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-   -   Your SEV Game Design (http://forum.shrapnelgames.com/showthread.php?t=11064)

Paul1980au January 15th, 2004 05:49 AM

Re: Your SEV Game Design
 
Perhaps more events that randomly teleported planets could be done within SEIV ? ie suck out of one solar system and into another just like ships are now ? or within the same solar system - warp points that moved on on a random basis. Asteroids that turn into planets ie random spatial anolmoly - as planets explode now the opposite could be useful - the emergence of a new alien race out of no where posing a risk for all existing players (like the borg in star trek ?)

Rioting planets that break away to form independant empires without the involvement of intelligence projects ie a rioting planets with a % chance of rebelling ?

grumble January 15th, 2004 03:58 PM

Re: Your SEV Game Design
 
I would go with a combat system that is focused on a good experience for PvP games wtih the current simultaneous(sp) combat.

Instead of all of one player's ships moving and firing, use an impulse system similar to Star Fleet Battles. This could also be combined with some sort of initiative system. I think the current system where a ship can move 10 space from out of weapons range to point blank and bLast you without any response is unreasonable.

I would also like to see comand and control limits or modifiers for large fleets.

Also ECM and ECCM should have an area affect centered on the ship. Combined with things like stealth armor, the whole detection/electronic warefare system should provide defensive bonuses that decrease at close range and allow for ships to remain undetected at long range.

I like the concept from MOO3 of a task force grouping structure that allows core ships, outer ring and picket ships. The different parts of a fleet should be able to have different missions/priorites. I feel that the current fleet strategy is not very useful.


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