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Re: SE5, Tell Aaron what\'s on your Wish List
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[ July 29, 2004, 02:38: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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I've stayed away from mods because I'm confused about just how they change the game, and because I don't want to install something that will make it impossible to play "vanilla" SE4. When I was looking at mods a long time ago, the whole process of installing and launching them just seemed too complicated to bother with. I don't want to screw something up and have to reinstall SE4. |
Re: SE5, Tell Aaron what\'s on your Wish List
Mods install into separate folders, so they do not affect the stock game at all. Most mods include a readme that specifies how they change the game. Using the Mod Launcher, it is a breeze to switch between different mods or the stock game.
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Re: SE5, Tell Aaron what\'s on your Wish List
ok i know that there is way to get around this but i think this would be cool.
In SEIV you have to join ships into one fleet to resupply one of the ships in mid space away from planets So with that how about Two components called Docking Bays Base Docking Bays would be bigger able to house more ships and resupply easily Ship Docking Bays could house smaller ships and could only resupply X number of ships per turn You would launch ships out of these docking bays like you launch fighters |
Re: SE5, Tell Aaron what\'s on your Wish List
Ive been thinking about supply - early on anyway what about ships that carry supplies (can be done now with ships with engines and only supply modules - but you need to fleet them to have effect)
But an idea from conquest frontier wars that could be adapted to this game. - supply ships that start out with say 10k or 20k of supplies and can be attached to ships and when they run out of supplies they simply vanish from the fleet (ie usefulness over and they can be decommisioned and perhaps used as scrap metal etc) this would perhaps allow colony ships to be fleeted then sent as far as you can send them to settle frontier worlds Perhaps if jump gates are built in as a strategic way to traverse large distances in big map games that supply ships could be put in that way Support ships i guess. Ok just ideas brainstorming as you were. |
Re: SE5, Tell Aaron what\'s on your Wish List
In grade school, there was a really nice game called Robosport.
It did the real time tactical combat quite well, by allowing you to set a time limit per round of combat. You program in your orders on all the robots (move here, wait and fire at motion, stand up/crouch/lie down, plant bomb, switch to rocket launcher, wait for x seconds, etc) You hit the equivalent of the "end turn" button, and the robots have at it for 5, 10, 60 seconds, whatever you set. Then you give new orders and edit your old ones. I got pretty good at it, and could take on all comers 3-1 (max four teams) My bots moved like a swat team, covering each other, hiding in bushes, busting into buildings, setting ambushes. --- Real time tactical done right is fantastic, and I believe Aaron can do it. |
Re: SE5, Tell Aaron what\'s on your Wish List
Digressing back to governors for a moment, I wanted to expand on that thought briefly.
Part of the idea surrounding this is a teird governmental system, that could be adapted and modified according to the player's tastes. In other words, being able to not only appoint officials, but to appoint them to handle specific tasks and manage other officials. So, you could actually have something along these lines: Emperor/President/dictator aka: The Player Sector Barons Subsector Dukes Regional Directors System Governors Planetary Elected Officials This is just an example, but you should be able to add as many teirs into this structure as you see fit and call the various offices what you will, along with the individuals being named as well. --- Also, on another point and something that fills me with cold, cold fear: ABSOLUTELY NO STORYLINES. I don't need the game to think for me or to provide some hack reason for getting my peopel out into space. WHY game companies have thought that this is a good idea I will never understand, but it totally destroys the appeal of the game for me, not to mention the replayability. Okay, end foaming at the mouth haha. Cheers, ~S [ July 29, 2004, 14:48: Message edited by: Shane Watson ] |
Re: SE5, Tell Aaron what\'s on your Wish List
This is minor thing but in SEIV my ships are generally faster in combat and if go to the tactical screen i can keep AI ships at the farthest fireing range and the miss but i cant seem to get a fleet strategy that works this way
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edit: oh, sorry, I thought you were talking about YOUR max firing range, assuming you had a longer range than them... hmm, your problem is a bit different... [ July 29, 2004, 20:52: Message edited by: Ed Kolis ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Multi grid combat-Have extemely long range weapons that can fire on ships up to one grid square away so you would have ships entering combat from a square away
EDIT:This is bit hard to explain. Have ships order to send for reinforcements if you order them to-only in tactical screen-and you can choose from a list of ships in the sector to respond but any ship that responds loses its next turn [ July 29, 2004, 21:08: Message edited by: Colonel ] |
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Please! |
Re: SE5, Tell Aaron what\'s on your Wish List
...further thoughts
(I spend way too much time thinking about this stuff...) </font>
And yes, you can count on more later http://forum.shrapnelgames.com/images/icons/icon10.gif [EDIT] I should clarify about communication umbrellas briefly: Anything with communications ability would have a communications umbrella. "instantanious" communication, like what we see ingame right now, would only be possible where these umbrellas overlap. [\EDIT] Cheers, ~Shane [ July 29, 2004, 21:22: Message edited by: Shane Watson ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I like that communications idea but i would make it so no tech could make instantoeus communications.
Instead you would need a communications grid Communications sateilites-build them and each one would have a certian range, so you could have instant communications if you had satelites near them--------one thing what about combat for a ship outside the communications range. |
Re: SE5, Tell Aaron what\'s on your Wish List
1.) No hard-coded limits for units in space, ships, systems and number of races. I frequently reach the limit of 20000 units in space in SE IV.
Of course recommended upper limits can and should be given. Then nobody can complain when the game crashes with 10000 systems! 2.) At least an option to keep tactical combat turn based. I don't understand what the real-time combat will add to the game and how you command 10 or more ships in a real-time combat. However I choose tactical combat when I want to study in detail and with all the time needed the possibilities of a certain combat situation. I don't see how I could to this in real-time. [ July 29, 2004, 12:50: Message edited by: Q ] |
Re: SE5, Tell Aaron what\'s on your Wish List
All it would take would be communications satellites on each side of a warp point (ie. wormhole) to get instantaneous communication between systems.
[ July 30, 2004, 01:14: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
my Last idea sort of went with the idea of getting rid of wormholes connecting sectors and just haveing open space between sectors so maybe one sectors has a star and planets then a few sectors of open space then another sector with planets
and haveing wormholes very rare and hard to detect (needing advanced tech) and they would connect far reachs of galaxy\map [ July 30, 2004, 01:39: Message edited by: Colonel ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Warp points are probably here to stay... they are one of the defining aspects of the Space Empires series. There may or may not be an alternative method to travel between the stars without the use of warp points in SE5, who knows.
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Re: SE5, Tell Aaron what\'s on your Wish List
I am rather hoping that the whole Warp Point concept is ditched, with the exception of perhaps Star Gate type technology (ala Babylon 5).
With respect to Aaron, I personally feel that the Warp Points have been a major detractor from the game, and are not even remotely realistic. Perhaps I'm in the minority here, but I want to be able to send my ships to whatever system I want without having to shunt through 30 dozen other territories before I get someplace. It's terribly annoying. Colonel, you've pretty well got what I'm talking about for the communications lag. Communication networks would be needed, *and* would become strategic targets as well. [SIDE NOTE on items built in deep space (space beyond the Oort Cloud or boundery of a solorsystem - a ship, planet or satelite would be in effect impossible to find. Think of it this way, during WWII, Japan effectively hid their ENTIRE Pacific fleet in the middle of the ocean, an are large enough to drop all of Asia into. The US was frantic to find it, but couldn't. The end result was Pearl Harbor.) This also goes under the Space Is HUGE Category http://forum.shrapnelgames.com/images/icons/icon7.gif ] That said, while Deep Space items would be almost impossible to find, there would be a sliver of a chance that they *could* be found. The US *could have* found the Japanese Fleet. As far battles outside the communications umbrella, only a recording would be available assuming anything survives the engagement. This of course will not be popular with the realtime battle crowed, but it is much more realistic. Even with our battlefield communications today, ultimately, you have to trust your people in field to do their jobs when they are in the thick of it. My whole purpose for this sort of thing is I want a realistic, unbelievably TENSE game. You don't ever have full control. You can nudge and push, but ultimately, it's out of your hands http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Two ideas haveing to do with Mines,
One, is it just me but shouldnt mines hit enemy ships even after peace is declared i mean you dont see mines on earth not blow up after peace is declared, of course this could be solved by a mine computer to deactivate it but anyway Two with the idea of getting rid of mass wormholes how about multi squared mine fields. So outside your orginal solor system you could put a mine field of X number of mines around and the more mines you have the better the chance of hitting enemy ships so if you had one mine in a huge are chances are you wont hit the ship but if you have 100 you most likely you would hit it EDIT:this is not really an idea just a thought, how about multiple Empires colinizeing the same planet, so in some cases if war broke out you would have troops from everyone trying to take out the other Groups [ July 30, 2004, 02:40: Message edited by: Colonel ] |
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Re: SE5, Tell Aaron what\'s on your Wish List
You should be able to get Non agression pact without the AI swarmming your terroitory so i guess you should be able to say were not fighting but you cant come into my terriotory
[ July 30, 2004, 02:58: Message edited by: Colonel ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I have to agree with Fyron here, the warp point idea is a defining aspect of the SE series. Were they to go, I don't think the game would be near as easy, or quite as fun to play. Complexity is good, but some ideas would be a micro-management hell if you were playing. Its supposed to be a game, not a simulation...we can't have everything even remotely realistic. No matter how much we may want total realism.
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Re: SE5, Tell Aaron what\'s on your Wish List
with the idea of getting rid of warp points i wasnt suggest getting rid of them completely just not connecting every sector together but they connect far sides of the map this isnt for realism is just for eas of movement
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I also get tired of AI empires that park 20 light cruisers over my home planet. |
Re: SE5, Tell Aaron what\'s on your Wish List
I have to agree that "Warp Points" are just about the single most important and defining characteristic of the SE series. It wouldn't be Space Empires anymore if you removed them. That said, I have lobbied Aaron myself for additional methods of interstellar travel. Warp Gates for example -- buildable devices controled by players instead of just 'natural features' that you can only create or destroy. You could control who uses a warp gate, such as only allowing your own ships or your allies to use it. And some sort of 'direct' or 'off road' method of travel is needed. I prefer 'sleeper ships' where the crew actually has to be put into some sort of hibernation and it takes years to get from one system to another. It'd be really cool to play the occasional 'lotech' game with no FTL at all, even if it would take ages to play. http://forum.shrapnelgames.com/images/icons/icon10.gif A 'hyperspace' system like we see in Babylon 5 would also be nice, though.
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Re: SE5, Tell Aaron what\'s on your Wish List
i know getting rid of warp points would change the game but it would add alot to the game for what ever it took out, if only there were a way to make it moddable like a choice before the game......... but for this that is mightbe to hard so i guess its either in the game or not
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Re: SE5, Tell Aaron what\'s on your Wish List
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Real time vs turn based strategic combat has nothing to do with how much control you have, only the quality of the simulated results. No matter what system you use, the AI is still playing the whole combat with only the fleet formation/strategy to guide it. http://forum.shrapnelgames.com/image...s/rolleyes.gif --- As for making it a tense game, having MORE control helps that. Having the fate of your ship rest on your moment-to-moment decisions during tactical combat is tense and exciting, especially if you are outgunned, outnumbered and desperate to win with a major colony/base/chokepoint at stake. At the empire level, you're just throwing massive fleets around, and combat becomes impersonal, detached. --- The only disadvantage to real time strategic combat is the amount of CPU time it will take for PBW to grind through it. You probably won't even notice the difference in a multiplayer game. |
Re: SE5, Tell Aaron what\'s on your Wish List
Since we are on the subject of Warp Points. I'm sure someone has suggested this...but here it is again...
The Detecting of WP is a good idea. All warp points should be hidden unless you can detect them. Some Warp Points could be one way Warp Points. You can come out of them...but can't go back the way you came. Different size Warp Points, that allow only certain tonnage amount of ships through. (Alot of StarFire feel here) Ok my 2 cents is over... Kana |
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[ July 30, 2004, 14:25: Message edited by: Shane Watson ] |
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I think Space Empire's single most important and defining feature is it's ability to be customized. Not only is it fun because of that, but it also appeals to a broader consumer base. Don't like the game? Change it. I think the thing that bothers the most about the WP's is that fundamentally I percieve them as a limit on the game. They limit game play for me, while everything else is essentially wide open. That's what troubles me about them and that is why I would like to see them either gone entirely (which I know and accept won't happen) or at least their role modified so as to be more manageable. ~S [ July 30, 2004, 15:08: Message edited by: Shane Watson ] |
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Re: SE5, Tell Aaron what\'s on your Wish List
Pax Imperium pretty good game but it can move very fast.
And if you use map creator you can make oneway warp points. |
Re: SE5, Tell Aaron what\'s on your Wish List
Perhaps this has been mentioned before, but I would like to see penalties/bonuses/restrictions based upon gravity (size) of planets. For example, as a human-like race, I should be unable to colonize heavy-G planets and maybe get a cost penalty when building on light-G planets. Or some variation thereof.
There should be techs that would allows colonization of them ("high-G construction," etc...). In this same vein, certain racial characteristics should make it very difficult or easier to colonize higher or lower G places. If I was a space-born race, I should have significant penalties to exist on a high-G planet. There could be various permutations herein. I also feel that with a wider variety of planet types colonization should follow similar themes. For example, I would like to see "water-worlds" or "desert-worlds" and other similar combinations added to the rock-gas-ice paradigm. Then, if I played a Cetacean water-borne race, then I would get bonuses (or no penalties) to colonize a water-world, and so forth. I guess these could be similar in theory to the progression of colonization techs currently in place, but with wider variety - which would be nifty, more flavour added to the game, but with little or no added complexity. Just my thoughts. Thnaks, Alarik |
Re: SE5, Tell Aaron what\'s on your Wish List
Props to the artist. I hope you are willing to continue to contribute to the family, as the Facilities define a good deal of the flavor of the game.
Back on topic, I'd like to see more additive and subtractive attributes for Components and Facilities. Things like </font>
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Re: SE5, Tell Aaron what\'s on your Wish List
I like all these neat Ideas but at what point does complexity overcome playablity? I only know of a few players that handle high levels complexity well and I think most enjoy focusing on one or two aspects of the game. (diplomacy, research, Ship design, Economic expansion, Combat) My self I really like the little tactics you can come up with like putting mines with spy sats.
One thing which would be nice in a standard game is the final level of any tech be darned expensive so that if you do get that tech it gives you an advantage for 20- or so turns. I am thinking about cloaking tech. I do understand that this is easily modded. |
Re: SE5, Tell Aaron what\'s on your Wish List
I would like to see all the ocmplexity that could possibly be presented made avilable to modders. That's what I was requesting, really.
Except for the hotkeys, I would like to see that functionality in the standard game. Of course, I wouldn't want hotkey usage to be necessary to gameplay, I respect the needs of those who cannot transcend the mouse. |
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-- I really like the idea of Planetary Classifications beyond Asteroid, Gas Giant, Rocky World, Ice World. I think it would be a nice addition to some extended planetary stats (grav, hydrographic, size (km or miles) and A.U. among other things. As far as complexity overcoming gameplay - the easy way around this is to allow for fairly complex game mechanics that can be turned off and on in the Empire options of each player or handled by the player's government. It doesn't *have* to be micromanagement hell unless you want it to be. Cheers, ~Shane |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
One thing in SEV I'd absolutely love is something that other people have suggested previously: Very detailed planetary/solar descriptions. For example:
Name: Sol III Gravity: 1.00 standard G's Atmospheric Composition: 74% Nitrogen, 22% Oxygen, 3% Carbon Dioxide, 1% Other gases Planetary Conditions: Optimal Planetary Surface: 77% Water, 17% Landmass, 6% Polar Ice Caps ...and so on, and so on. These wouldn't necessarily even affect how your race is able to thrive (or not) on the planet, or use it for resources, but it would add a lot of realism and its just plain more interesting that way! |
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So when you make a mod, you can pick and choose which of the complexities to include in order to get the appropriate feel. [ July 31, 2004, 00:39: Message edited by: Suicide Junkie ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I would stick to warp points. But I would make a new technology tree for warp point detection. You would have Class 1,2,3,4,5 warp points. Systems can have varying amounts of diffrent class warp points. Plus I would make is so you can only make 1 or 2 classes of warp points. this will make natural back doors for raiding and such and if you are able to find this tech in alien ruins it will make for a more fluid game and you don't have to make major changes to the look and feel of the game.
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Re: SE5, Tell Aaron what\'s on your Wish List
Any new additions to planetary descriptions and data - lets make them only included if they related some way to the actual game - ie growth rate - resource generation etc.
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Just for example: Star type and A.U. will determine how much radiation a race can naturally withstand. Planetary size and density will determine directly how much gravity the planet has and what the upper reaches are for a race colonizing higher g worlds. Atmosphere: Like currrent game: if you can't breath it you need a dome Hydrographics: How wet is the race's homeworld? A species from a world with high hydrographics really won't do well on dryer worlds, and vice versa. Biozone (the distance from a star where liquid water is present) will determine how hot or cold the planet is. Mars is a cold desert, Venus is a hot desert. Both could potentially have a certain amount of liquid water then life under different circumstance. Races will naturally look for planets that are close to their ideal, however they would be very few and far between, which would limit to a certain extent the organic output. Eh. You get the idea. Cheers, [ July 31, 2004, 13:54: Message edited by: Shane Watson ] |
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With randomly generated stats, you get endless variety and interest that could potentially directly affect game play. Cheers, [ July 31, 2004, 16:40: Message edited by: Shane Watson ] |
Re: SE5, Tell Aaron what\'s on your Wish List
The randomly generated stats that have no effect (there are already a number of these, such as for stars) are flavor text.
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Re: SE5, Tell Aaron what\'s on your Wish List
these go with the ideas of getting rid of warp points connecting everywhere and communications satelites\lines of communication.
Communications between two races should be more diffcult, espically early on. Before you have satelites comm grid, you should maybe have to send messeges on a ship from your homeworld. Which brings up the possiblity of Pirate Raiders, or enemies attacking and preventing communication. Next Two ideas have to do with Wormholes: One wormhole creators should cost alot more, and take more of an investment. And, People have being discussing a sort of moveable and human built fake wormhole, gate type thing, going with that it should one limit off amount of ships per turn turn going threw, and they should be realyy cheap but take LARGE specialty transport ships to move them, so you couldnt just send off a bunch of little ships in any direction and have them everywhere WOW this thread is long WOW [ August 01, 2004, 05:20: Message edited by: Colonel ] |
Re: SE5, Tell Aaron what\'s on your Wish List
I don't like the idea of getting rid of warp points, or of com lag. You already have a minimum com lag of one month.
Orders lag either; it would add too much micromanagement. Ministers are not feasable; the AI is too stupid and is likely to remain that way. Besides, I play SE4 to command, not to manage the egos of idiot savants. At the very least it should be moddable so those that want it off can turn it off. |
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