground combat, better ground combat in general !!

Yes wait, also orbitting planets around the system star or centre. Would be perfect every time you enter a system the planets are somewhere else..

the possibility to let your population life in space would also be good (space station colonies or something like that)

I better stop now !! http://forum.shrapnelgames.com/images/icons/icon12.gif

Intimidator

Kiedryn April 14th, 2004 12:28 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Treaty duration (for example Trade alliance for 10 turns, and what treaty it wil turn after expire)

Power Man April 14th, 2004 03:48 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
To Bearclaw:
Thanks for the tip about telling the planet to repeate orders. I will try it out tonight.

dogscoff April 15th, 2004 01:17 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Mines and other explosive cargo should count towards ramming damage.

"Oh, that little transport is going to ram my dreadnought. No worries, I've got plenty of armour."
KABLLAAAAAMMMM!!!!!
"Hmm, it seems the transport was packed with explosives..."

Timstone April 15th, 2004 05:13 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
A nice possibility in planetary combat is orbital strikes. It takes a few turns to trim the weapons towards the surface and is a little inacurate, but it does tremendous damage.
Kinda like MechCommander.

Kana April 15th, 2004 09:06 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I would like to see the ability to retreat units out of combat like SE3. Getting herded in to the corner and dying like a cockroach is one of the few aspects of SE4 combat I don't like.

Kana

Kana April 15th, 2004 09:10 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Someone mentioned crew as a resource. How about Admirals with certain abilities or bonuses for Fleets. I know that is covered in Fleet training in SE4. If you wanted to get really techinical, you could even have special captains or give them Ratings/bonuses as well. No good captains...no good crew...bad ship...

Kana

DarkHorse April 15th, 2004 10:54 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
[mini-rant]

No hard coding! Let us mod EVERYTHING!!

[/mini-rant]

Sorry, just frustrated trying to create a mod where it seems like every idea I try won't work because something is HC. Gah!

Loser April 16th, 2004 04:06 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Hotkeys.

All I want is hotkeys, for everything.

I want to be able to play the game without ever touching the mouse. The way it worked in Alpha Centauri was good.

narf poit chez BOOM April 16th, 2004 05:58 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Loser:
Hotkeys.

All I want is hotkeys, for everything.

I want to be able to play the game without ever touching the mouse. The way it worked in Alpha Centauri was good.

<font size="2" face="sans-serif, arial, verdana">Why do some people only use the mouse and other's only use the keyboard????

Me Loonn April 16th, 2004 08:06 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by narf poit chez BOOM:
Why do some people only use the mouse and other's only use the keyboard????
<font size="2" face="sans-serif, arial, verdana">Im the one that uses BOTH http://forum.shrapnelgames.com/images/icons/tongue.gif

narf poit chez BOOM April 16th, 2004 08:38 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Yeah, it just confuses me why some people would cut out half the controls.

Aiken April 16th, 2004 09:13 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I always dreamt of inhabitable stars. It could be a special trait, something like Plasma Beings. Of couse it (star colonies/HW) would have great capacity, same as ringworld, and it would be impossible for physical races to capture the star.

[ April 16, 2004, 20:24: Message edited by: aiken ]

Fyron April 17th, 2004 04:00 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by narf poit chez BOOM:
Yeah, it just confuses me why some people would cut out half the controls.
<font size="2" face="sans-serif, arial, verdana">Because when you have a good hotkey system, the mouse is a burden rather than a tool. http://forum.shrapnelgames.com/images/icons/icon12.gif

narf poit chez BOOM April 17th, 2004 05:14 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by narf poit chez BOOM:
Yeah, it just confuses me why some people would cut out half the controls.

<font size="2" face="sans-serif, arial, verdana">Because when you have a good hotkey system, the mouse is a burden rather than a tool. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The joystick is pretty much useless. For flight sims the mouse is better.

Let's see how well you do without a mouse in a flight sim. http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities April 17th, 2004 09:46 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by narf poit chez BOOM:
Yeah, it just confuses me why some people would cut out half the controls.

<font size="2" face="sans-serif, arial, verdana">Because when you have a good hotkey system, the mouse is a burden rather than a tool. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">What are your favorate hot keys? Mine is back space and F12


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