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Re: SE5, Tell Aaron what\'s on your Wish List
Getting near time to put this one to bed (right before me)
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[ March 09, 2003, 01:38: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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If you want many bonuses and penalties, you just keep multiplying or dividing. I don't see the problem here. And, come on now. You wanted the so called "20% ECM" description to mean that it cancels a "20% CS" Now you're complaining that the effect isn't exactly 20% when the combat sensors are not involved? Diminishing returns are part of the point of using multiplication! |
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 ok, here is me 2 cents worth for SE5 :
*MODDING* - The same way as they did it in i-war2-EoC: All mods are zipped (with the corrtect paths in them) and will override the base game files (ONLY if they exist in the zip) and the zips are all placed in se5/mods subdir. Ingame then you choose just by clicking those mods that you want to turn them on. *ORDERS* - (Re)make order queueing: All orders (say, for a ship) can be handeled same way as facilities in contruction queues; using mouse you can move orders up/down, replace or remove them. ALOT easier than clicking cancel and doing ALL those 20+ orders AGAIN due misclick on you minelayer... |
Re: SE5, Tell Aaron what\'s on your Wish List
Fyron,
Its not unpredictable. If it were, then you'd get a different answer each time you did the math. It may not be blatantly obvious, but it is quite simple. "ECM does less than it should when there is no CS component." Bah, Fyron. An ECM-50 device (50% defense bonus) under this system will halve your chance of being hit. It will turn a 20% into 10%, and an 80% into 40%. You take (statistically) half the damage during combat. That is the way it is supposed to work. [ March 09, 2003, 17:37: Message edited by: Suicide Junkie ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Originally posted by Imperator Fyron:
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Um, Fyron, it's not quite so unpredictable as you think. As SJ said, an ECM-50% will halve your chance of getting hit. Regardless of any other factors. Period. If you had a 50% chance to get hit, it would drop to 25%. If you had a 10% chance to get hit, it would drop to 5%. And a CS-200% would either double your chance of hitting or halve your chance of missing (there is a difference, read the Stars! manual http://forum.shrapnelgames.com/images/icons/icon10.gif ), regardless of any other factors. How is that any more unpredictable than the current system, where a 40% to-hit bonus could be a big boon (if your tohit is 10%) or useless (if you have a Religious Talisman)? More ideas... Resource converters that can only convert specific types of resources, so you could have a "Radioactives Denaturing Facility" which converts radioactives into ordinary minerals but won't work at all on minerals or organics... and why not treat population as a resource for this purpose, so you could have a "Soylent Green Processing Plant" which converts people into organics (or minerals or energy or whatever your race is made of), but at a cost of unrest? http://forum.shrapnelgames.com/images/icons/icon10.gif Racial traits that have more than one effect on the game, and racial traits that have a certain effect a specific ability or family of components/facilities/etc. without having to make duplicate entries for them - so I could create a "Natural Merchants" trait that not only eliminated the need for spaceports but doubled the carrying capacity of cargo modules, or a "Regenerating Shields" trait like in Stars! - all shields are 50% stronger and regenerate 10% per round, but internal components and armor have only 65% the normal hitpoints. (slightly modified from Stars! since Stars! treats armor differently) |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Orders for ships: How about an editable order sequence like Stars! -- That is the one feature of the game that I really liked. You could create a complete sequence of actions and 'apply' them to any given ship. It would be really great to be able to tell a transport in SE to go to here, pick up exactly this many mines/sats/troops, go to here, drop this many mines/sats/troops, etc. You could hve one transport handling many types of cargo at once instead of crudely picking up all it can carry of ONE cargo type and dumping all it carries of that ONE cargo type. This degree of automation would reduce 'micro-management' dramatically in SE V.
Resources: You know, the 'Value Improvement Plant' strikes me as stupid and I've modded my SE IV to have seperate facilities to improve each resource. I put them in the upper three levels for each resource extraction field since the Robotoid Factory is always a better choice than any of the specialized facilities, and it actually makes sense to combine those abilities since automation can improve all forms of production/harvesting. ConVersion could logically be split up as well, but the hardcode would have to be changed to allow it. There are lots of good applications, too. Organic races ought to be able to convert organics to minerals early on, for example. Call it 'bio-mining' where they have the plants extract the minerals from the soil and then harvst and refine them. http://forum.shrapnelgames.com/images/icons/icon7.gif Other types of conVersion should be very rare and difficult. Converting anything to radioactives, for example. As for 'Soylent Green'... that's an 'ethical' thing. There ought to be a racial trait, call it 'Xenophage', where your race regards other races as food and is willing to eat them. This would provide extra food when you capture alien populations (boosting population growth) but would make most other races hate you and affect diplomatic relations very badly. Resistance on conquered worlds would logically be much more persistent and desperate, too. I suppose you could logically let these races have a special facility to convert population to organics to represent other uses of the corpses. We use 'everything but the squeal' with pigs, as they say. http://forum.shrapnelgames.com/images/icons/icon7.gif It has been asked more than once in the beta forums why the 'advanced storage' trait doesn't affect ship cargo like it does planet cargo. Keep asking. MM will notice sooner or later. As for regenerating shields, I was thinking that Temporal races need some defense advantage. Self-regenerating shields would be a good one for them. Shields normally regenerate after combat anyway. It makes sense for time manipulation to let you get regeneration in combat more easily than other races. Give them a same sized shield generator that also does regeneration. No need for extra component. [ March 10, 2003, 00:38: Message edited by: Baron Munchausen ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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"It halves (quarters/4-5ths/etc) the to hit chance" Is that so hard? What you are saying is that the absolute chance to hit goes down by a varying amount. Very true, but a constant absolute change means that the real effect of the bonus varies depending on the situation. --- Examples: Base to-hit chance = 100% ECM bonus: 50% Additive : 100-50 = 50% chance. Your ship survives twice as long. Multiplying: 100*.5 = 50% chance. Your ship survives twice as long. Base to-hit chance = 50% ECM bonus: 50% Additive : 50-50 = 0% chance. Your ship survives FOREVER. Multiplying: 50*.5 = 25% chance. Your ship survives twice as long. When adding multipliers, that ECM-50 changed from a decent defense to an invulnerability device. When multiplying, the effect on the combat was the same independent of the base chance. Baron Munchausen: Lots of good stuff there, but I'm sure the xenophages would be horrible to implement. Perhaps it would be better to have a simple "each turn, mixed populations change into race's population (max 10M converted per turn)" and "Reproduction rate doubles when mixed populations are present" [ March 10, 2003, 00:03: Message edited by: Suicide Junkie ] |
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