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Re: SE5, Tell Aaron what\'s on your Wish List
i would make natrual astoids in combat and have them able to randomly hit ships in combat on all sides but they would be able to be destroyed but some wouldnt be seen
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Re: SE5, Tell Aaron what\'s on your Wish List
Special ships, that can pretend to be the ship of a different empire, so you could get in deep behind their lines and hit them in the rear, but make it so you can only have a set number of them.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Hi, my first post here, but I've greatly enjoyed SEIV and just wanted to add my 2cents to what I'd like to see in SEV http://forum.shrapnelgames.com/images/icons/icon7.gif
Heroic Races, as a trait. See, it always seems that in Sci Fi settings, Humans usually never win by sheer force of numbers, or greater production capacity, superior tec, etc, etc. It is always something 'heroic' that wins the day. Like in Babylon 5, Starwars, Startrek, and so on and so forth. I imagine it would be quite easy to code. For example, if I was playing the Terrans, and chose a hypothetical 1500pt trait called 'Heroic', then every time I enter into space combat - there would be maybe 1% chance for one of my ships to gain a 'heroic' crew. It would have to be a significant bonus - something like 200-300% extra on all stats. From that moment on, your empire has a heroic captain that can - in combination with other heroic captains - fight a war against superior odds and maybe, just maybe win http://forum.shrapnelgames.com/images/icons/tongue.gif 20-30 turns into a war, you might have an entire fleet of Heroic captains, and you could then lead this group into an attack deep into enemy territory, doing considerable damage. I don't think it would be an overpowering trait, since if your fleet is destroyed in the first few turns, you likely will not get to have more than one or two 'heroic' ships. But it would make other races think twice about attacking a 'heroic' race, since if the war drags on, you might face much stiffer resistance than anticipated. Maybe even add special abilities if a ship that is *already* heroic gets the random bonus again - for example super stealth, super shields, whatever. Well, just an idea http://forum.shrapnelgames.com/images/icons/icon7.gif I'll post it in a thread as well, just to see what people think... this is probably not the place to discuss it in depth. |
Re: SE5, Tell Aaron what\'s on your Wish List
MM should have a game forum place to play SEV Online.
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Re: SE5, Tell Aaron what\'s on your Wish List
Lets look at specific improvements to tech types.
To start with missile weapons - standard missiles - sheild beating missiles (bypasses shields) - the facility missiles (space port, space yard, research lab and so forth) - guided missiles and random movement missiles - concussion missiles (greater chance of hitting fighters or unshielded ships) Fast moving small missiles (less damage higher movement harder to hit) and slow moving big missiles (more damage but easier to hit) long range and short range missiles - missiles that target specific weapons and components. Higher tech levels could make missiles faster and harder to hit instead of a base speed factor of 6 in SE4. Production facilities for missiles (armanents angle) you would need to produce certain missiles load them onto ships but they would need resupplying otherwise the ship might have to rely on beam weapons etc. Just another angle - armaments resupply and inventory levels Then storage components (missile storage) or special launchers to enable their use - seperate cargo types for units and ship araments. |
Re: SE5, Tell Aaron what\'s on your Wish List
i say specielty fighters
have one fighter a bit larger but is restricted ing weapons to have only this or this for example Torpedo Fighter ~ would be able to carry standard ship size torpedoes and small shields no other weapons also let there be a componet that u can add to a fighter so it can leave sector ie it can use warp points |
Re: SE5, Tell Aaron what\'s on your Wish List
first
i wnat to be able to either send more than one dispatch (politics message) per turn or let me edit the message im sending i mean heck i may need to supply more information as my turn goes on to a trade partner a ally an enemy etc and come on this is supposed to be a month per turn ought to be able to send 30 Messages |
Re: SE5, Tell Aaron what\'s on your Wish List
Multiple diplomatic communications per turn - ie request to share tech and a seperate one say asking for a trade alliance and then requesting military assistance at the same time.
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Re: SE5, Tell Aaron what\'s on your Wish List
I'm not necessarily all that fussed with this new feature or that new feature -- I'd like to see some user interface improvements, dammit! http://forum.shrapnelgames.com/images/icons/icon7.gif
Things like: o being able to sort by multiple columns in table views, for example, by ctrl or alt-clicking on a second/third/fourth column header. (I think there are even some tables in the game that aren't sortable, but I can't remember them off the top of my head). Actually, I just checked - I think it was that you can't sort by planet type in the planets screen. o mini-maps for some of the ship navigation (or waypoint setting?) screens - I can't remember which ones off the top of my head... o Perhaps some sort of search facility at the top of tables (eg. Show me only the combat ships in these three sectors, only the planets with Replicant Centres, etc.) o Having more detailed load/unload orders would be a *BIG* plus, particularly when queueing orders/shuffling pop around. ie. Load 30 pop from this planet, 60 from this one, drop all 90 to a separate planet. Or, load 1200 pop into a pop transport, and drop 100 pop here .. here .. here .. etc. Repeating that order could save about 90% of the work moving pop/troops/mines from place to place. o A more detailed multi-add screen would also be good. Currently you can't do a one turn's worth of units, lather, rinse, repeat. Alternatively, you could have a build order for a fleet that would do much the same thing. o Also, it would help if you could queue up ships before a ship-yard was built (ie go shipyard - ship - ship - ship in one fell swoop). Currently you have to wait until the yard's built before you can queue up ships. o One more for build queues - the way that queues are reordered seems very strange to me - it would be a lot more intuitive to be able to (eg.) drag items into the right place, instead of having a separate menu. o For research - I seem to recall that if you split points evenly, you can invest more in a tech than you need to. So if you have a cheap tech (5k) and an expensive one (50k), and 20k points to spend, you get 10k in each. I'd have to check that one to be sure, though. Probably the same thing happens for intel, too. o Fleet management, particularly with fighters and other units - I can't merge multiple Groups of fighters in space without slurping them all up into a carrier or planet, and spitting them out again. o Also, what about the ability to remotely launch fighters from a planet/ship? ie. launch them and select where to send them. Or a 'dock' command for fighters to rendezvous with carriers in motion? o Another thought about tables - perhaps the ability to sort ships and ship yards by location (both system name and (x,y) coordinates)? It'd help coordinate space yards as well - ie. stop you from having to do the rename them by planet and sort by name trick. o How about renaming systems? I guess that would be open to abuse in Online games, but the GM could always switch it off. o Ooo.. and another minor niggle - you can't jump back to a sector screen (ie with planets and ships) from any sub-screen except 'details', which means you either have to click back on the main system window, or click back to details, and then go out. o In some screens (ie from the detail view of a planet or ship) you can right-click on the flag to get a race report. This would also be very useful from a lot of the Empires screens, but doesn't seem to work in any of them. o Empire comparisons don't seem to be very robust - they break in a lot of the Online games that I play. Not sure what's going on there - could be a game setting perhaps? These sorts of things would definitely help - particularly in the really massive, 100-planet simultaneous games. Anything that helps make micro-management more bearable is a big plus in my book. I can probably come up with some others - I'll have a think about it over the next few days. Anthony |
Re: SE5, Tell Aaron what\'s on your Wish List
Some good ideas there.
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4.4.15 Q: How do I set up a planet’s construction queue to build a spaceyard and then build ships without having to edit the queue after the spaceyard is built? A: Normally you can’t add ships to a planet’s construction queue until after the planet has a spaceyard facility. However there is a neat interface workaround. First, go to another planet that has a spaceyard and add your ship to its construction queue. Then save the construction queue using the process in section 4.4.13 above. Now, when you colonize a new planet, you can set up the build queue to build a spaceyard using the normal method and add ships to the queue using the saved queue. Slick. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Also, I do hope we get some new artwork for the race pictures - especially the Phong. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Well, a few things that I want. How about, when you are looking at any given specific planet screen, you can click a "next" or "previous" button to go to the next planet, without having to go back to the planet list and open up that planet?
Also, how about this idea: being able to do MAJOR planetary system changing. Don't like the fact that one system is full of a bunch of small moons? Blow em all apart, tow the resulting asteroid fields to a certain distance from the star (depending on what type of planet you want to have), create one big asteroid field from them, and use that to create whatever type of planet you like!! Use this to get rid of all of those tiny, unproductive planets and give you fewer, better planets in the late game. Of course, there is a problem with getting rid of all the facilities and population on your planet, but nothing that an experienced player shouldn't be able to handle! Also, constructable space lanes that are like "roads" that lower the amount of points needed to get from here to there, inside a system and in between systems. This would be VERY useful!! |
Re: SE5, Tell Aaron what\'s on your Wish List
as a part of gavinfox thing about roards
when opening warp points allow me to set both the open point and the end point even if i have to make a secondary device that can be picked as the target point for the wqarp point if its in the target system |
Re: SE5, Tell Aaron what\'s on your Wish List
Holy Honking Radioactive Ducks, this thread is huge! Well I certainly don't have the time to read through it all, so chances are i'm going to be giving some major repeats. I also don't know if some of the more minor changes haven't been added in the most recent patches as I haven't played in a couple of months. In any case, here I go:
Supply: I'd love supply to play a larger role, and be a much bigger issue to worry about. First, I think that ships should take damage when at 0 supplies, and be unable to move at all. Secondly, every component on the ships should have minumum per turn supply consumption, so even if the weapons aren't being fired they take up a small amount of supply to be in ready to use condition.(perhaps there could be some kind of option to power-down indvidual parts with a supply cost to power them up again, to help stranded ships save on fuel). Also, i'd like to see more in the supply generation. In other words, "Reactor" type parts, that generate X Supply per turn, independant of any of other factors (like solar panels.. without the sun(s). Seconldy supply depots on planets should work simliarly, no more instant re-fill or all and any ships in orbit. They should, have huge amounts of supply generating capacity.. but not so much as to make multiple supply depots per planet, worthless for large fleets. This change would affect bases too, while they would have reduced supply demands and mabey even the ability to have larger more powerful reactors, so they can serve as re-fueling points as well. After all this, i think it goes without saying (but i'll say it anyway), that I want to see the Quantum Reactor Component gone, forever. Space Yards: I'd like the ability to have multiple space yards per planet. Each space yard on a planet would have its own queue but you could always have multiple space yards work on the same project for a pleanty to their overall production rates, since you would be constructing different parts of the ship at different locations on the planet. For example Planet Z has 2 Space Yards, each of these space yards can construct at 1000 mineral units per turn. The player has put "Happy Cow Ship" for the two space yards to work together. Since this project is being completed at two space yards, it gets completed faster, but not at double rate. It might go at 1500 instead of 1000 mineral units per turn. If you had 3 working on that same project, perhaps 2,250, instead of 3,000. There could also be some kind of faclility such as "Construction Coordiation Building" (or something like that) would decrease the loss from having multiple space yards work in conjuction. It would also probably be a good idea to make it so that when space yards work together they have to work at the same rate, if one is at emergency build rate the others must be too, if one is at slow build so must the others be. Of course, multiple space yards on a planet could each keep indepedant projects with no loss to overall effiency. Ground Combat: I'd like to see this play a bigger role, and have more things invovled. Defensive faclities, being able to drop troops from multiple ships at once. More viable Troops designs. Weapons: More complex weapons system. Weapon and damage types, with proper armors and Shiels to resist them. Weapon types, would be like "Beam", "Projectile", "Seeker", "Burst" etc.., and would be based on delivery method for the weapon. Anti-Mater/Quantum Torpedos, Deletped Uranium Cannons, Shard Cannons would all be "Projectile" weapons. An actual projectile is fired from ship A to ship B, with the intent of harming it. Things like Wave Motion Guns, Lightning Rays, Tractor Beams etc.. woudl be "Beam" weapons things that send a stream of energy to the ship to harm it. "Burst Weapons", could be things like Meson BLasters, Null-Space Cannons, Telekinter Projectors, things that shoot some kind of energy ballish thing at the ship in attempt to make it go kaboom. Seekers would be well seekers. Different shields and armors would have different resistances to each type. The second part of all this would be the damage type a weapon deals. Something like "Direct (phsyical), "Direct (energy)", "Explosive" etc.. A captail ship missle might do, explosive damage. While a meson bLaster would do Direct eneryg damage, and shard cannon did direct phsyical etc.. Each armor/shield type, would have a certain level effectivness vs each kind of weapon type and damage, and those together would detemrine how the damage was dealt, and how much damage was dealt. I won't try to speculate on specefic numbers here, as thats the kind of thing that really just needs to be balanced out with trial and error. I have tons more ideas, but i'll save them for later. I don't wanna make any cluttered Posts. EDIT: I inetionally left out the fact I would like to see area-damage weapons. As I know for fact there was no way nobody else wants splash damage in the game. Just consider this another vote in that direction. [ July 06, 2004, 21:46: Message edited by: HP Delron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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anyways i want to be able to set up bases that if placed right can easily be concealed like on moons or in astroids or storms where sensors dont work so then even if a sector is taken over it will be hard to detect without a combination of every sensor type including taychon |
Re: SE5, Tell Aaron what\'s on your Wish List
Variable construction rates sort of like what was avaliable in SEIII. Instead of having a planet emerg build at 150% for 10 turns, perhaps you could choose to have it build at 90% or 115%? I also liked the idea of happiness being affected by increased construction rates in SEIII. Something like that would justify the racial point cost of the Emotionaless trait.
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Re: SE5, Tell Aaron what\'s on your Wish List
Jump gates (seperate from warp points) ie you build to jump gates on a planet (perhaps a limit of one per star system or 1 per every 10 or 20 planets a player owns)
Anyway you would (transport) one warp point to anywhere you wanted it on a special (jump gate transport) ie you could build in on planet 1 in system 1 and transport to a planet on the far side of youre empire (perhaps 10 systems away) and allow a x amount of ships to travel through it per turn. This would be a middle game tech allowing you to transport ships perhaps from a back planet to a frontline planet or it could be a cloaked transport ship and go deep into an enemy territory and allow ships directly into the heart of his empire (although you would only be able to jump between the specific jump gates - other seperate jump gates at different locations built on different plantes would not be cross transferrable) Anyway you would be able to send ships directly to the frontlin - but if the jumpgate was captured the enemy would be able to send his forces direct to youre planet of origin. (although you could destroy it if it was captured) closing the loop. This would be useful say for sending colonizers across the galaxy to have distinct zones - although the tech would come before warp point opening and closing that would make the tech less strategic. You guys get my idea |
Re: SE5, Tell Aaron what\'s on your Wish List
Variable consturction rates would be useful i think.
Yes and perhaps some racial trait that would allow it or increase the "time frame" you could do it over. |
Re: SE5, Tell Aaron what\'s on your Wish List
Area damaage would be a useful addition for the 3D battle engine.
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Re: SE5, Tell Aaron what\'s on your Wish List
Currency
Money, seperate from building materials. It would be used as part of construction costs like other resources. But, it would differ that in for upkeep costs, there would be a set cost per type of ship, since it would just standard crew upkeep costs: Pay, Food etc.. So a Battle Cruiser that cost 10,000 units of currency to build, would still only cost 100 units of currency to maintain, just like one that cost 5,000 , 2,000 or 1 units of currency to build. Each empires currency would have a different trade value. Currencieswould be compared against a meaningless stanard (don't wanna get TOO complex). So, if empire A is worth 1.0 vs the standard, and empire B is worth 0.8 against the stanard. and Empire B pays empire A 10,000 units of currency empire A would only get 8,000 units. To keep things simple these values would really only come into play during trade, costs and the amount of wealth the empire has would be shown in terms of the stanard. Since, i'm not sure if i'm explaining this correct heres an example of what i'm imagning in game. Well call them generic credits. The Spotted Zebra Empire Currently has: 100,000 Credits The Striped Horse Empire Currently has: 100,000 Credits The spotted Zebra's Currency has a trade value of: 0.7 The Striped Horse Empires Currency has a trade value of 1.3 The spotted zebra empire wants to buy level 1 tech in "Awesomeness" from the striped horse. The spotted zebras offer up: 10,000 credits. This offer then gets multiplied by thier trade value 10,000 * 0.7: 7000 Then divided by the trade value of the Striped horses 7,000/1.3 = 5384 (realy messy number, so i rounded down) rounding, will cause some spontanious credit loss in game, but its needed since. having .s of currency would be hassel. So, the striped horses only stand to get 5384 credits, due to the difference in the currency values. None the less its worth it for just tech level 1 in "awesomeness". The deal goes through. at the end of the deal The Spotted Zebra Empire has: 90,000 Credits (and their new awesomeness level 1) The Striped Horse Empire has: 105,384 Credits of course these worth values would be applied to whatever forms of credit generation are used (probably taxes from colonies). and, as an added bonus if an empire wanted to see how much money they had in terms of thier own currency they could probably look on the empire screen see something like this Striped Horses: Current Credits: 105,384 (81526 Horseians) Spotted Zebras: Current Credits 90,000 (112,500 zebrians) A little more on what role money would play. There would be some formula to determine what a planets product was. Lets give Planet X 100,000 units of currency passing within it. You'd then have a tax rate (would be nice if these could be set in the empire globally, and invidually for planets). lets call it 3% in this case. You'd get 3% of that planets 100,000 creds; 3,000 creds/turn. Taxing low, would keep people happy but give you less moo-lah. Heavy taxes give you more money, but can result in unhappiness or even riots. Ships that didn't get their currency maitence paid, wouldn't take damage but would take hits to moral (see next section). Morale: Another factor in ships, that changes battle preformance ( like experience). Low moral results in negative to-hit and evasion modifiers. High moral, just the opposite. Moral could be affected by many things: Things that might affect morale postively: - Victory In Battle - Presence of Other Ships from same empire - Being in systems with high-happiness Planets - Being on a "safe" ship (high shields/armor values) -Things that might affect morale negatively: - Retreat - Large presence of enemy ships - Being in systems with low-hapiness planets - Being on a ship with suicide parts (sun destroys, cobalt warheads etc..) more ideas later... [ July 07, 2004, 04:26: Message edited by: HP Delron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
An easy way to determine 'trade value' of currancy would be to base it on each player's ranking. The player with the highest score would set the standard, and everyone else's currency would be a factor of the first place player depending on thier own ranking.
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Re: SE5, Tell Aaron what\'s on your Wish List
IIRC, this was origially the intention for SEIV, but never got implemented.
Various sizes of Warp Points limiting the amount of traffic through it each turn. Eg: Tiny, small, med, large and huge Warp Point sizes (to match planets sizes) might only allow 10, 15, 20, 25, 30, 35 ships total to go one way or the other in a turn. Would add a whole new dimention to warp point attack/defense. |
Re: SE5, Tell Aaron what\'s on your Wish List
Yes i would prefer a scaling on warp points of up to 10 size levels - in addition to the jump gate idea (mobile linked warp points as explained in the previous thread) build a matching pair at planet A - tow one out system to anywhere on the map (distances could extend the tech levels) - put 2nd jump gate somewhere then x amount of ships can travel either way per turn. if one is captured - perhaps the enemy can use it to send ships through to origin gate - although it could be destroyed etc.
Jump gates could be given as gifts to allies to move allies fleets to where the actions is - though each gate would only allow travel with its twin gate (ie if you have 2x sets of gates - you couldnt travel from 1A to 2A only 1A to 1B and 2A to 2B) This could be an intermittant tech level before warp point openers and closers and would add another element to the game With the currency - well it sounds like a good idea - a 4th resource type that perhaps could be used for armed forces wages, upkeep, tax levels could affect growth, happiness, productivity levels as another level over planet populations that are present now in SE4. You could gift money to a planet to raise happiness or get a temporary productivity boost (sort of like emergency build) it could also purchase ships quicker or buy tech levels of allies. Bribe enemy ships - if we put pirates or merchants in the game it could be used to get them to do several coursair actions 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
Perhaps currency could be a racial trait?
Some alien cultures may not have a concept of money, or may have evolved past the nessesity of it. Currency traits could have positive and negative aspects so not everyone may want to take it. |
Re: SE5, Tell Aaron what\'s on your Wish List
Just thought of how currency could best be implemented. Instead of it being a resource or a trait, government funding in the form of currency could be represented as a Budget Slider.
Somewhere like int the Empire window, there would be an indicator that shows the portion of funding going to things like Ship Maintenance, Research, Production, Resource Extraction, Intel, Trade, etc. If the indicator is left alone, then all aspects are produced as normal amounts. But if you needed a boost to one area or another, you would have to take it from another area. So if you needed to develope a new tech sooner, you could reduce funding to Resource Extraction and Construction to say 50% and it would boost your Research output up to 125%. Actual ratios would have to be analized to ensure game balance, but I think this would do the trick. Perhaps a maximum/minimum funding could be set and be modded in the settings.txt. To go even further, there could be an option that certain planets have various funding amounts or it could be applied system/empire-wide. Funding could affect happiness as well. Underfund a planet too long and they won't be happy. while some may say this will add too much micromanagement, this would also have the benifit that you wouldn't have to use it. If you wanted to just leave everything alone, you could and everything would stay at normal output amounts. |
Re: SE5, Tell Aaron what\'s on your Wish List
Well it would seem to be a alteration or idea worth pursuing ?
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Re: SE5, Tell Aaron what\'s on your Wish List
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[ July 08, 2004, 10:50: Message edited by: HP Delron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
so who is the poor sap who is going to have to go through all these ideas anyway?
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Re: SE5, Tell Aaron what\'s on your Wish List
What i really would like is add something like "production clusters" - similar to ship fleets, but for planets :
- They can have planets added/removed just like ships in fleets currently - The cluster acts as one planet does now, removing an item from the cluster window removes the item from the production queue of every planet in the cluster (ALOT easier to build defencive units, ships and fill the remaining fac slots) Examples : - If some planet has max facilities, the facilities are not added to the queue, as in now when using "fill queue" - lists. - If some planet has no more cargo space, the units built are wasted, just like they are now (multi-add or fill queue). IMHO, these "small" changes would remove TONS of boring, needless micromanagement that no one in their right mind wants to do. It gets really old when theres 300+ planets and 500+ baseyards around. This combined with some changes in simul-move gamesystem - like choise how many units to launch, scrapping facility type that actually DOES scrap them and wont magically re-apphear by next turn - would make this game alot more fun. For me, anyway - cant speak for anyone else http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Ditto the Last post esp ad multi queues for the same item to x amount of planets like multi upgrade now.
Being able to choose a specific amount of fighters to build to - ie enter a specific number. |
Re: SE5, Tell Aaron what\'s on your Wish List
Well, here's 2 emails i sent kinda late to malfador about SEV, but it has a lot of my ideas.
Email 1:Hey, this is from a really big fan of SE series. Wow, i can't believe you're coming out with a SE V. The fourth one was cool, but it had some problems. This is a HUGE list of things i'm thinking of that i would like in the fifth one. I'm sorry if these ideas are kind of late. Let's start with the map editor. Ok, so I could make my own map in the fourth, blah blah, everything still happened the same way (research and dominate). Maybe you can make it so you can already fix what ships are already on the playing screen, right? Then you could start out with only one ship and, i don't know, but there are so many possibilities of ship placement. The next thing is, there should be in-game briefing Messages like the training level in SE 4, but I want it so that they have triggers, not just pressing next, and whatever. Like, if there's an enemy species if I kill them there should be an in-game message made in the map editor for that specific level, or if I attain who knows what tech level to give me a message. Basically, if you've ever played starcraft, I want the map editor kinda like that. So say I wanted the player to eliminate all the other species then the game would recognize that, and a trigger i could make in the map editor would make my view zoom in to a system and show me an unknown ship use some tech the player's never seen before... ok, i'm lost... the point is, I really want an in-depth map editor, not just the map editor. Again, i'm only trying to give you ideas of what i think would make the game great that i've seen in other games, i'm not trying to ruin your pleasure of programming. Another thing, now for map customization in the editor. I want to let one player use this kind of tech with a limit but i want another player to have less a limit for more of a challenge, to put it one way. Can you also add some sort of campaign, even if it's loosely affiliated? I like having different objectives for different levels sometimes. And you know what would be cool in the game? You don't see the systems you don't have a link to unless you know about them or the map has it unveiled. E.G. Super aliens with supertech from a system ive never seen comes and invades me would have a great twist to it. Ok, now for the A.I. Let them use all of their research points, not just up to four researches at one time. And how about they ask me for things and i ask them for things in return. I want the inteligence levels and things like that to affect how much i can take advantage of that race in trading. I never could figure out how to do this in any simple modding for SE 4, but I would really like it if the weapons could be specialized to target every kind of component or facility, like only kill resource generating facilities, etc. I would like in the combat mode if i have a really big ship (Battlecruiser) to see that it's a lot bigger than a little escort my opponent has. Hmm... let's see, what else. Oh yes, about the tech tree. Come on, how did my race already learn warp travel, heh? And how did they find out about propulsion? I think all tech should start as five or six different categories put in theoretical techs, and you research from there and you get more general tech that way. Here's another thing, I think there should be some kind of experience, like in SE 4, but every time you get experience points (your race evolved a little) you get to improve their stats a little. A really important thing, I really love just destroying everything in a system and making it a gas cloud, but i can't run a race off the gas? Shouldn't there be tech that lets you do that (gas mining, etc) And to the cultural traits in the beginning, ive tried editing the TXT's but there is no way to give them a requirement. It should be in some sort of order, kind of like a tech tree, only, a cultural trait tree. One thing leads to more options, some costing more than others. Ok, about researching. I think that it should take more than one research completion to get different kinds of other tech areas and technology. Say you have temporal studies at level 1 and propulsion at level six, you should get a higher propulsion that the other race, unless they have temporal studies at level 2 maybe? When i find tech it's not really worth it, with the supertech. I mean, yay, i have 5000 shielding for my planets, so what? How about that new tech starts a whole chain of new techs, eh? then you can combine it with other techs you find for an even longer chain of techs. Maybe an ancient race had super-shield draining tech, another one had super propulsion, and a Last one had really good EMP tech or whatever. Those could be combined in a new tech, say EMP Rockets, which have a really long range,say 35, but travel kinda slowly, only 5 per turn, but did a huge amount of damage to shields and disabled the target ship's weapons for five turns when it hit, that would be cool. One Last thing, that is JUST and idea, i don't even think you'll have the time to do it. How about making the planets RTS places? Like, as an option, i could have the game automatically (in 5 seconds) decide the winner of the planet when both our races are on, or i could build a base, use resources and the techs i have to build units and get rid of the invading enemy, or invade the enemy with my elite technology. This is just an idea though. Ok, that's gonna be all for tonight, i might email again tomorrow if i think of anything. Email 2:Here are some other ideas that i've thought about in the Last few hours. Maybe when you make an alliance, there should be something like big countries have the U.N., there could be something like that. Or maybe if a race is so powerful, when it has alliances, it can make the rules for the other races, like no this kind of tech or no colonizing this planet, etc, but if you set those rules, you follow them too, like you can research the tech and hide it, so they won't know you have it, and then use it to kill everyone. You could also set taxes for the other races. Yeah, i have a lot of ideas, don't i http://forum.shrapnelgames.com/images/icons/shock.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
I was just thinking that it would be a good idea to make plagues attach themselves to population and ship crews. It would cause a player to be very careful about a plagued planet. Quarentine (sp?) will be a very important tactic to prevent the plague from spreading to other planets. When a plagued ship resupplies at a planet the plague is transferred. Also, medical facilities and components should have a percent chance per turn of curing a plague instead of a set effect. The component should have a much lower percent. Also, I think the percent chances should stack. The plague effect itself should run on a percent of infection instead of the entire planet instantly becoming infected. I think this would greatly improve this area of the game.
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Re: SE5, Tell Aaron what\'s on your Wish List
Yes perhaps a % chance depending on medical tech level and plague level. Yes it would add a strategic element to the game also as it would force you to limit said fleets exposure.
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Re: SE5, Tell Aaron what\'s on your Wish List
There was a run of Posts about plagues a while back, where we also discussed including detailed effects:
% with no symptoms % incapacitated % dead # turns for incubation - (plague is infectious, and spreads to ships but no signs of danger until the timer expires) Possibly even with the % incapacitated greater than 100%, since the sick have to be tended by the healthy http://forum.shrapnelgames.com/images/icons/icon12.gif A nasty plague would be one with almost no deaths, but 300% incapacitation and a long incubation period... it could shut down a system or two incredibly quickly after it breaks loose, leaving the system vulnerable to invasion, and maybe even disabling a pile of defense ships (from the crew losses) |
Re: SE5, Tell Aaron what\'s on your Wish List
Shot in the dark but worth a try.
Is there any possibility that multiple data files (from seperate and distinct mods) can be used at once. Or a way to have several directory paths in one game. Example: The Star Wars Mod II, Star Trek Mod, and base SEIVG are completely different in the lines of tech trees, hull sizes, and other items make them distinct and obviously uncompatible. But wouldn't it be neat if in one game there would be completely seperate tech paths for different races. It would in my opinion bring the concept of unique and "alien" to the game as far as extreme difference between races. Kind of in the lines of the first two mentioned Mods that specific races can only reseach special technology akin to there race, but every thing else is available to them as well. Shot in the dark, but hopefully some one might see the light in this. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
I wish a more user-friendly ia config, for strategies creation.
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Re: SE5, Tell Aaron what\'s on your Wish List
I'm sure this has been suggested before but I'd
like a more agressive AI. I often see fleets of enemy ships wander past my colonisers or outPosts and leave them alone. If I setup a base in one of the AI's systems he will quite often attack it but not all the time. Surely its not difficult to have each system tagged as one to attack or leave alone depending on whether it belongs to a friend or foe. The AI also sometimes sends a stream of single ships through a warp point instead of forming a fleet which would easily defeat the guard ships I have there. |
Re: SE5, Tell Aaron what\'s on your Wish List
This has probably been said before.
I would like to see the Repair system changed so that the Space Yard and Repair components repair by tonnage, not by component. It would lead to a more effective and relevant repair trait and be more reasonable. After all, does it make sense that you could have 8 100kt components repaired in the same time as 8 10kt compenents? On the flip side, I imagine that would be far more difficult for the game to track and maintain. |
Re: SE5, Tell Aaron what\'s on your Wish List
No, not by tonnage... by a NEW field, called Complexity! http://forum.shrapnelgames.com/images/icons/icon12.gif So a tiny but highly complex alien device would be harder to repair than a huge simple factory yard.
What, I'm serious! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Multi-Hit weapons
Such as: Super Machine Gun Range: whatever Damage: 5x30(150) So, it would do 150 damage total. But for the purposes of emissive armor, or some new kind of armor that just reduced damage done (see a post below about damage/weapon types), it would be severly reduced or not damage at all. to better give the clue, lets look at two weapons: BIG CANNOn Range: whatever Damage: 100 fired at a ship with emissive armor that takes off 25 damage. 75 damage is done to ship. BIG MACHINE GUN range: whatever Damage: 30x4(120) fired at ship with emsisve armor that takes off 25 damage, it winds up doing 4 hits of 5 damage.20 damage. So even though it has more raw firepower vs a target with no armor. It winds up doing less overall. Cloaking with different devices to hide from different types (already moddable in SEIV). Perhaps racial abilities to give free sensor types (as in a a race with the ability to sense gravitationl disturbances would get lvl 1 gravitic scanning on all ships) |
Re: SE5, Tell Aaron what\'s on your Wish List
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A new line for each component like: Repair amount = 5 could make this pretty easily. This component would then count as 5 components for repair. |
Re: SE5, Tell Aaron what\'s on your Wish List
Masses (actually, me) want full-featured simulator, with all types of game's nuances and manual starting points placement.
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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
Someway to make plug-ins like in VGA planets.
I e a plugin that adds for example a new type of space monster, a new type of weapon, a new type of aliens. Not modding, but a way to incorporate new effects and commandos into the GUI. Maybe a MISC button with a settable code, that can be sent to a plug-in that then generates a response, wich effects the hostrun. The Modding capabilities are great, but the plug-ins of VGA planet was much more versatile (But harder to make than modding though), even though it became a hassle to keep track of hundreds of diffent "friendly-codes" to send to plug-ins and that plug-ins generated as response. There wehere plug-ins with aliens that took over population and ships and spread, plug-ins with new space anomalies that transformed ships, multiplied ships.. Plug-ins that made it possible to travel with a ship between different games, connecting them (I,e a ship from player 1 in NGC4 warping into Adamant 009 for player 1 there for example..) and much more... [ July 19, 2004, 10:02: Message edited by: Ruatha ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Here is a possible in between way to do plug ins - perhaps MM could call for the would be programmers to do plug ins - and those that get put into the game (best ones etc - the author could be paid a small amount and aaron could put out monthly realises of the best plug ins perhaps as a pay per download on the website (ie best 20 plug ins for $5 US perhaps and the authors get paid 20% of all revenues with the rest going to MM and the plug ins then becoming the property of malfadour as the contributors have been paid off - perhaps a legal agreement to cover this also)
Could get some interest adn quality contributions at the same time making money for those that contribute useful ones and making some extra money for MM. Just some brainstorming to play with AI scripts are another area this could be worked at. Perhaps offical ones included for download via MM can be paid for and lesser quality un-offical ones can be put up on seperate websites Or perhaps this is to offtrack and should be ignored and considered a bad idea. |
Re: SE5, Tell Aaron what\'s on your Wish List
getting rid of combat turns? NOOOOOOOOOOOOOOOO......OOOOOOOO. i dont wanna play another click fest. keep combat turns omg.
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Re: SE5, Tell Aaron what\'s on your Wish List
It has been said many times, and will continue to be said:
real time combat will not make a clickfest... You'll need only one click to start and one click to end. Same as you do in SE4 for strategic combat. For tactical combat, a pause key or a system where you dish out a round of orders between every X seconds of realtime simulation, would be quite nice. |
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