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Re: SE5, Tell Aaron what\'s on your Wish List
Great idea if such a poitns driven learning AI could be developed then it would make SE5 so much harder than SE4 - imagine something like that with SE4 well it would almost like playing a human player - these are some solid suggestions for MM to consider.
That said it shouldnt distract from the actual game development - i still think the ability to mod the AI is a factor - but interesting points to consider. |
Re: SE5, Tell Aaron what\'s on your Wish List
When you right-click on an enemy ship/fleet I'd like an option of seeing the ship specs, if I knew them.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
That was in SE3... why oh why did it go away? http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
Well i would either like to see it in any SE4 update (if MM decides on one more Last one Version 2 just to reward the loyal players and those new ones that are buying SE4 befoer the long awaited SE5 is ready.
Proabbly wont happen and lets now hold our breath but for SE5 it would be helpful esp if you knew the design type already. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
It would be good if there was an optional field in RacialTraits.txt that was "Hidden Trait := TRUE" which would hide the trait from being displayed to other races. I would not like to see all traits forcibly hidden, even with a global setting in Settings.txt. More choices are always good. [Wink]
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Re: SE5, Tell Aaron what\'s on your Wish List
I'm sure it's probably been said before, but I'll throw it in anyway.
I'd like the option to set cloaking/detection 'distances' - kind of how long range scanners work. Eg. Level 3 detectors would be able to see a cloaked ship up to 3 sectors away, level 4, 4 sectors away, etc. This would get more complicated as you add different cloak levels as well, but that's the general idea. System wide detection eliminates pretty much all 'stealthy' options and misdirection |
Re: SE5, Tell Aaron what\'s on your Wish List
Some way to prevent the huge fleets from having runaway power and being overwhelming.
----- Splash Damage weapons and other patterned multi-ship damage. A way to vary to-hit chance depending on recent combat events. (eg: The "firing more shots into the big cloud of smoke" effect seen in action movies http://forum.shrapnelgames.com/images/icons/icon10.gif To-hit chance could drop by 1% for every 10 damage inflicted on a particular ship during a single combat round) With those kind of settings, a huge fleet couldn't inflict more than about 1000 damage to any particular single ship in one turn. All optional, but I think the underdogs could use some help http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
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Essentially, a Lvl 4 scanner w/range 2 would be able to detect cloak lvl 4 and lower at range 2, lvl 3 and lower at range 3, lvl 2 and lower at range 4. It would also detect cloak lvl 5 at range 1 and detect cloak lvl 6 if in the same sector. Also wanted the cloak levels to stack, but only one particular component (or sector level obscuration) to work. So, you couldn't mount two cloaking devices to stack their cloak levels, but you could stack a cloaking device with stealth armor and hide in a sensor-obscuring nebula system or a sector-sized obscuring storm. |
Re: SE5, Tell Aaron what\'s on your Wish List
Good ideas re cloaking - with the unlimited tech levels proposed it will be itneresting to see how they do cloaking and possibly enhance it.
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Re: SE5, Tell Aaron what\'s on your Wish List
For Planet Capture:
New Weapon - Planet Population Converter. A weapon conponent that converts the population either over to the side of the attacker, or assimulatest them simular to the way the Borg do. Can be two types of weapons. |
Re: SE5, Tell Aaron what\'s on your Wish List
I don't know if this has been mentioned before but here a few of my ideas:
1. Make population be more important to the ability to construct ships/units for example World A has a population of 400 million while world B has a population of 8 billion, YOU want to raise 400 troop units and a Base ship but in SEIV you'd only go by which world would build what faster... Instead I was thinking maybe have troops and ships cost population as WELL as the money so say a base ship costs you 1 mil population while 100 troops costs you 1 mil SO when world A builds the base ship it will have a population of 399 mil left And when world B finishes the 400 troops it will have 7.6 billion people left because you hust raised 4 million people into your armies. I don't know if I worded that correctly but I would just love to see a planet's population that actually matters to what you can do with it. 2. I would like to see TRACTOR BEAMS muahaha, no seriously I would like to see Non-combat tractor beam projectors so that you can rescue crippled ships or tow a crippled enemy ship back to your base so you can board and capture it. I mean I'm sure we've all seen that jewel of enemy alien technology that was crippled by another player and go "I WANT IT SOOO BAD!" but lose it because we can't two it to a base. 3. Better planetary militia: I mean I know they are not supposed to be able to stand up to troops but I really enjoy those planetary invasions where it becomes a real nail biter and I'm going "Can my troops pull it off" right up until the end. I would also like to see planetary milita count as a certain percentage of the population. 4.Pirates!!! I mean random alien "or your own species" pirate ships come out of nowhere and raid a world or two and not have them tied to anyone, And say every now and then a pirate fleet comes out of the warp and invades a planet or two so that you can actually have to send out your military every now and then to retake your own worlds or just to counter the occasional pirate threat. 5. FTL drives: I'm talking short range warp point openers that you can place aboard your ships, say make this tech come along in the late game and only have a range of like 50 light years or something. It's just that I'd like to see this because once you get warp point openers they can open anywhere in space unless you have those gravitic shields but that also ruins YOUR ability to warp so I think just making a short range ftl drive would be better for everyone. 6. Deathworlds! Okay maybe this sounds dumb to you guys but I'd like it if say every now and then you find a world where everything wants to kill your colonists from the animals to the plants and that this way <A> you'll have to use some security force or something to help with the initial colonization and [b] okay if your colonists survive after a few years the population gets bonuses say in maybe reproduction and strength and the like....but anyway this is just a sort of random thing. 7. MEGA sphereworlds: Okay say you have a trinary system and you have all 3 stars with sphereworlds around them I'd love LOVE to be able to connect all three of those sphereworlds and make a mega structure that dwarves other sphereworlds and becomes something that would take dozens of troop ships to capture and all that fun stuff http://forum.shrapnelgames.com/images/icons/icon7.gif 8. Real TIME battles would just be a lot more fun in my oppinion depending on how they are run I mean i hate it when I have 3 troop ships loaded with soldiers but I can't capture a world because it kills off each troop one at a time and regenerates it's milita for the next force of troops coming in. I want the ability to drop all 3 troop ships on a planet if I so choose. |
Re: SE5, Tell Aaron what\'s on your Wish List
I'd really like tactical combat to be more fun. I thought MOO2 did a much better job on tactical combat. I suggest making the ships significantly bigger, move faster (I don't mean more spaces, just not make it take so long to move), and an easy way to indicate range.
[ May 10, 2004, 22:52: Message edited by: joeljermon ] |
Re: SE5, Tell Aaron what\'s on your Wish List
A couple of ideas that I'd like to see implemented:
1. Get rid of facility slots. They could be replaced with livable area concept for planet and area occupied for facilities. IE, livable area for breathable medium sized planet is 100000 units (acres, km2 or anything), then area occupied for SY could be 50000 (concurrently, it can be allowed to have 2 SY per planet, with 2 constr queues), research complex - 5000, etc. So you can build 2 SY or 20 research complexes, or 1 SY and 10 research complexes on this planet. That's right, it could function like ship designing in se4, with its tradeoffs and restrictions. Livable area should depend of planet size, atmosphere type and planet conditions. 2. Slightly different scheme for warp opening: you should have 2 ships(bases) to be able to open new warp - one for each end of the warpline. Also you have to keep both vessels in these sectors to bear the artificial warp point, if one of these vessels is destroyed - poof - no warp anymore. |
Re: SE5, Tell Aaron what\'s on your Wish List
Temporary wormholes the 2 ship concept but if the enemy captured or destroyed one of the ships the warp point would close
Also what about a device that opens a warp points for 3 turns only to a random system on the game map - you could have a fleet or ship waiting to go through but you would not know where the warp point had opened to until you went through - it could be one of youre systems, uncolonized system on the far map side or an enemy core system.. Perhaps though make this a unique alien tech like massive shield depletor or something - one per game ? |
Re: SE5, Tell Aaron what\'s on your Wish List
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For good militia in SE4, go into settings.txt 1) Set # ground combat turns to 1. 2) Set population per militia to 1. 3) Set militia hitpoints to 30+ 4) Set militia attack power to 1-10, depending on how difficult you want it. Now try taking planets http://forum.shrapnelgames.com/images/icons/icon7.gif Still too easy? Try SJmod... against a bloodthirsty race who enjoys it when you land troops for them to butcher http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Big shipportraits. That way the effort of the people who make the models is better visible. Gives you the feel that everyone can see your ingenius design.
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Re: SE5, Tell Aaron what\'s on your Wish List
Ship Construction Idea:
Have the option for ship designs in the vehicle text file as we do for components. This way a ship may have multiple Version of its class and the obsolete Version can be hidden from view like Components. Example: Escort I Escort II Escort III (Or listed as Heavy Escort) Escort IV (Or listed as Heavy Escort 2) When Escort II becomes avaible then Escort I is not longer shown in the Vehicle Type window unless the player wishes to see it by turning off Only Current Designs. By having this feature players could add several levels of ships to one class. Each class could boast additional improvements like stronger hulls, more KT, etc without having to go to a new class or have your ship list window filled with ships. This would keep the ship list window neat and orderly while providing an extra level of moddability to the game. The current ship lists would remain. Escort, Frigate, Destroyer, etc, but with each of these a player can add mulitiple design types in addition to new hull design types like Cutter, Scout, Juggernought. If a player wanted to they could have 3 levels of Escort hulls, 3 levels of Frigate hulls, etc. Each hull being gained at X tech level or something. |
Re: SE5, Tell Aaron what\'s on your Wish List
hot-keys.
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Re: SE5, Tell Aaron what\'s on your Wish List
Customisable hot keys are probably going to be in the game i would think !
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Re: SE5, Tell Aaron what\'s on your Wish List
Here are some specific must-haves. These are things that I think would really work for the game. They would not be too hard to implement and would increase the realism and usability of the game tremendously.
1) Movable and closable windows. This is absolutly the most important thing from a UI perspective. I have two monitors and I would love to be able to move windows and keep them open on my second monitor. But even for the vast majority of people, making windows movable and maybe resizable would be very helpful. That way you could have more than one window open at a time. 2) Rotating planets. Please make the window in which the planet that you are looking at be much larger, and ideally the planet would rotate. This is not hard from a coding standpoint; many games do this. This would would make the game very realistic, expecially since much of the game focuses on planetary resources. 3) More random planetary information. I like the idea of viewing a planet and having a host of information available about the planet available, even if 90% of it is not useful from a gaming perspective. It makes it very realistic. There is a current trend among graphic designers to put lots of random, meaningless technical information in a design; this makes it look more realistic in some people's minds. I would love to see weather, climate, flora and fauna types, magnetic field strength, day and year info, tilt, albedo, % water or land, mineral makeup, density, and so on, even if the ONLY thing useful is what we already currently use. This is random information that could be put into a txt field...and if displayed properly, would be very very cool, and make each planet more discernable from its neighbors. It would also be nice to do this for stars or other astronomical objects. 4) More customizable useless information. I would like to be able to name generals and individual ministers, and also preferably star systems. If I capture a system, why the heck can't I rename it? More importantly, I would love to be able to name a general of a fleet, or a captain of a ship. This makes me grow more attached to a particular ship or fleet, and makes me care more about what happens to General XXX of task force XXX rather than merely task force Alpha Beta or whatever. In the best world, you could transfer individual generals (say, only one general per fleet) across fleets, giving them better attack capabilities. As it stands now, the game is very impersonal. That is normally fine, but adding SOME SMALL element of individual personalization to the game other than the name of the emperor would make the game that much cooler. Even though most people would not use these features, making them available for the micromanagers among us would be great. What would Star Wars be without Vader and Luke? 5) If I could have anything other than the detachable windows, it would be a true 3d environment from a galactic perspective. I don't mean just 3d ships and such, but a 3d galactic environment with a freaking Z axis. Maybe they are planning on doing this for the game already, so slap me already, but if not, PLEASE look at Homeworld and how they did their Z axis...it's very cool. I know other games do this as well. This would be great. Well, maybe these items have already been said. Sorry for the long post. I hope I'm taken seriously. --Jeremy |
Re: SE5, Tell Aaron what\'s on your Wish List
Again it seems that many good suggestions are being glanced over without being considered. A list must be organized in order to insure that everyones contribution to this discussion is recognized. This would also avoid duplicate ideas, and save us the trouble of re-inventing the wheel every few hundred Posts.
So many great ideas have already been buried and forgotten that if one were to mine this thread, one would akin to an arceologist (sp) exploring the a lost and forgotten planet with mulitiple extinct civilizations. I still think my anicent ruin of a system wide mine field was a good idea but how many of you remember that post let alone any of the previous Posts dating as far back as the beginning of this thread and the many threads that preceeded it? |
Re: SE5, Tell Aaron what\'s on your Wish List
All we need is a bit of planning and some volunteers.
A. Split overall wishlist into the subject areas, ie: 0. Game physics. 1. Visual appearance and Interface. 2. Game startup and empire creation. 3. Empire infrastructure and economics. 4. Research. 5. Intel. 6. Diplomacy. 7. Ships and units design. 8. Military operations. 9. Space combat. 10. Ground combat. 11. AI. 12. Modding (graphics, AI and main data files). ...{it's a draft afterall} B. We have 70 pages in the wishlist topic so at least 4 volunteers are needed - each one can parse 18 pages in the topic. The more people we have (but 10 max) he faster we got the compiled wishlist. C. Each member of the team scans his portion of the tread and once he find a suggestion he should categorize this suggestion according to structure above, evaluate it (to avoid sh*t in wishlist, but be unbiassed) and copy it to the appropriate section of his file. D. As soon as the partial wishlist is ready, team member should send his file with suggestions to the coordinator/maintainer. He should collect all the files, remove duplicates and post the merged list to the separate sticky tread. From here he should track the main wishlist tread and maintain the compiled wishlist. Before posting new suggestions it will be strictly recommended to read the compiled wishlist to avoid duplicates. What do you people think? Any comments? Volunteers ? As for me, I'm ready to parse about 1/4-1/5 of the tread. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Aaron has stated on several occassions that he keeps ALL of the suggestions he receives via email in a huge table, to be looked at when he starts working on whatever part of the game they apply to. He has also stated that he pays attention to this thread... |
Re: SE5, Tell Aaron what\'s on your Wish List
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My thought (now that I'm awake) was something along these lines. Detection 1 sees cloak 5 at range 1, cloak 4 at range 2, cloak 3 at range 3, cloak 2 at range 4, cloak 1 at range 5, and uncloaked at range 6 Detection 2 sees cloak 5 at range 2, cloak 4 at range 3... etc All numbers are just examples of course, but the point is that the better cloaks allow you to get closer without being seen, but not totally invisible - eventually you'll be so close that no matter how good you're able to suppress the signature of your ship, it's just too close to miss. Also, as you can see, just entering a system does not allow you to see all ships. Planets should show colonies, as that's harder to miss, but in the scale of a star system, a single ship is beyond minute, and a ship with no detection should not be able to 'see' a ship on the far side of the system. Hope that makes a bit more sense. Also, having the different types of cloak and detection work properly would be make for a lot of different variations on the theme. |
Re: SE5, Tell Aaron what\'s on your Wish List
Im sure that aaron is making a cataglogue of this thread and will even come up with a few of his own ideas.
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Re: SE5, Tell Aaron what\'s on your Wish List
Suggestion of how to use mines in SEV (adds propability to get through minefield without damage and adds minesweepers a propability to fail at minesweeping -> mines are not always automatically swept when going through the field).
One thing to make mines better would be so, that when you sweep mines, there would be certain percentual for one sweeper component to sweep a mine. Also so, that bigger minefields are easier to sweep. For example: 1 sweeper component of level 5 has five shots. 1 shot has 10% basic chance to sweep a mine. In this case this component would have 5 shots of 10 percent chance each of them = 1-(0,9^5) = 0,41 mines/turn. This number would apply in... lets say a minefield size of 50 mines. Now this percent grows linear up to 20% chance when the size of the minefield is 100 mines. This is logic, because more mines in one sector means they are closer each other. So, lets say a ship, which has 20 components of level 5 minesweeper components goes into minefield of 100 mines. Then it sweeps like this: 1 component sweeps: 1-(0,8^5) = 0,67 mines/turn. 20 components sweeps approximately 13,4 mines/turn. So, in this case you would need approximately 8 ships (20 components in each of them) to sweep every mine in the field in one turn. Yes, this is a quite many ships, but also mines would have a propability to hit one ship (not automatically, like now). The mine hit propability could be for example 50%. In this kind of minefields, enemy could pass it taking some damage, but it would not sweep all the mines at one sweep like now. The sweeper components could also become more accurate in upper levels and mines would have better hit ratio when more developed. Sure these numbers I presented needs some refinement, but I think the idea would be great. Mines would be quite more usable and they would have this unpredictable element which they have in real life also. You rarely find all mines in one area in one day (or month, for that matter). You need to inspect the area very closely. |
Re: SE5, Tell Aaron what\'s on your Wish List
I agree with Karibu, I think that mines need some adjustments along those lines.
An additional factor I would like to see is the probability of a mine field correctly identifing a ship entering the mine field. Currently in SEIV, a mine field always correctly identifies the owner and allies, and always correctly identifies those who are not. Suppose, there is a 99% chance of correctly identifing any ship entering the mine field as an owner, ally or not. For example an non-allied fleet entered your mine field. Each ship would be queried by the mine field. Any ship that is incorrectly identified would be treated as an ally for this turn. The same would apply to the owner or allied ship entering the mine field. I believe that this would more closely reflect the realities of a mine field. |
Re: SE5, Tell Aaron what\'s on your Wish List
- A trade agreement means *trade*, not military occupation or land grabbing. (America has a trade agreement with China, but that doesn't mean they can move an entire column of tanks into downtown New York.) If some of the features of SF were implemented (freighters, traders, and pirates) then those ships would mesh wonderfully with trade arrangements.
- Diplomacy needs work in general, more granular selections, more reasonable responses, and more continuity in behavior would be excellent. - Where did the invisible walls in space combat come from? Is Q around here somewhere? Let's make space real, and connected... even in combat. There are many ways to do it: real fuel limitations to explain stopped ships (better save some fuel instead of moving all that distance in strategic mode) could work nicely. - Let's put the 3 back in 3D (at least for combat). It has significant bearing on tactics in multiple ship combat. MOO2 was great, but the combat got stupid after a while. Obstacles and a third dimension add flavor and variety. I have the same issue with Star Fury, but I still enjoy the game immensely anyway. - Bigger or zoomable system maps, sizeable windows, and improved interface navigation tools. They're pretty good already (I've seen MUCH worse), but just need some touch up. - Quick key for "End Turn" in combat. - Ground combat is pretty disappointing. I really don't see too much value in it. It's seems easier to just bLast the place from orbit. - Smarter AI's, especially when it comes to finite resource management. - Miniaturization and resource recovery techniques (ala Spaceward Ho!). Some tidbits: - Aliens & Monsters - Expanded ores and resources (required for special equipment: like in Fragile Alliances) - More varied economy and trading involvement - Leaders & Heroes - More interesting and *good* events (GNN - MOO2) - Campaigns and story lines (like Star Fury) - I honestly think that an expanded Star Fury and Space Empires, could be completely married into one game to make the ULTIMATE 4x gaming experience. I'm not sure how the logistics would work, but it gives me chills just to think about the possibilities. Maulkye |
Re: SE5, Tell Aaron what\'s on your Wish List
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Of course, in some instances, it makes some sense. More militant races (like Americans) might actually have a population of Gunslinging Couch Potatos. Of course, ten potato men might equal only one regualar troop. |
Re: SE5, Tell Aaron what\'s on your Wish List
Please make the fonts BIGGER. I can barely see the ones in SEIV.
Better diplomacy. This is not just options but conflicts occurring over real issues that have viable options for negotiation. Example: Discovery of a lost colony in space claimed by different empire. Lost of prestige or etc to occur to the side that capitulates. |
Re: SE5, Tell Aaron what\'s on your Wish List
An interesting idea from IRC was a trait for a "Freedom Fighters" type of thing.
It could have results like: - double militia on all planets - adds new militia every ground combat turn. - spontaneously generates 1 militia per 5 million people on ANY world (even your people on enemy worlds, so if they don't have enough troops/militia to keep the people down, you capture the colony spontaneously) |
Re: SE5, Tell Aaron what\'s on your Wish List
One thing I would like too see is Military Alliance in Diplomacy lowered just above a Non-aggression pact. You can have an alliance with someone without having a Trade or Research Alliance with them.
As a matter of fact, how about editable diplomacy statuses? You could agrange the diplomacy statuses the way you want or add some new ones. On the other hand, that could be complicated to code in for Aaron. At least editing the order of Alliancees in the game would be nice. You could still have War, None, Non-intercorse, Non-aggression Pact Hard coded, but the other treaties could be customizable. As for 3D, I hope SE5 keeps too its Turn-based Strategic setup like preveious SE Versions, but I wouldn't mind seeing Tactical Combat in 3D format. And although Star Fury is neat for Single ship duals, it might not be practical since SE deals with large Empires and large Fleets. How about a 3D Tactical Combat system like Homeworld? You could still have many of the features of Starfury in it, but the control would be similar too how Homeworld worked for Fleet operations. |
Re: SE5, Tell Aaron what\'s on your Wish List
ai in sp to defend wormholes with battlesttaions, fortresses as well as mines and sats
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Re: SE5, Tell Aaron what\'s on your Wish List
Actually, in my current SP game, I encountered an Eee battlestation on a Warp Point. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif This is a totally unmodded game, and believe me, it shocked me, as such a thing was supposed to never be done by the AI. I suppose it could have been brought there by a random ship movement event, but the odds of it happening like that would be pretty slim.
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Re: SE5, Tell Aaron what\'s on your Wish List
I think this has been said before, but I am too lazy to read all 70 pages of this thread http://forum.shrapnelgames.com/image...s/rolleyes.gif . When having trade alliance (or higher) with someone, you should be able to "break" trade alliance without it causing any battles. If you break treaty now, your planets fight if you have planets/fleets in same location. It should be able to get decreased into "non aggression pact" instead of plain nothing. This way a lot of execuses would be avoided (in PBW atleast).
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Re: SE5, Tell Aaron what\'s on your Wish List
Reading the whole thread may be a problem for Aaron also. In the Dom2 wishlist we had someone who organized it into quick, extended, and maybe for the Version after that. http://forum.shrapnelgames.com/images/icons/icon7.gif Of course it mostly allowed the devs to disagree with the arbitrary Ratings of the ideas but the disagreement itself was movement forward.
edited: oh wait, I see this has been suggested before. No writer/organizer types? (I know Im not, but I hoped someone else might be) |
Re: SE5, Tell Aaron what\'s on your Wish List
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Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif P.S. I'm sure GW will keep this up to date, not to worry. [ June 02, 2004, 15:58: Message edited by: David E. Gervais ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I'm sure these have been brought up already...but I might as well put it in to have it considered....
1. Retreating from Combat...like SE3 2. Ability to Recover/Land Fighters on Carriers during combat. Possibly even be able to re- load/rearm them, with single shot weaponry... ie...missiles and bombs... 3. Transfer of supplies...similiar to cargo items. 4. IF 3 is true...then bases could supply ships on a limited basis. Kana [ June 02, 2004, 17:27: Message edited by: Kana ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif P.S. I'm sure GW will keep this up to date, not to worry. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Im thinking that the culled list would be a good stickie. Locked so that only Moderators could add to it but with a link for "to add or comment" sending people to this thread. |
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Re: SE5, Tell Aaron what\'s on your Wish List
I will have to redo my own list and post it again as well as email it to Aaron. Say does any one have a copy or comprehensive list of what has been suggested to date?
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Re: SE5, Tell Aaron what\'s on your Wish List
David mentioned one by GW. Scroll down a few Posts and read David's.
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Re: SE5, Tell Aaron what\'s on your Wish List
I don't know if this was been posted before but I would love the game to be simplified.
While all these suggestions are great, the game needs a balance between customization and simplification. I mean for one, in trading star maps, do you really want to trade the maps of certain systems, or take the Civ3 approach and trade the whole thing. Another thing would be why require three resources if only one is really needed much? Just make it one resource: money. Or how about an option that tells when a planet's queue is finished and is awaiting orders. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Another thing you can do is create a unit, such as a small troop, named "_End of Queue". Add this to the end of queues. Each turn when you check the construction queue window, you will see which queues are meant to be buiding things, but are at the end. [ June 03, 2004, 01:10: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I just thought of a new one for SE5. The Sticky Mine . A mine that sticks to the hull of a ship. You wouldn't know it but after a few turns a few of them would BOOM! Just a nice suprise for your enemies.
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Re: SE5, Tell Aaron what\'s on your Wish List
Sticky mine - homing mine would be a great idea - you culd have some counter tech that could be put on ships to detect said devices (or perhaps a % chance of detecting said devices each turn)
Mines that target specific components but leave other ie engine damaging mines, weapon damaging mines, shield generator damaging mines - just for a bit more complexiveness. |
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