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Re: SE5, Tell Aaron what\'s on your Wish List
I am NOT thinking that Bungie made up the fricking idea of Halo... I just like the name. And, in actuality, such a ringworld WOULD probably be called a "Halo" regardless of Bungie. And it also adds a bit of variety. See: "Dyson Spheres are massively upscaled Sphereworlds." "Halo Ring Worlds are massively upscaled Ringworlds." And: "Ringworlds are massively upscaled Ringworlds." What the CRAP am I talking about in my last sentence?!? I'm not a follower of the Haloist religion
(that's what I call people addicted to Halo) nor do I worship Bungie. I've never even PLAYED Halo! I've also used these names (Halo Ring World, Dyson Sphere) in the Capship Mod, simply because I like them better than the standard names. And IF you have (the option to select) real-time combat/gameplay, why not implement FULLY Newtonian propulsion? That big Super Star Destroyer is slow when it starts up, but give it enough time and it will accelerate to a greater speed than a Hunter Assault Craft (NOT stolen from Metroid, the Hunter is the fastest ship in Capship) at start. However, it will not slow down that fast - and maneuverability will also decrease. For straight-line journies, you could be accelerating up to halfway, and decelerating for the rest of the way. That's realistic. (In "The Cassini Division" a ship flying from Earth (orbit) to Jupiter needed to accelerate half the journey, and decelerate the other half.) Would also allow massive carrier motherships and super-battleships to outrun small hunter-killer craft if they simply keep accelerating. Also, you could use this method for sublight interstellar travel. Say, the Galaxy's warp points are approximately crescent-shaped, and your enemy's home system is just three squares away from yours in the galaxy map, but you'll need dozens of warp jumps to get there, and his borders are well defended. Now, let's also assume that stellar manipulation is out of the question. You could simply build five super-battleships and have them moving to the enemy home system from the rear. Surprise attack. Probably'll knock him down for years. In accordance with the above, let's not make the galaxy system-based - let's just make it one big system map, with sectors. You would still have warp points, but short-range interstellar distances could be traversed with sublight ships. Would IMO be fun. |
Re: SE5, Tell Aaron what\'s on your Wish List
Not to burst anyone's bubble, but... All indications from Malfador have been that interstellar travel in SE5 will still be dependent upon the classic SE warp points. No other form of interstellar travel will likely be available... :-|
Isn't "halo ring world" redundant? You are saying ring twice. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
I think Halo or The Halo is a good name for a ring world, but not a good interchangeable term.
Also, just some thoughts.. did anyone else think the Halo ring world was reallyreally small? It would have to be spinning ridiculously fast to keep from having to use gravity generators of some kind, wouldn't it? To say nothing of maintaining an artificial sun! (I've only played the original Halo; when it came out on PC. *shrug*) Also, I wouldn't expect an empire building game using newtonian propulsion any time soon; strategy and tactics are far too dependent on it and extremely tough for an AI to handle... |
Re: SE5, Tell Aaron what\'s on your Wish List
Well then, maybe newtonian propulsion for SEVIIIhttp://forum.shrapnelgames.com/image...es/biggrin.gif
Halo Ring World... well, I just like the name. "Halo" or "Halo World" is... well, less... how do I explain it? I dunno. I just like the term "Halo Ring World" better. |
Re: SE5, Tell Aaron what\'s on your Wish List
Oh and btw maybe Malfador could incorporate interstellar travel (probably sublight (sleeper) ships, perhaps FTL travel like hyperspeed, warp drive, hyperspace and so on - hyperspace would also be cool, if used as in SW: with a whole new Universe where ships travel through and could collide with "shadows" of real world objects, perhaps even fights in hyperspace would be possible - where hyperspace would get severely diturbed in that area. Or perhaps ships could suddenly drop out of hyperspace somwhere entirely NOT where they're supposed to be. And so on.) in SEVI or SEVII. Perhaps SEVIII.
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Re: SE5, Tell Aaron what\'s on your Wish List
Well, I was just thinking, maybe something could be set up where using a warp point drops a ship out of the game for x turns; that would probably help pseudo-ftl a bit.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Um. Weren't Dyson Spheres built around black holes? Nevermind. |
Re: SE5, Tell Aaron what\'s on your Wish List
The original Dyson Sphere requires a sun; the theory is that if you put enough orbital habitats around it you cant see it anymore.
It just sounded cool so it got slapped on all similar concepts http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Feedback Loops. Say, for example, shields. If an enemy weapon hits a feedback loop shield, there is a chance that a successfil feedback loop will occur and a certain amount of damage will be done to the weapon that hit the shields. Say:
-Feedback Loop Shield I: 10% chance to deliver 10pts of damage to the weapon that hit the shields. -Feedback Look Shield II: 20% chance to inflict 15pts of damage. -Feedback Loop Shield III: 30% chance to inflict 25pts of damage. Somewhere along the line (probably lvl III or IV) the tree will split, into shields that deliver more damage (Type Is) and shields that will have a greater chance of damaging (Type IIs). This will continue until: -Type I Feedback Loop Shield [%RomanNumeral]: 60% chance to inflict 100pts of damage. -Type II Feedback Loop Shield [%RomanNumeral]: 100% chance to inflict 60pts of damage. And perhaps it would not stop at shields. Perhaps also armor, certain weapons, or certain power cores. But ONLY if it was THAT component that got hit. Hypothetical situation: I have a ship with no intrinsic offense modifiers and a Combat Sensors III. It is fighting a ship with 100% defense minus. That would give me 165% to hit chance. But the game only shows 99%! I want my 66% extra to hit chance! How? Well, critical hits! Percentages above 100 (or 99) would count as a percent chance to inflict a critical hit. These could be, for example: -Double damage to the shields. -Piercing armor. -Taking out a certain component outright. -1.5 times the damage. -Blowing up all the engines in one shot, inflicting collateral damage too. And so on. I would CERTAINLY appreciate it if at least you would have the ability to mod these into SEV. And you could perhaps even be able to mod your own critical hits, similar to Weapon Damage Types. You could create a critical hit type (with low chance to occur) that would only take out the bridge or master computer. You could create a critical hit that simply pierces the ship right through, destroying 4 armor, 2 outer hull and 1 inner hull component. Think: [|][|] 2 armor pierced by the weapon. [oo] 1 outer hull comp pierced. [xx] 1 inner hull comp pierced. [oo] 1 outer hull comp pierced. [|][|] 2 armor pierced. Or a critical hit type that would automatically destroy a certain amount of tonnage (think blasting a warp nacelle loose from an ST ship, or destroying one of the "claws" on a Xi'Chung ship), or one that would cause a lot of damage to a certain type of component (think aiming for the engine block, or for the lateral fighter bays). The possibilities are HUGE, and would be fun - a small craft could turn the tables on a massive Dreadnought by taking out its bridge and auxiliary control in one lucky hit, effectively crippling it, giving it the ability to stay at long range and pound the Dreadnought from a safe distance. |
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