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Re: SE5, Tell Aaron what\'s on your Wish List
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And there is nothing stopping players from sending their entire 100-turn buildup of ships at each other in once combat http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Psuedo turn based combat! http://forum.shrapnelgames.com/images/smilies/wink.gif
Actually the biggest problem would be pathfinding issues. so here's another item for the wishlist: Either have ships pass over each other or please, PLEASE improve the pathing AI. Way too much ship death in SF because of collisions, especially at higher game speeds. |
Re: SE5, Tell Aaron what\'s on your Wish List
And PLEASE DO SOMETHING ABOUT FLEET MOVEMENT IN TACTICAL COMBAT!!!!! It is EXTREMELY irritating to rotate your fleet slightly and have a ship move between two squares endlessly just because some other ship which moves later occupies the square in which it should be. I am SO fed up with that...
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Re: SE5, Tell Aaron what\'s on your Wish List
Please make sure things like this can't happen in SEV:
In a recent invasion plan, I wanted to split my fleet into two, partway through the turn, but follow the same path of conquering for most of the turn. So, I split my one fleet into two, but I only had one minesweeper and had to pick which fleet got the minesweeper and which waited for the backup after they started going separately. Both fleets moved at exactly the same speed, all ships and the minesweeper arrived exactly simultaneously at the first planet in line, but the minefield damaged the fleet that didn't have a minesweeper instead of getting swept by the minesweeper that arrived at exactly the same time, following exactly the same path, just in a different fleet. Minesweeping and mines exploding should be checked only after ALL movement in a day, not in between movements that are supposed to be simultaneous. Also, it would be nice to be able to order ships to join or leave fleets partway through their movement. There should also be a setting to leave damaged ships behind instead of letting the 1% of the fleet that's damaged hold up the other 99% that has very important things left to do that should be done immediately. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Plus, I think a ship like that would be smart enough to move out of the way. Plus you're assuming that the repulser would have more range than your main weapons. If that main weapon is a beam or kinetic then there is no reason for this; they would both have a range as long as you could accurately aim it. And douglas; things like that have to happen in a game because it is processed on a computer. That means it can't carry out more than one instruction at a time unless it has more than one processor. The best you can do is have priorities for different unit types. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
In my example, I assumed that:
-the COMCA is damaged, and has no engines, and less weapons than normal. As I said, soft target (where "soft" for a COMCA is your average Heavy Battlecruiser). -the COMCA uses weapons with a mount that increases damage but decreases range. -your ship - for some reason - was just passing by. -your ship - for some reason - has been fitted with only a heavy repulser as a weapon. It is unarmed besides that. -that repulser actually outranges the COMCAs remaining weapons, which should be easy, as their ranges are already reduced by a mount. -it is still SE, be it IV or V. In SEIV even if you give a repulser a power of 5000000 it does nor do damage to my knowledge. Correct me if I'm wrong. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
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http://www.answers.com/topic/roche-limit |
Re: SE5, Tell Aaron what\'s on your Wish List
"And douglas; things like that have to happen in a game because it is processed on a computer. That means it can't carry out more than one instruction at a time unless it has more than one processor. The best you can do is have priorities for different unit types."
That's still easy enough to fix. Check for mine attacks at the end of the day and not when a square is moved into. |
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