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Re: SE5, Tell Aaron what\'s on your Wish List
My alltime favourite is Ctrl+Alt+Del. Unfortunately http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
Not sure anyone proposed something similar or not...
- A non-linear relationship between (thrust/weight) and speed. For example, give engines an ability: SPEED_CAP 2 3 5 8 13 21 34 55 89 144 9999 So that you need (thrust/weight)>=2 to get one movement speed, and (thrust/weight)>=55 to get eight movement speed. |
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Re: SE5, Tell Aaron what\'s on your Wish List
Since we can now save turns before finishing them, why not save Messages to other races before finishing the turn. I find it a problem that I have to write my reply at once and get only one go instead of putting the reply together as I work through my empire.
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Re: SE5, Tell Aaron what\'s on your Wish List
What I would like to see in SEV,
1. Please refer to my earlier posting some months ago on this same forum. 2. I would like to see an open ended research for weapons (seekers, direct and undirect weapons), scanners/combat aid, armor, shielding, ecm, etc. in which as a race pumps credits into researching an item, it may increase a few percentage each step, but the funding require for the next step increase by a factor of five to ten. Also should be a random breakthough chance that jumps the research 20 to 30% forward too. Allow specifity research into rare weapons or other items that only allow one per race maximun. Have something like 100 rare items & weapons and there only a low percentage that a race would even get a rare research item per game. 3. Have trade routes between section capitals. Player must build and add freighters to each trade route for tranport of cargo. If there not enough freighter for trade route, than a player will only receive that percentage of that trade. A player could also assign military escorts to protect his frieghters. He could also organize convoy with escorts as less effective for trade but very effected for protection. Raiding player will be allow to choice which empire's ship in a trade route to attack or stop & search or turn back or to allow though his blockage. Now there would be a reason for Q-ships. 4. Allow faster moving ship to escape combat by moving off the tactical map edge. 5. An improve planetary tactical system that provide more detail and control for the players. 6. An easy modding system for SEV that any player can desigh they own mod. The same for modding SE5 maps. 7. Larger tactical battle-area for space battle, cover the whole section, showing all the planets, gas cloubs, wormholes, etc. Have fog of war in-which scanner and ecm are key to detecting that other side, ship can hide behind planets or astorids or gas clouds. One needs to send out picket ships as the eyes of the fleet. Limited fighter movement range base on they limited fuel. Allow re-fueling/re-arming of fighters on carriers and bases. Have the abilities of the tactical map where you can focus in on an engagement, and focus out to see the "Big Picture" of the engagement. Be able to guard wornholes with forts, minefields and patrol boats. 8. Allow ship formations within a fleet formation. Example, A fleet or task force could have a few capital ship divisions of 3 to 5 battleships, supported by five to seven cruisers sections of 7 cruisers each and escorted by four flotillas of 9 destroyers per, with a few picket ships jammed full of scanners out in front and on the flanks. That what I would like to see in SEV. Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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[ April 20, 2004, 05:09: Message edited by: Imperator Fyron ] |
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Re: SE5, Tell Aaron what\'s on your Wish List
Scripts would still be in text files. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
I think that Lighthorse's wishes make the game far too difficult. It looks like you want to swamp the average player in far too many options. For us, long time Users it's an easy transition. But for the newcommer it's a hell on Earth.
The KISS (Keep It Simple Stupid) method is still very usefull. No wonder noobs are scared to death when they try this game and leave for another, easier to understand game. I don't say Lighthorse has bad idea's. Au contraire, they're all very cool ideas, but I think it's a little bit too much. |
Re: SE5, Tell Aaron what\'s on your Wish List
How about getting rid of the 20 empire limit
And also make it that if you have less than 20 races in the race folder some species repeat I would love to be able to face off against 100+ different AI empires Of course each turn would take 5 hours but it would be real fun anyway Plus the ability to actually add bonuses onto weapons, components, etc. based upon tech advancements, race traits, races you may have under your control ie. You are Race 1, you have a planet that is has some members of Race 2 living their (perhaps from a planet trade or previous way, rebellion, etc), cos Race 2 is good making engines but bad with weapons, all ships built on said planet get a small engine bonus but weapon arent as good Now if your race is good as weapons and bad with shields, and planet X has 50% Race 1 and 50% race 2 and you build a ship, said ship would get extra bonus on engines, no effect on weapons (unless race 1 bad stat differs from race 2 good stat) and shields are weaker I think this would be real cool as it would make the choice of wot race you choose and wot races you try to put under your control based on something new |
Re: SE5, Tell Aaron what\'s on your Wish List
I recall when I first got SEIV the tutorial didn;t help much. A REALLY good tutorial, that addresses the whole gamut of things in an easy to learn way, would go a long way to helping newbies get into SEV and for the game to get exposure.
just my .02$ Alarik |
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Re: SE5, Tell Aaron what\'s on your Wish List
I agree. When I first really started getting into the game, I played probably 10-20 different short one-player games so that in each game I could test one aspect of the game (what are WP's? How do I use them? How do I use boarding parties? How do Fighters/Carriers work? Drones? Troops and ground combat?). A good series of tutorial scenarios would be great.
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Re: SE5, Tell Aaron what\'s on your Wish List
Typically, I'm against using mods because I'm against the idea of modifying my installation in some way that would make it harder for me to play in non-modded games, or games using other mods. My big suggestion/wish for SE5 would be to allow for the installation and ISOLATION of different mods, so that each mod is used when desired, and automatically when you start a game that is using one of them.
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Re: SE5, Tell Aaron what\'s on your Wish List
Randalw To add to your suggestion.
I think that the history window or something like that ( maybe when you click on an alien race... ) you see all Messages that occured http://forum.shrapnelgames.com/images/icons/icon7.gif and their time frame... ( But this would need to be an option to turn on or off due to the increase in size as a game goes along ) |
Re: SE5, Tell Aaron what\'s on your Wish List
Ckotchey, you may want to check the Matryx Mod Selector, which is available on the SE4 Gold disk. It allows you to do what you asked, and is a very handy program when playing with a lot of different mods. (There should be a thread about this program on the forum, somewhere lurking in the depths)
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Re: SE5, Tell Aaron what\'s on your Wish List
I like this idea! Satellites "orbit" the planet slowly during combat - maybe one 'square' every combat turn or two. Add to this the request that not all satellites be stacked on a single point - they should be randomly scattered around. Also, how about making some of them also orbit the moons (those that you own) in the same system? (number based on population difference or something?)
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The exceptions are things like the image mod, which are 100% harmless and do not effect the stock game at all. Install the image mod then start up stock SE4 and you will see NO difference. |
Re: SE5, Tell Aaron what\'s on your Wish List
Orginally Posted by Timstone
I think that Lighthorse's wishes make the game far too difficult. It looks like you want to swamp the average player in far too many options. For us, long time Users it's an easy transition. But for the newcommer it's a hell on Earth. The KISS (Keep It Simple Stupid) method is still very usefull. No wonder noobs are scared to death when they try this game and leave for another, easier to understand game. Excellent point Timstone. What neat about SE4 and should be included in SE5 is when you first start up the game, you allow to create the galaxy base on some options. Maybe what SE5 needs is more choices one could make before the game. As for my other wishes, yes there were a lot of them, but I have learned to ask for the moon and if you're lucky you may get a stone. Thanks for your reply Timstone Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif [ April 24, 2004, 04:41: Message edited by: Lighthorse ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Hot Damn, I'm moving up in the ranks, I'm a sergeant now, cool.
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Re: SE5, Tell Aaron what\'s on your Wish List
I don't know if this has been posted, but it would be nice to have a couple more options when it comes to displaying all planets.
-display the planets only in the selected systems (using a check list, with a select all/none option). Edit: then again, a checklist could be rather long. maybe a map feature, like with the "sys to avoid" function? -sort by type and/or size. This is mainly to facilitate planet counts. It's sortta time consuming to run around counting planets so that I don't end up producing 20 Ice colonies when i just need 5. [ April 24, 2004, 05:27: Message edited by: oogs ] |
Re: SE5, Tell Aaron what\'s on your Wish List
looks like i killed the thread http://forum.shrapnelgames.com/images/icons/icon9.gif
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Hotkeys.
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Ability to specify "no trading whatsoever" and/or just "no ship or base trading".
PvK |
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Better orders management system. Not just remove all orders option, but move up/down in the list, cancel one order, repeat N times.
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Re: SE5, Tell Aaron what\'s on your Wish List
Great Idea. MOre Features to help players cope with large Empire's. I have a game where I am approaching 1000 planets and 3000 ships and over 64000 units and it is getting diffcult to deal with the admin. I guess ministers with attributes would be a step in the right direction.
Thank you Aaron for a noteworthy game. Gozguy [ April 27, 2004, 22:13: Message edited by: Gozra ] |
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As to the moons, I think they would have their own formation, as the moon itself will have launched those satelites. |
Re: SE5, Tell Aaron what\'s on your Wish List
Satelite formation and orbiting are great ideas.
What about the idea to capture enemy sats in the same way as ships - ie computer virus - you could pick them up and drop them elsewhere ? |
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I am sure this has been said before, but better AI. Its pretty sad when if I can move into a system and I don't have to try real hard to keep it, or even to move into it.
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Re: SE5, Tell Aaron what\'s on your Wish List
A better AI - but make it highly adaptable and reactive to the player tactics - perhaps give it the ability to be modded by the fans - perhaps people could put forward allways improving AIs and the best incorparated as extras in each game upgrade.
AI tornaments on a remote computer - ie see who can come up with the best AIs - i seem to remember C-EVO project which is an open source civ clone has a ongoing competition for fans and would be programmers to put in new AIs and even the ability to put them up against each other. Theres an idea for aaron to use. |
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Perhaps ie if a human player throws lots of fighters at the AI they could respond with anit fighter tech and designs. Make the AI use all the game technology and features - as i said call upon fan help to design new AIs.
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Re: SE5, Tell Aaron what\'s on your Wish List
*lurker emerges from hiding*
From my email not too long ago: Quote:
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Re: SE5, Tell Aaron what\'s on your Wish List
Thanks for posting this exciting e-mail. http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
Customizable Column headings for different lists.
IE: Planets. We've got some options for our planets by selecting from the right side, but what if you could select Colonize/Empty and add a column for atmosphere to that list. Or add Specials. Or, on the ships list be on the Orders, add a column for planet target and add a column for race/cargo so that colonies with specific populations can be sent to specific planets. and on and on and on. |
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Great idea bearclaw
Customisable colum headings yep it could be worked. |
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Add something that allows me to find a specific type of facility - maybe give a list of all facilities that have been built (total count of facility type as a sortable column?). Then selecting a facility type pops up the list of planets that contain those.
I guess I don't play enough as I keep having trouble finding the resource converters when I return to a game that I ave not played for a while. |
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It was mentioned once before that if all of these suggestions were implemented, then the game would be way too daunting for newbies. What about different options for the interface controls?
Basic- For new players. All the functions are there and are clearly labeled, tooltips, etc. Some of the more advanced features would be found under various menus (Empire window, research window, etc.) Advanced- smaller icons for the controls so that more could be added, no tool tips, and possibly customizable, more controls on the main toolbar. Things like System Notes right on the toolbar as well as perhaps a Find feature for finding specific ships/planets/facilties, etc. I think this sort of system would allow for new players to get the hang of the game, without drowning in the controls and still give all us veterans oodles and oodles of buttons to click. I remember when I first saw screen shots for SEIV, I kept trying to figure out what all those icons were for. And then getting the game! WooHoo! I'm one of those guys who buys a car based on how many controls are at my disposal. http://forum.shrapnelgames.com/images/icons/icon7.gif [ May 01, 2004, 20:59: Message edited by: bearclaw ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I sent a suggestion directly to Aaron. He thought it was an "excellent" idea.
Here's the meat of the idea (minus my fawning and sucking up). Quote:
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Re: SE5, Tell Aaron what\'s on your Wish List
Lots of ship stats calculations via custom scripts.
So a star trek mod can set the speed of a ship to be: Max[ 1- [1/(power produced)] * impulse_HP % , MIN ( sqrt (power) , nacelle_rating * nacelle_hp%) ] in units of "lightspeed", for example. |
Re: SE5, Tell Aaron what\'s on your Wish List
Ok how about a basic, intermediate and advanced control possibilties - it would as has been said advanced players access to lots of data and the basic data for the newbies to get them playing.
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SJ, that equation is evil. [ May 02, 2004, 12:59: Message edited by: General Woundwort ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Douglas:
"Warp point assault weapons" means basically weapons you send through the warp point to the other side to attack/kill any defenders. Probably based on the SBM carrier pod from the Starfire game. It's a drone that carries a few missiles and fires them at a specific type of target, usually a base. You can actually do something like this with drones, with the latest patch. Hm. Making minefields something that requires strategic or tactical combat to sweep them would be interesting. (Yes, I'm thinking of the Starfire game.) |
Re: SE5, Tell Aaron what\'s on your Wish List
Regarding the AI... not sure if this has been suggested, but here is the concept:
An AI that "remembers". Basically, as a game develops, statistics are generated. These statistics are stored in a temporary empire specific file. Based on the end score of the Ai during game play, the temporary file is saved as a permanent file(a higher score than the previous recorded one determines if it is saved, or if the player manualy makes the determination to save it). Now, what the AI is recording is the statistics for exploration, development, research, etc. But most importantly, it remembers what the "best" design and strategy is given the current situation. It then carries over these learnings to any new games. Each time you play against the AI, it is simply trying to beat it's previous "best" score. Slowly but surely, the AI will improve itself with repeated playings. These files could then be traded. In this way, some of the best human players could train their AI's, and give us all a go for our money. This is basically what the AI modders have been doing with AI ship design, right? You give the AI a set of optimum configurations, and hope for the best. Yet this might take it a step further (and perhaps put that "experience" to good use as a barometer of skill for the AI). Thoughts, comments, flames? I apoligize if this is a repeat of others. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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Nice idea, although it seems a bit advanced. |
Re: SE5, Tell Aaron what\'s on your Wish List
Thanks. I guess i imagined that the computer could calculate success by the number of wins in a battle (determined by the kill ratio). so as an example, say it fields 10 combat ships, and is successful in a battle, it would increase the liklihood of using the same strategy in the future. A failure means it would be less likely to use that same strategy in the future.
Since combat in essence drives everything else, I was thinking perhaps some forula might be devised that would guide the AI's development. So say that the 10 ship strategy is successful, it dosen't neccessarily need more minerals and what not, so then the AI would switch to intel and research development. As the need for more resources occurs because it needs to support more ships, then it would be reflected in the combat losses, which cause the AI to switch strategies. Think of it as some basic form of AI behavior modification training. http://forum.shrapnelgames.com/images/icons/icon10.gif |
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