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Re: SE5, Tell Aaron what\'s on your Wish List
Leaders!!!! Ones that improve specific areas of your empire, addding, for example a % bonus. Kinda like an upgraded minister. Or other examples:
- a legendary fleet commander that adds +5% - Scavenger- ship/fleet needs no maintenance - Defector Scientist adds +3 empire research - Hot Rod- commander gets extra movement - Games comissioner- may upgrade the happiness state of any given planet by 1 each turn. - Black market contact- random boosts in minerals You can run wild with this concept! will also add to the roleplaying feel. Basic % chance per turn of acquiring one (like 05%), may trade for them, or find them (special tech). Include Facilities that improve your chances or attracting leaders. This would be Kool! http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Stone Mill:
The Star Trek mod does have 'Captains' which give various bonuses and things like that. |
Re: SE5, Tell Aaron what\'s on your Wish List
I hate to admit I have never looked at the Star Trek Mod but I'm guessing the "Captains" are small components with various Abilities such as:
Repair, Attack, Deffend, Storage and others? |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
captain,
It is a reflection of my limited mind and newly found self control. I also admit I like to try devloping in a vacume. Maybe when the Gryphin mod is semi finished. |
Re: SE5, Tell Aaron what\'s on your Wish List
This thread went forum -> private -> back to forum because we thought it would be of general interest..
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Let's extend this a little further, because I think this is interesting. This also 'bleeds' into another thread currently running on variable damage. In fact I would not use the scheme above, translated directly from the current additive one, because of course you could never hit at beyond range 10. What you would actually need is some scheme which expressed your relative chance of hitting based on actual range versus maximum range. Option a) Constant for all weaponry This would have to replace the 'base chance of 100%' with a factor based on range. That would then be modified, in multiplicative probability fashion of course, by factors like crew quality, ecm, sensors and so on. For a nominal range 10 weapon, you could have a scheme looking like: Range 1 - base chance = (11-1)/10 = 1.0 Range 2 - base chance = (11-2)/10 = 0.9 .. Range 7 - base chance = (11-7)/10 = 0.4 .. Range 10 - base chance = (11-10)/10 = 0.1 But for a range 5 weapon, the base chance would go 1.0, 0.8, 0.6, 0.4. 0.2 Now, the subtle bit about this is that it does eliminate a situation where you can be 5 squares from an enemy and have a ~100% chance of being hit, because you are within his maximum range and the other factors favour the attacker. But if you were 6 squares away your chance would be ZERO. This is precisely the sort of 'edge effect' I was talking about. I did not support this point very well originally, so thanks for disputing my original idea and making me think about this much more deeply 8-) Option b) - weapons vary in their range profile. This is where we are crossing over into the 'variable damage' thread. This is also where I'm plagiarising Starfire and SFB shamelessly. What we would have here (and this is an increase in complexity, granted) would be a table per weapon of its base 'to hit' chance and damage at each range within the maximum. The hit chance should always 'tail off' towards the maximum range. The damage does not have to. Like missiles in Starfire, or SE4 for that matter; a hit is a hit. Or the old SFB Photons versus Disruptors argument. So some of those very long range energy stream/pulse weapons could have attenuated 'to hit' profiles. Conversely, the base chance to hit for some weapons might be lousy or nil at short range. Run the destroyers in close to the battleships and their guns can't be brought to bear... you can also have some weapons that are inherently more or less accurate than others (analagous to the additive WMG bonus.. but I would spread it out over its optimum range bracket). Quote:
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a + b + c = c + b + a = (a + b) + c = a + (b + c) a * b * c = c * b * a = (a * b) * c = a * (b * c) BUT (a + b) * c != a + (b * c) In fact the current system has mixed the operations; in that we have a series of additive operations, resulting in a number. That number is then divided by 100 to give a probability. I'm advocating no additives at all, but multiplication for all these calculations. Quote:
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This grew to a real beast of a posting, apologies to anyone who made it down here... |
Re: SE5, Tell Aaron what\'s on your Wish List
The additive system allows for more bonuses and penalties to be applied at the same time without making the mathematics unnecessarily complex.
The percentage to hit is indeed a probability, but the method of acheiving the final probability currently used in SE4 allows for more flexibility and more options. Quote:
range 1: 1.0 * .80 = .80 range 2: 0.9 * .80 = .72 range 3: 0.8 * .80 = .64 range 4: 0.7 * .80 = .56 range 5: 0.6 * .80 = .48 range 6: 0.5 * .80 = .40 range 7: 0.4 * .80 = .32 So, at range 1, the ECM provides a 20% to hit penalty (from 100% to 80%). At range 5, it provides only 12% to hit penalty (from 60% to 48%). Your system makes the ECM less effective at longer ranges, which does not make any sense (being counter-intuitive and all). The same thing applies to all other modifers too. They are not supposed to provide variable bonuses, but constant bonuses. Quote:
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Converting a percentage to a decimal probability value is completely irrelevant to this argument. That one operation of division in no way makes the se4 system have mixed operations. All chances to hit are added, there is no multiplication in them. Quote:
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Re: SE5, Tell Aaron what\'s on your Wish List
Also, how would you propose to implement both ECM and Combat Sensors? Which gets priority? Say both have a 20% modifier. Base chance to hit is, say, 80%.
Do CS first, then ECM (the other way gets the saem answer): .80 * 1.2 = .96 .96 * .80 = .768 With either method, the 20% bonus and 20% penalty do not cancel each other, and you are left with an overall penalty to hit, even though you have the same power of ECM and CS. You would have to very carefully calculate the values of ECM and CS to make sure that they actually cancel each other, and not end up with stupid results like getting an overall to hit penalty. Or, you have to add the .2 and -.2 to the base 1.0 modifier, which results in using additive properties again. The current SE4 system does not have any of these problems. They become more severe when you start adding even more factors to the calculation (various armors, training, racial bonuses, facility bonuses, etc.) |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Malfador has produced the best Space strategy game ever (SEIV) and I am sure they could do a great planet base strategy game kinda like Smac or EOFS (Empire of the fading suns). What does this has to do with SEV you might ask yourself.... well I was thinking that it would be really fun to combine such game with SEV into one. And since I still want SEV to be a Space Empire game that SMACalike game should be a seperate game but fully linkable with SEV. It might be a micomanagement hell but I am sure I am not the only one that enjoys that. http://forum.shrapnelgames.com/images/icons/icon10.gif Also Malfador has come up with great solutions in SEIV to reduce the micromangement so I guess they could do so as well in this.
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