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-   -   SE5, Tell Aaron what's on your Wish List (http://forum.shrapnelgames.com/showthread.php?t=8397)

Fyron July 29th, 2004 03:17 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Colonel:
In SEIV at the start you can choose to only be able to colinize home planet type and breathable atomshere i think you should make another option of being able to colinze moons so you would have a third choose mainly i want this because i always put both options on and that annoys me playing and haveing useless moons
<font size="2" face="sans-serif, arial, verdana">Check out FQM Deluxe. It gives you moons of all atmospheres.

Quote:

Originally posted by Antonin:
Because I'm an historian, one of the things I wish for SE5 is a better treatment of organics (i.e., food) as a strategic commodity.

In nearly every game of SE4 I've played, organics are an afterthought unless your race has organic technology and needs lots of organics. You can pretty much build a few farms here and there and not worry. Your people almost never starve.

You mainly worry about minerals, and later, ratioactives.

Organics should be more important than they are.

<font size="2" face="sans-serif, arial, verdana">Many mods fix this problem. Pirates and Nomads, Adamant, GritEcon (this one's economics system would definitely interest you), AIC, Proportions, etc. But yeah, it would be good to have the resources more distributed in the stock game.

Quote:

Most games I see in the stores today--the few that still carry computer games--are for the instant gratification, short-attention-span, pretty-picture crowd. I've watched several game franchises sink down to that level.
<font size="2" face="sans-serif, arial, verdana">Agreed. Malfador is a one man company, so there are no marketing or management goons around to force Aaron Hall to bastardize the series for the sake of MTV generation kiddies.

Quote:

I have not read all the Posts in this thread, but I'm sure there are several that say "SE4 is lame! SE4 is boring! What SE5 REALLY NEEDS is, like, a 3D engine, d00d!!!" Or words to that effect.
<font size="2" face="sans-serif, arial, verdana">I do not believe you will find a single post of that nature in this thread, and possibly not even in the entire forums... maybe one or two.

[ July 29, 2004, 02:38: Message edited by: Imperator Fyron ]

Antonin July 29th, 2004 04:09 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Imperator Fyron:
Many mods fix this problem. Pirates and Nomads, Adamant, GritEcon (this one's economics system would definitely interest you), AIC, Proportions, etc. But yeah, it would be good to have the resources more distributed in the stock game.
<font size="2" face="sans-serif, arial, verdana">I've never installed any of the SE4 mods, but I have DLd and installed many of the created races. I even contributed to the creation of an SE4 race: the Crugarians.

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.

Fyron July 29th, 2004 04:26 AM

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.

Colonel July 29th, 2004 05:31 AM

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

Paul1980au July 29th, 2004 11:05 AM

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.

Suicide Junkie July 29th, 2004 03:43 PM

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.

Shane Watson July 29th, 2004 03:47 PM

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 ]

Colonel July 29th, 2004 05:29 PM

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

Fyron July 29th, 2004 08:52 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Q:
I don't see how I could to this in real-time.
<font size="2" face="sans-serif, arial, verdana">Real time != RTS. RTS games are just one tiny portion of the spectrum of "real time" processing. The system SJ just described is the optimal real time system.

Ed Kolis July 29th, 2004 09:50 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Colonel:
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
<font size="2" face="sans-serif, arial, verdana">Have you tried setting all ship types to break formation and a movement strategy of Maximum Weapons Range / Maximum Weapons Range?

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 ]

Colonel July 29th, 2004 10:05 PM

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 ]

Antonin July 29th, 2004 10:05 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Shane Watson:
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.

Cheers,
~S

<font size="2" face="sans-serif, arial, verdana">I want to second this in the strongest possible terms. PLEASE PLEASE pretty please, Aaron, no story lines and NO "MISSIONS."

Please!

Shane Watson July 29th, 2004 10:17 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
...further thoughts
(I spend way too much time thinking about this stuff...)

</font>
  • <font size="2" face="sans-serif, arial, verdana">Communication lag times. This falls under the Space is HUGE Category again. I'd like to see a multi turn delay between the time that an order is issued and it being executed based on how far out a ship/fleet/planet is. If it's off the main communication lines, it could take some time before the communication beam gets to it's destination. Something like 1 turn for every 5 lightyears the recieving vessel is outside the the communications Umbrella.</font>
  • <font size="2" face="sans-serif, arial, verdana">If a ship is lost when it is outside the communications umbrella, you don't ever really know what happened to it unless it was able to beam something back before it was obliterated. If you lose a lot of ships in deep space/alien territories, this could be really frightening because you wont know who is offing your vessels.</font>
  • <font size="2" face="sans-serif, arial, verdana">Emperor as a character with POV. The emperor/player should be something a little more than just an omnipresent force behind the empire. Make them a character that is actually in the game and can move around from planet to planet. Wherever the player is, the Center of the Empire is. Kind of like when Shadam IV went to Dune. Dune became the center of the Empire for the duration. The obvious downside to this is that if you happen to be at the wrong place at the wrong time, like Shaddam, you can get killed and your empire defaults to the next in line (which, incidently would allow the player to continue playing, but as a new ruling character).</font>
<font size="2" face="sans-serif, arial, verdana">
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 ]

Colonel July 30th, 2004 01:37 AM

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.

Q July 30th, 2004 01:49 AM

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 ]

Fyron July 30th, 2004 02:14 AM

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 ]

Colonel July 30th, 2004 02:38 AM

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 ]

Fyron July 30th, 2004 03:09 AM

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.

Shane Watson July 30th, 2004 03:14 AM

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

Colonel July 30th, 2004 03:33 AM

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 ]

Fyron July 30th, 2004 03:38 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Yup, I designed the facilities for SE IV [Big Grin]
<font size="2" face="sans-serif, arial, verdana">Zuh?

Colonel July 30th, 2004 03:57 AM

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 ]

Renegade 13 July 30th, 2004 04:18 AM

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.

Colonel July 30th, 2004 04:32 AM

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

Baron Munchausen July 30th, 2004 04:44 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Yup, I designed the facilities for SE IV [Big Grin]
<font size="2" face="sans-serif, arial, verdana">Zuh? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Yep, he designed the graphics used for the facilities in SE IV.

Antonin July 30th, 2004 04:45 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Colonel:
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
<font size="2" face="sans-serif, arial, verdana">I think the AI should be changed so that AI players do not send forces into your space unless a treaty specifically allows it. I get very tired of AI empires sending military vessels throughout my space just because we have a trade agreement.

I also get tired of AI empires that park 20 light cruisers over my home planet.

Baron Munchausen July 30th, 2004 04:50 AM

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.

Colonel July 30th, 2004 05:06 AM

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

Suicide Junkie July 30th, 2004 05:24 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

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.
<font size="2" face="sans-serif, arial, verdana">What are you talking about??
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.

Kana July 30th, 2004 03:08 PM

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

Shane Watson July 30th, 2004 03:21 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> Yup, I designed the facilities for SE IV [Big Grin]
<font size="2" face="sans-serif, arial, verdana">Zuh? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Open Space Empires IV and read the credits http://forum.shrapnelgames.com/images/icons/icon10.gif They were cheesy, but I am proud of 'em. http://forum.shrapnelgames.com/images/icons/icon10.gif It was a lot of fun too. I had wanted to get some ship sets in there as well, along with some other stuff, but I had an old computer at the the time and the bloody thing crashed on me and it was a while before I was able to get things back up and running. Eh, such is life haha.

[ July 30, 2004, 14:25: Message edited by: Shane Watson ]

Shane Watson July 30th, 2004 03:35 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Baron Munchausen:
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.
<font size="2" face="sans-serif, arial, verdana">I totally admit that I'm anti-wormhole. But I'm willing to make concessions to the pro-wormhole crowed (mostly cause I'm hopelessly outnumbered haha) - Seriously, I think the ideas that you are kicking around here are cool.

Quote:

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.
<font size="2" face="sans-serif, arial, verdana">I don't know about that. What was that real time game out a few years ago that used warp points? I played it a lot there for while, but I don't recall what it was... WP's didn't define that game. But it had them.

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 ]

Fyron July 30th, 2004 06:25 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Shane Watson:
Open Space Empires IV and read the credits http://forum.shrapnelgames.com/images/icons/icon10.gif They were cheesy, but I am proud of 'em. http://forum.shrapnelgames.com/images/icons/icon10.gif It was a lot of fun too. I had wanted to get some ship sets in there as well, along with some other stuff, but I had an old computer at the the time and the bloody thing crashed on me and it was a while before I was able to get things back up and running. Eh, such is life haha.
<font size="2" face="sans-serif, arial, verdana">It is not too late to make more graphics for SE4. http://forum.shrapnelgames.com/images/icons/icon12.gif You could always submit stuff to the Image Mod.

Gozra July 30th, 2004 06:43 PM

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.

AMF July 30th, 2004 07:20 PM

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

Loser July 30th, 2004 07:24 PM

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>
  • <font size="2" face="sans-serif, arial, verdana">Happiness</font>
  • <font size="2" face="sans-serif, arial, verdana">Cloaking (all types)</font>
  • <font size="2" face="sans-serif, arial, verdana">Conditions modifiers</font>
  • <font size="2" face="sans-serif, arial, verdana">Value Modifiers</font>
  • <font size="2" face="sans-serif, arial, verdana">Anything else that currently only takes the best value</font>
<font size="2" face="sans-serif, arial, verdana">Of course, I'd also like more hotkeys. I want to be able to play the game using only the keyboard.

Gozra July 30th, 2004 08:55 PM

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.

Loser July 30th, 2004 11:40 PM

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.

Shane Watson July 31st, 2004 12:10 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Loser:
[QB] 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.
<font size="2" face="sans-serif, arial, verdana">Thanks! Aaron and I are actually talking about the *possibility* of me doing some detailed race portraits for the game since I don't really do any 3d modeling anymore. I've always been a 2d artist - and the guys doing 3d work these days make me look really bad haha
--
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

Loser July 31st, 2004 12:19 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Mr. Watson?
*waits for eye contact*
Right this way, please.

Renegade 13 July 31st, 2004 01:22 AM

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!

Suicide Junkie July 31st, 2004 01:38 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Gozra:
I like all these neat Ideas but at what point does complexity overcome playablity?
<font size="2" face="sans-serif, arial, verdana">You don't have to worry if you have incredible complexity built in, but then have the stock game trivialize or restrict away many of the options.

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 ]

Gozra July 31st, 2004 01:52 AM

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.

Paul1980au July 31st, 2004 08:48 AM

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.

Shane Watson July 31st, 2004 02:52 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Paul1980au:
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.
<font size="2" face="sans-serif, arial, verdana">Pretty much any physical data concerning planetary data could easily be tied directly to game play.

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 ]

Fyron July 31st, 2004 04:45 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Paul1980au:
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.
<font size="2" face="sans-serif, arial, verdana">I think that is a bad idea. What is wrong with flavor text? The descriptions that planets, components, facilities, etc. currently have have no bearing on the game. Extra details make the game more immersive and provide a deeper gaming experience. Not every detail has to affect a game mechanic in some way.

Shane Watson July 31st, 2004 05:39 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

I think that is a bad idea. What is wrong with flavor text? The descriptions that planets, components, facilities, etc. currently have have no bearing on the game. Extra details make the game more immersive and provide a deeper gaming experience. Not every detail has to affect a game mechanic in some way. [/QB]
<font size="2" face="sans-serif, arial, verdana">The main problem with flavor text that I have is that it is exactly the same today as it was when I first got my copy of SEIV.

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 ]

Fyron July 31st, 2004 06:24 PM

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.

Colonel August 1st, 2004 06:15 AM

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 ]

Phoenix-D August 1st, 2004 06:37 AM

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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