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Re: SE5, Tell Aaron what\'s on your Wish List
[/quote]From the sample data file that Aaron posted a long time ago for one of the IRC chats, it seemed like it would be possible to specify the range penalties for each individual weapon exactly as you can specify the damage penalties now. http://forum.shrapnelgames.com/images/smilies/laugh.gif [/quote] I also wonder if we would be able to set specific +/- modifers for weapons versus specific types of targets (ie: Ships, Fighters, etc...) Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
Puke, there's also the problem of SE4 not allowing more than 20 races per game. Once you have 20- even if some get killed off- no more new ones can appear.
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Re: SE5, Tell Aaron what\'s on your Wish List
I would like to see some intelligence in the combat system so that my ships/units will stop firing a specialty weapon (shield, engine, weapon) at a ship when that ship no longer has any relavent components (that are functional). Unless I go in and micro-manage the combat (uncheck all but 1 - okay fire that one; check the next one, etc), the ship will proceed to fire everything it has at a target until it is destroyed. Not just when the available weapon would have no affect.
This is especially frustrating for the single use or long recharge weapons. |
Re: SE5, Tell Aaron what\'s on your Wish List
In combat, if one side can't see the other (due to storms, cloaking devices, or other means of cloaking), they shouldn't be able to fire at them, or at least should have a significant to-hit penalty, even for seekers.
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Re: SE5, Tell Aaron what\'s on your Wish List
On the same vein as Alarikf: the ability to start a (sp or mp) game where you start as a rebel society, i.e. you need to conquer your homeworld first and then need to struggle to survive until you can establish yourself as one of the major contenders for power in the quadrant.(/galaxy.)
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Re: SE5, Tell Aaron what\'s on your Wish List
Also, the ability to start as a "nomad" or "organization" of some sort, with no planets (or even colony bases), just a small fleet of ships with a slightly higher tech level than stated in the setup. Also, when you choose this, your starting tech levels need to be higher as well, to reflect the fact that you do not have the industrial backing of a planet full of population.
And you should also be able to specify the ships you start with to a certain extent - you should be able to choose existing setuos, like with existing empire templates, or you could design your own starting setup. Perhaps with some sort of "credits" system, like the race points, that you can spend on certain ships and extra starting techs. You should also be able to save such an empire as it gains experience - with these experience points being the number of extra credits that you get when choosing them as a starting race. I.e. if you setup a game with starting credits set to, say, 2000, a saved empire with 1500 experience will get 3500 credits. Btw, what does "race experience" do? What's the bonus of a Young race over an Infantile race? |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Ok, so then, say, 1 credit per 100 or 1000 experience points. Or perhaps you could "buy" credits ingame from a sort of "trader organization" that has nothing on the map, or by creating a trade with a player stating you want credits in return for what you give. It will not be subtracted from the credits amount of the other player, and it will be a fixed amount. (I created a file once, the "Star Credits Price Tables", to make fair trading possible and easier - SCs were abstract values given to certain attributes, such as unit type, ship size, special ship type, development level of a planet etc. Never looked into it for over a year or so though.)
Also, small (very small) bonuses for experience. Like, when you hit the 1k mark, you can select either +1% to-hit, +1% production of any resource including research and intel, +1% SY rate and such. It should work like the racial setup screen, but with other types to select. It could also add racial setup points, for immediate use. Moddable atmospheres. The ability to set weapon firing speeds to multiple times per second, to imitate a machinegun effect. I would REALLY appreciate that. Some sort of "muzzle flash" option, so that when you fire, for instance, a Gatling Cannon, you see the muzzle flash as you fire, or when you fire your "14-Inch Guns" you see a big fiery cloud emitting from the muzzle and you could see a shell cartridge (or whatever... You know, that thing the bullet was in before it was fired. What are those things called? I forgot.) flying away into space. See your weapons on your ships, and customize the look of your ships ingame! Say, with the Phong, you could modifiy the Battlecruiser to have a flatter top, then place some big 14-inch guns on top that actually work... I say again: BETTER GROUND COMBAT!!!!! |
Re: SE5, Tell Aaron what\'s on your Wish List
Something I'd really like is this: You know when you get the message (during non-simultaneous movement games) when all the ships are buzzing around after the AI's have taken their turns that the colonization of a planet has failed due to another colony already being there?? Well, it'd be great if we could have a message in the message log saying that this happened, and the "goto" button points to the sector where that happened. It'd be nice since when I have an empire spanning 40 systems, I can't always remember the name of the system where the colonization failed, and can result in spending a while looking around for the colony ship that is just sitting around doing nothing.
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Re: SE5, Tell Aaron what\'s on your Wish List
If all your forces in a combat are destroyed, but the combat continues, you shouldn't be able to see the rest of the combat. (Say a 3-way combat http://forum.shrapnelgames.com/images/smilies/wink.gif)
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