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Re: What new abilities would you like to see?
I'm not sure if there is any capability of this kind in the game or not, but if not, I'd like some sort of scanner or ability of some kind to scan and view the cargo and/or facilities on a planet. Maybe make that two different kinds of scans (cargo & facilities) with two different levels each: First level identifies number of facilities or amount of cargo. Level two identifies specific facilities and specific cargo. I would guess that any of this should be rather high-end tech.
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Re: What new abilities would you like to see?
You can scan ships for components and cargo using the long range scanner component. Planetary cargo and (I think) facilities can be examined uwsing intel. Alternately, send a recon drone into combat and get info that way...
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Re: What new abilities would you like to see?
Cool ideas like;
1) How about Old reports Tab FEATURE http://forum.shrapnelgames.com/images/icons/shock.gif ,example; the star in ? system will blow in 3 years. Ship__ had its orders change/insurected ship__/bomb has exploded on ship__. 2) Make Intel/Counter intel more sophisticated instead of just X no. of counter intel defeats X number of intel. http://forum.shrapnelgames.com/images/icons/shock.gif 3) Additional warp points types http://forum.shrapnelgames.com/images/icons/shock.gif . (ie Temporary would be good for simulating warp/hyper drives. Create warp point, go through and next turn it collapses). 4)Tab satilite feature http://forum.shrapnelgames.com/images/icons/shock.gif ; Satellites spread all around planet. These ideas i think are needed , Whata guys think??. |
Re: What new abilities would you like to see?
- Can warp: This ability would be required for a ship to warp, enabling modders to deny warp travel to certain hulls or tech levels by witholding the ability.
-Inflicts X damage on own ship when destroyed: Would enable us to create "volatile" components. (ie one lucky hit to the warp core takes out half the ship) A controlled way of the "Ship - Moved" event type would be the best way to simulate starwars-like hyperspace jumps. I was thinking that the "can warp" and "can be stored as cargo" could be fields on every vehiclesize instead of abilities. A damage type that deplets supplies from the target. The ability to define weapon damage types!! GREAT Ideas would help me out big time with my mod. About "can warp" and "can be stored as cargo", say you can't store other ships as storage. You could make it were you need at least one ship in a fleet with "can warp" to use warp points. Ideally for me have "can warp" as a ability and the first value as max number of ships it can bring along in a fleet. ------------------------------------------------- 3) Additional warp points types . (ie Temporary would be good for simulating warp/hyper drives. Create warp point, go through and next turn it collapses). Also helpful Idea for my mod, but It wouldn't an AI be unable to work with this concept. |
Re: What new abilities would you like to see?
-area damage types (free for modding)
-warping without warp holes. certain number of galactic squares even if there is no system on the other side of the jump. Thus can stop in "empty" squares. -"short" range fighter types without the ability to travel insystem, just in tactical combat (as it was in SeIII) -multiple space yards on a planet -ability to manually distribute supply points between ships -abilty for facilities to be operated by population in order to have a 100% efficiency. If too few people are operating it only 50% efficiency or so is possible -Satellite Groups can be setup before combat manually. KlausD |
Re: What new abilities would you like to see?
I would like the ability to separate combat and strategic movement better than it currently is. Right now, you can make the ships much faster in combat, but there's no way to make them move quickly in strategic, but not in combat without using emergency propulsion. That doesn't work well at all in fleets.
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Re: What new abilities would you like to see?
Right allow negative values in the combat bonus ability or add a strat bouns one.
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Re: What new abilities would you like to see?
I would like to see the ability:
"Can warp" as well. However, I would like to see it as an ability for both hulls and components. Also, I would like it to have a value, corresponding to a value tagged to warppoints. So you would have to have a level equall to or greater then a warp points to be able to warp through it. |
Re: What new abilities would you like to see?
It would be very nice to see passive and active cloaking behave like active and passive.
It would also be nice if one component on one ship could provide sensor info to an entire fleet. Sort of an ELINT thingy. Many abilities in the game would benefit from the scaled approach like cloaking. Scanning. Colonizing. Shielding. Armor. All of those specialty damage types. Allegiance Subverter vs some type of countermeasure? Lots of possibilities here. Some way of mandating multiple master computers for larger ships or something similar would be nice. Even if it is all computer run, it doesn't make sense to me that you need the same size computer to run an escort that you need for a dreadnaught. Please, please implement the 'can drop troops' ability!! I want to have drop pods!!! And do something with the self-destruct model, like give it a failure rate or make it component specific or something! |
Re: What new abilities would you like to see?
-I would like to get rid of all the warp points. Hyperspace Jumps should be possible only to the nearest system (to the fringes of the system), so you'll still need to make several jumps to reach an enemy homeworld.
-Hyperspacing should be both component and hull based. -Fighters should only travel as far as to a location where they can be retrieved. Not fighter should be in flight at the end of a turn. And no Hyperjumping, of course. -Every time a ship or fleet hyperjump there should be a small hyperjump flash and sound, so it doesn't feel like now, when the warp points are barely a door to the next room. -The ability to limit cloaking to a maximum size. If cloacking could be limited to small hulls the life of such hulls will not only be enlarged, but we could simulate submarine warfare with cloakers capable of launching spies, virus and nuclear bombs on planets without being detected unless the right sensor was in the sector. A cloaked vessel in combat should be detected only when it fires its guns, and then for a brief moment. And the best anti cloacker defense should be another cloaker. -The ability to retrieve fighters in combat to rearm those "fire rate 30" weapons. -Fighters shouldn't have shields (too small to fit) -Some sort of diference between bombers and fighters. Bombers should need escort from fighters. -Underground facilities and bunkers, that can't be destroyed from orbital bombing. -Stealth Spy satelites to check on planets. (Deployable by cloakers) -Exploration: Systems shouldn't be explored by just jumping to it. Visiting a system should only reveal the number of planets, size and location, but not resorce value or ruins. To explore a planet a vessel should visit the planet, and have a planet scanner component or explorer party on board. -Ruins: should only be a random event happening some time after a colony have been stablished. (to simulate buried ruins that need to be excavated after found by chance by farmers or something) -Diplomacy: First contact shouldn't mean combat! The lack of treaty shouldn't mean war. To attack a vessel there should be first an state of war, and if not, attacking that vessel would be a declaration of war. -Trade: we should be able to see what the AI or other players have. And to know how much they want. Oh my, i forgot that this thread its not for wishes....... http://forum.shrapnelgames.com/images/icons/icon10.gif |
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