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Re: SE5, Tell Aaron what\'s on your Wish List
my wishlist for SE5 would be for a hosting exec that will run on Linux with no GUI.
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[ June 04, 2004, 13:36: Message edited by: Gandalf Parker ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I dunno, I never actually tried running SE4 on Linux; I've never found the need to, seeing as I haven't actually run a Linux-only box... yet! http://forum.shrapnelgames.com/images/icons/icon12.gif
(BTW, you DO know there is a quote button, it's right next to that darn edit button, and much less confusing for people reading the thread http://forum.shrapnelgames.com/images/icons/icon10.gif ) edit: this was in response to this post by Gandalf Parker... no, I'm not telepathic, he just edited instead of quoting my post first http://forum.shrapnelgames.com/images/icons/icon10.gif Quote:
[ June 04, 2004, 13:54: Message edited by: Ed Kolis ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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I will fix my part of it. [ June 04, 2004, 13:38: Message edited by: Gandalf Parker ] |
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My reason for asking is the ease of webbing a site. I havent tried wine yet. Would the results be just as accessable? Can you cron it? |
Re: SE5, Tell Aaron what\'s on your Wish List
I would like to be able to mod the New Technology message to add a large amount of flavor text specific to each new component, hull or facility and ideal for each new level of technology.
If you're reading this, Aaron, and you don't care to add that much 'favor text' to the stock game, check out my work on the Play by Committee game. Use 'spectator' as both the username and password. Drop me a line. Oh, and hotkeys of course. I want to be able to play this whole game without ever touching a mouse. |
Re: SE5, Tell Aaron what\'s on your Wish List
A an option to remove all ships that are MOTHBALLED from the [F6] ship/unit display
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Re: SE5, Tell Aaron what\'s on your Wish List
How about spreading out the cost of retrofitting ships over the number of turns it takes to actually repair them. In other words, pay for each component retrofitted as it is repaired, instead of all at once.
This way I can designate say an entire fleet to be retrofitted, without having to go broke for that first turn. |
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[ June 05, 2004, 17:09: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I don't know about anyone else. I would like to see cloak stay invisable even with a partnership treaty. Or you allow your friend(s) to see your cloaked ships. Just something to think about.
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Re: SE5, Tell Aaron what\'s on your Wish List
I do not know if this has been mentioned.
I would like to have a way of telling a planet to build and Launch mines and or satellites in one command. This is in addition to the current just build and store them command. This way I can give threatened or new planets some defences without having to buld mines and then remember to go and search out the planets and tell them to launch the stuff. Or I can tell them to build up a stock pile so my layers can come in and fill up. |
Re: SE5, Tell Aaron what\'s on your Wish List
Although it is far from efficient, you can go through the Construction section of the turn log, visiting each planet that built mines on that turn. This is far easier than it used to be, as the log will remember the position it was in when you Last closed it. Saves having to go to the planets manually, and remembering which planets they were in the first place.
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Re: SE5, Tell Aaron what\'s on your Wish List
No weapon that isn't counterable, i e no absolute Talisman!!
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Re: SE5, Tell Aaron what\'s on your Wish List
i suggest the following
1. scriptable command sequences 2. remote load/launch type and number selection implementation 1.add to the view command box edit 2. when select launch remote i have to choose how many of each type to launch and with a save package command like construction ques example item one i just set up a multi system cargo run Last turn but this turn i lost a system all i really need to do is remove that system and maybe insert a move to command since the editor is text i better know what system and what location for the move to such as moveto eurul (6,11) simple stuff item two sample command script with launch selection moveto eurul (4,6) load fighters (erul IV,"charger v1.0",60) load fighters (erul IV,"hawkeye v1.7",6) load population (erul IV,oxygen,100) load population (erul IV,methane,100) moveto atuil (8,9) drop population (atuil II,oxygen,50) moveto atuil (4,5) drop population (some planet,methane,100) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) moveto atuil (5,5) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) moveto atuil (5,6) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) moveto atuil (4,6) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) moveto atuil (3,6) launch fighters ("hawkeye v1.7",1) launch fighters ("charger v1.0",10) this script would ring a planet with 5 fighter Groups each containing 10 combat fighters and 1 electronic warfare shield ship until you can create multiple fighter Groups in the same sector by choice instead of movement this would be the procedure on a cargo movement run oh and error checking is classic idiot proof if it cant perform an action it clears all orders and sits there though i wish i could set an alarm in the script example being message ("awaiting orders") which would show up in my end of turn Messages log this being a user typed message not automatic but if a error occured in clearing orders it would check for that command and execute it then clear command list ps ii know command for load and drop could have location as parameters bu heyy im trying to keep this as simple as possible for demo purposes heck you only need 7 commands total of all options about 40 moveto,warp,transfer,launch fight-sats-mines-drones,recover fight-sat, load f/s/m/d/pop/wp,drop f/s/m/d/pop/wp,[begin repeat],[end repeat] the attack stellar manip etc are all upper lvl decision commands these guy suggested just allow for the creation of automated trade and migration routes [ June 13, 2004, 21:15: Message edited by: psimancer ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Psimancer - the error message aspect is a great idea - lets hope it gets looked at - lots of good ideas i guess we have to wait for the first beta test results or demo of SE5 to come out before we can really give some early feedback and positive and negative feedback on new features etc.
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Re: SE5, Tell Aaron what\'s on your Wish List
Yet another portion of dumb suggestions from me:
1. Implementation of variables in the config scripts: like %ShieldPointsGenerated (already present), %CompTonnage, %CompStructure, %CompCostMin(Org/Rad), %ShipSize, %WpnRange, %WpnDmgPointBlankMax(Min), %WpnDmgMaxDistMax(Min) etc. This will allow some very good and flexible computation, assuming we'll have formula based comp(weapon, esp.) descriptions. 2. Allow comments in the config scripts. // for comments and /* for new line comments for example. This will make even sophisticated code more human readable. |
Re: SE5, Tell Aaron what\'s on your Wish List
Good suggestions esp with the AI scripts coming in.
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Better 3D style (high res Graphics) esp.in the (larger) combat arena can keep the 2d style for ease but how about parts being blown (in slow motion !!?) off or damage as combat ensues.. more on ground to ground combat.in a similar arena only ground based (with colour of planet as a background guide??) and ground to air..space..etc the thoughts are endless !! a real full on BIG UPGRADE STUFF !! and zoom and speed variable..as well as moddable..!?? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Four suggestions:
One Relative weapons. For example, a shield depleter, which reduces certain percentual of enemyship's remaining shield instead of fixed number. These kind of weapons would add totally new dimension in the fighting. This particular weapon would be powerful against unharmed ship and useless against battered and damaged ship. Furthermore, you could make this kind of weapons to apply armor, internal structures, etc. Also there could be reversed Versions of such weapons, which would do very little against a ship of full health and be lethal against damaged one. Two Area effect guns. I would like to see some scatter grenades, which would damage not only the ship they hit, but all nearby ships too. Three Chain reaction guns. Organic race has electrict discharge. Why not have electrict discharge, which would hit one ship and do some damage and then continue some nearby ship, etc. The more advanced weapon, the more ships it would hit. It would imitate reality, after all. Advanced computer virus. Instead of destroying the computer of one ship, it could spread random near ship with master computer after infecting the target ship. Perhaps somewhat weakened state. It would also imitate the reality. Four Devices which would make barriers in the battle field. I think how Q stopped Enterprise in Star Trek Next Generation. There appeared energy barrier in the space, which was impassable to Enterprise. Such barriers would add a lot of fun in combat, especially if you could not fire through one (except you would be able to launch missiles, fighters and drones), but you would have to go around to have clear sight. Also launched objects would have to go around. The barrier could Last some certain amount of turns or it could have some hit points so that you could shoot your way through it. [ June 15, 2004, 06:29: Message edited by: Karibu ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Single suggestion:
Enable triggering of events on component (or facility) use, like this: Name := Phased Singularity Channel ...blah... Ability 1 Name := Trigger Event On Use Ability 1 Description := Allow instant warping in random direction within range of 100 ly. Ability 1 Val 1 := Ship - Moved Ability 1 Val 2 := 100 That'd be cool. |
Re: SE5, Tell Aaron what\'s on your Wish List
Space Hazards. When fighting in an asteroid field, the asteroids could be used to hid behind. Ramming an asteroid (or other hazard) would be bad (of course). Any enemy fire (or even seekers) that had intercepted a hazard would strike it instead of the target. In the case of asteroids, the could have damage amounts and could be bLasted through, if the firepower was significant.
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Re: SE5, Tell Aaron what\'s on your Wish List
Have a simple question (will proberly never see the answer due to the fact Im a SF jockey mainly)
Has someone actually gone through all of this and made some sort of list of almost everything that has been done Because with over 1000 replies Im sure ideas are being repeated at times, and others are being lost |
Re: SE5, Tell Aaron what\'s on your Wish List
ok, I'm guessing someone has said this a long time ago, but I really don't want to read 70 pages. I think it would be really cool to have the option to fight your battles turn based, but after the battle is over you are able to watch it in real time 3d. This would solve the whole turn based or real time issue.
-just a post from a long time fanatic (from SEII) |
Re: SE5, Tell Aaron what\'s on your Wish List
Thats helped in other forums. And would fit with the comments Aaron made when approached by Shrapnel for suggestions on how to bring him back.
I think I would wait until he says he wants it in email. The best method (and the hardest work) has been to create an easy to read wishlist with VERY short references. And if that was all that was done it would be alot of help, BUT if for each reference the person could include a link to any conversation thread about it then thats fantastic. Such a list can be posted every once in a while to this thread, or included in an appropriate stickie. The nice thing about that is that it helps everyone to see what has already been brought up. And if they feel like they have something to add they can jump to the thread rather than discuss it in the wishlist thread or keep starting new threads on it. Devs can zero in on the list and browse it, or someone might transport it to the beta area which works better for some devs to read the "short report" there. (the sneaky thing is that like most of us they might PLAN to only browse the quick-list but tend to get pulled in on some of the discussions) |
Re: SE5, Tell Aaron what\'s on your Wish List
gandalf thanks thats good advice
aiken interesting however i suggest your ability trigger event un use be modified Name := Phased Singularity Channel ...blah... Ability 1 Name := Trigger Event On Use %of time Ability 1 Description := Allow instant warping in random direction within range of 100 ly. Ability 1 Val 1 := 50 Ability 1 Val 2 := Ship - Moved Ability 1 Val 3 := 100 in this case 50 percent of the time the item will work my intendended application as follows Name := solar engines ...blah... Ability 1 Name := Trigger Event On Use %of time Ability 1 Description := solar engines requiere solar collecters to operate and have a 40 percent chance of overload in multi sun systems. Ability 1 Val 1 := condition #suns>1 Ability 1 Val 2 := 40 Ability 1 Val 3 := destroy component note solar engines have only 10 supplies (ie 1 move on battery power)but start out with 1 bonus movement per sun reasoning well it takes an extra 20 kt to fuel them with solar collectors or a supplies hold (batteries) and they are less effecient in low light (ancient star systems and they only provide 1 movement no bonus oo add conditions checking when stellar manip goes off add sun causes condition loss to planets change in distance to sun being a factor in how severe |
Re: SE5, Tell Aaron what\'s on your Wish List
That is an excellent idea. I think that if we collated all the suggestion, deleted duplicates, and forwarded them to MM, they would have that much better a chance of getting into SEV...I would do it, but I really don;t have the time...
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Re: SE5, Tell Aaron what\'s on your Wish List
I have the feeling that SE5 should be a fulfeatured physical simulation to satisfy our wishes http://forum.shrapnelgames.com/images/icons/icon7.gif
And obviously it would requre a supercomputer to run http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
An extension of the Last couple of Posts =- a one way wormhole that sends youre ships to a random spot within x lightyears each term - so if you have a fleet and send em all through one turn they would end up in x systems - if the light year system is used then perhaps 100 - 200 - 300 - 400 -500 etc based upon rising tech levels.
Until we know further though what specifically MM and Aaron are going to include in the game we are sort of guessing i mean if we had a basic idea some of these ideas could be fine tuned to offer more specific advice to aaron - of course im expecting its system requirements would be hgih - so those with old computers may find it useful to upgrade lol. |
Re: SE5, Tell Aaron what\'s on your Wish List
Here is an option I would like
The ability to have no warp points at all And you traveled from system to system using using Jump Gates (which need to be built and can only be built in systems owned by you and/or allies) Or FTL engines, which take X turns to go from system A to system B depending on engine speed I say this because atm all you need to do is have a better defense on your border warp points than those wishing to attack With the above, it would empazize the need for border patrols, having to think about your defenses more, and many other things Plus, there is more danger of a sneak attack, a cloaked armada has sneaked past your border and arrives at your doorstep knocking with huge guns Now that would be a rush Oh and the ability to not see automated moves (gets dull when you have a fleet of X hundred ships on the move and you are watching for god knows how long) Last thing Give the option for combat to be in real-time, cos it is also dull watching your gunboat fire off like 20 weapons 1 at a time Of course include the option for it to be turn-based as I know some people do prefer that. |
Re: SE5, Tell Aaron what\'s on your Wish List
The ability to disguise warp points would be good. For example, in a star trek mod, warp points in the main strategic window could look like two small arrows and in the tactical window they would not exist at all.
I think that combat in SE5 will be a bit like it was in Birth of the Federation. Well, that is the impression I’m getting. |
Re: SE5, Tell Aaron what\'s on your Wish List
A combination of all 3 - warp points to start the game - FTL later on (limited to a certain range - would need fuel and perhaps limited to smaller ships and specific special ships)
Jump gates ie master of orion 1 - you need to have say 2 huge planets only and the cost of production is slightly expensive so as to not have em everywhere - and you could have a fleet from one of youre back planets to youre frontlin - if they were put in SE4 for example they could take 20 game turns to build cost 50k resources - perhaps only allow them on specially built star bases ? or a specific racial ability ? Ideas but until we get the basics of the direction of SE5 - lets consider it a theoretical discussion and see if we can generate ideas that MM can utilise. - Brainstorming session Perhaps jump gates could be capture like boarding parties and (towed) away by an enemy to allow them to use them - but limited to their own use - ie you couldnt jump through to the other end and invade a well protected enemy planet Usage could be limited to allies and youreself fleets. |
Re: SE5, Tell Aaron what\'s on your Wish List
1.) Better combat placement.
The placement of the ships at the beginning of the combat in SE IV is rather weird, to say it politely. I have seen large combats with random outcome due to different starting positions in SE IV. Usually I think all ships/units/planets should be not in range of direct fire weapons at the beginning with the exception of battles after warping and if cloaked undetected ships are involved. And in tactical combat you should have the possibility to place your ships in a restricted area as you want them. 2.) "Auto move" and "auto fire" in tactical combat. In larger battles there might be situations were you want to control only movement or firing manually and let the computer do the rest. IIRC both problems was handled better in SE III than in SE IV. |
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Thanks for the suggestion Kamog Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Wit my suggestions I feel 2 & 3 MUST be in
Seeing as the way SEIV does it, is simply the only reason Ive NEVER finish a game, cos I dont like staring at a screen non-stop for hours on end just watching things (unless its a movie) And I dont have a g/f to occuipy my time while I wait http://forum.shrapnelgames.com/images/icons/icon8.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
My SE-V wish list items:
1. A Linux runtime! 2. Separate "jump drives" from sub-light drives. A jump drive component would be required to traverse a warp point, but gets you nowhere else. The sub-light drive gets you around the system but cannot get you through a warp point. The Highliner mod effects something like this, but its implementation is effectively a work-around for the fact that these two characteristics are combined together in SE-IV. Separating them would introduce interesting ship design possibilities such as the "System Ship" (ala MOO-3), or a Warp Conveyor that can do nothing more than shuttle non-warp-capable ships between two systems (the Highliner). What I like about this is that the system ships would be cheaper to build (no jump drive required) and have nore internal space for combat goodies (again, no jump drive required). 3. Pet peeve #1: Propulsion research should yield faster ships (every time). 4. Go a bit further with the synergystic facilities concept. SE-IV does this a bit (ie Robotoid Factories, Central Computer Complex). I'd like to see things that can only be created by combinations of facilities. For example, a Ship Yard facility, by itself, could create ships up to Destroyer size. A Ship Yard plus a Planetary Storage Facility allows the planet to make Light Cruisers. Add in a Space Elevator and now you can build Cruisers and Battleships. Toss in a Planetary Computing Facility and now you can make Dreads etc. 4.5 Pet Peeve #2: I'd like my ship's long-range scanners to be able to show me the details of a adversary's colonies (facilities, cargo). I think there was a missed opportunity here in SE-IV for interesting player strategizing. I would prefer, of course, to attack enemy colonies that host vital infrastructure. 5. Money. I would like to see money everywhere I look. Actually, I would like the modding capabilities to support the creation of arbitrary numbers and kinds of resources. |
Re: SE5, Tell Aaron what\'s on your Wish List
REPOST From another thread titled "SE5 Progress." Strange that Aaron makes a post on the forums and gets very little feedback. So, I'm transplanting it here to fuel the 'Wishlist' thread.
Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif Quote:
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Re: SE5, Tell Aaron what\'s on your Wish List
2 Comments then David http://forum.shrapnelgames.com/images/icons/icon12.gif
1: Wow, everything I wanted for weapon options http://forum.shrapnelgames.com/images/icons/icon7.gif 2: Looks like the 4th resource: Money ($, €, Ductats) didn’t make it, which probably will make SEV just as shallow an empirebuilder game as SEIV is. Luckily the war part of the game looks like it will be even deeper than in SEIV. |
Re: SE5, Tell Aaron what\'s on your Wish List
Hey, my feedback on the mailing list prompted half of the changes from the original method. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
I asked for a lot of the same stuff too, mind you... http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
Just a few questions about the “Ordnance Amount Used” entry.
When weapon components use this entry will they all use the some ordnance supply or can we have different ordnance supplies e.g. torpedoes, missiles, shell projectiles, energy? http://forum.shrapnelgames.com/images/icons/icon12.gif Will we be able to have components that can make ordnance on bases and ships? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
i was placing my bases into a fleet to reduce screen and reading space worked great for me
if the formaation part had worked a bit better allowing me to set a formation that affected the placement of my bases then that would have been absolutly wonderful since i could then set up a formation like the diamond for my bases allowing them to provide combat support for each other instead of my defense base with 6 point defense cannons intended to protect my spaceyard being 8 spaces away with a max range of 5 works really well at preventing missiles and fighters ehhh |
Re: SE5, Tell Aaron what\'s on your Wish List
Formations need a bit of expansion - id like to see the AI make better use of the formations and perhaps extend a learning ability to countre youre moves - it could "learn" how to play better against you - could it be possible to give it the ability to become smarter vs human players.
I guess the AI scripting will help us develop better computer opponents. |
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