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Re: Compiled Questions/Bug List/Wish List
I guess I am missing something but what is the advantage of network capability in a game like this? it is turn based not real time. If you have network connection you should have e-mail ability too. I guess I just don't get it.
------------------ Seawolf on the prowl |
Re: Compiled Questions/Bug List/Wish List
Using email across a LAN can be tricky. 8)
Optimally, you could play a game across a LAN without having to move any of the files yourself. |
Re: Compiled Questions/Bug List/Wish List
Two more minor issues:
1.) Resupply should occur after entering a resupply sector not - as it is now - first resuply and then deduct the cost of moving into the sector. 2.) When fighters are launched in strategic combat please list them as every other ship so we can see how many fighters where there and how many where destroyed. At the moment launched fighters are not displayed except you already had a fighter group in your fleet and you launched additional in the battle. In this case the counter for figters is going up correctly. Does anyone bother and send all the reports off this topic to malfador? |
Re: Compiled Questions/Bug List/Wish List
Wishlist:
Improve the AI ! Improve the AI ! ... (repeat that a hundred times here) |
Re: Compiled Questions/Bug List/Wish List
I agree with Arc.Smiloid about network play. It would be great to play a game (turnbased or sim) over network and fight the battles in tactical mode. I'd just love to dazzle my friends with my ingenious designs and tactics. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
I also think it should cost to repair components. Something seems kind of strange when a ship that has one working component left is repaired to full operational status in one turn with no cost. I mean, it's practically building a new ship that's happening. No biggie, but still. And I want multiple buildqueues on planets. One for the space yard when built and one for the planet proper. And I want to be able to decide which ships get repaired first if more than one is busted up. SE3 had a quite good system of queues for this. I wonder why it was changed. [edit] Come to think of it, I find it strange that a ship can be built on for 4 turns and then the design can be edited and the ship being built will have the edited design when finished. Or a ship that's been built on for 4 turns can be replaced (reorder queue) by a completely different shipdesign and all the work done on the first ship is transferred to the second ship. Also something that couldn't be done in SE3 with the way construction worked there. [/edit] I have some ideas on advanced trade, advanced missiles and advanced damage models, but I doubt it's anything we'll see in a patch so I don't know if it's any idea to post them. Would probably require heavy modification of the code. [This message has been edited by Jubala (edited 07 December 2000).] |
Re: Compiled Questions/Bug List/Wish List
Oh, no problem! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Tampa_Gamer: Mephisto - yes, I bother. I periodically take all the bugs/questions/wish-list items and e-mail them to malfador. But it doesn't hurt to have someone else doing it as well.<HR></BLOCKQUOTE> |
Re: Compiled Questions/Bug List/Wish List
Something that just came up in a game I played.
I have a liking to create a heavy carrier and load a space yard on it. This ship becomes the Command Ship and leads every fleet I own. The General idea being that the Command Ship can build fighters and such to keep the fleet strength up. Lo and behold.. The Command Ship won't move while building ANYTHING. Just strikes me funny, it makes sense for immobile things like space stations. The Change: Ships can build while moving, unless they are building Bases (or maybe other ships). I just like the idea of fleets based around one big multi-purpose vessel. (100% Spacefaring races anyone?) |
Re: Compiled Questions/Bug List/Wish List
Arc-That's how it was a while back. Problem was people were building bases, ships, and mines on the move, it was kinda silly. I'm not sure if the code could be manipulated to only build units on the fly, if so MM probably would have done that when they originally fixed it. Being able to replace fighter and troop losses in deep-space might be cool, but I think its too easily abused. As far as that command carrier, try a baseship. It's a bit slower but it can carry many more fighters than a heavy carrier bogged down with a 400kt spaceyard.
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Re: Compiled Questions/Bug List/Wish List
A 'unit factory' (that is, a smaller shipyard that only produces units, not ships/bases) might be saner -- or even, say, specific mine factories, fighter factories, et al.
A full shipyard that can move w/o clearing its queue would be more than a bit abuseable. Even if it can't build while moving, just keep its construction on hold, a shipyard could mostly finish up a heavily-armed Starbase, stop production when it's 1 turn away, cloak, move into enemy territory over a homeworld, uncloak, and resume. ------------------ -- The thing that goes bump in the night |
Re: Compiled Questions/Bug List/Wish List
Mephisto - yes, I bother. I periodically take all the bugs/questions/wish-list items and e-mail them to malfador. But it doesn't hurt to have someone else doing it as well.
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