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Re: SE5, Tell Aaron what\'s on your Wish List
Indeed there are theories where black holes of our universe are white holes emmiting matter in adjacent universe. But from our observations white holes don't exist.
Anyway, how do you think white hole system could look like? |
Re: SE5, Tell Aaron what\'s on your Wish List *DELETED* *DELETED*
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Re: SE5, Tell Aaron what\'s on your Wish List
Well according to some, it would be spewing light. Or at least throwing back out all light which headed its direction. Taking the black-hole image from the game and doing a straight color-reverse on it might work. Or just dropping 255/255/255 extreme white into the middle of it. Hmmmm that would look like a galaxy. Maybe dragging lines outward using a smudge brush-tool or something. It would be another interesting thing to have show up but Im not sure what it would offer in game terms. Maybe if it absolutely forced all traffic to follow the wall of the system? Maybe also a slow down in speed? Missiles wont work? Maybe cannons also. Hmm even beams if light is affected. No weapons? only null weapons? warp weapons? [/quote] |
Re: SE5, Tell Aaron what\'s on your Wish List
There was a White Hole system in the old Ultimate Mod if you can locate a copy of that...
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Re: SE5, Tell Aaron what\'s on your Wish List
Because it wasn't his mod... it belonged to Hadrian Aventine http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
Kwok is just being a troll. Ignore him.
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Re: SE5, Tell Aaron what\'s on your Wish List
Machine worlds should provide a bonus to production thus making them highly sought after. Machine worlds are used in mods but should be considered for use in SE V.
Artifical Warp Points, another mod specific item, should also be considered for use in SE V. Perhaps as a comerce tool, or as an acient technology. When encountered a race must either pay a toll, or posess the technology to operate the "gate." You should be able to mine black holes, nebulas, organic infestations, or commet systems for resources. I said this before and want to bring it up agian. I would love to see a system filled fully or partially with an acient mine filed that modern mine sweepers cannot clear until they have a very high technology level. Also make the mines self replicating. Brings me to my next suggestion. Self replicating mines. I think they speak for themselves. Very advanced mine tech. If not all cleared at once, will reproduce themselves. I would also like to have something like a Stargate system on planets so that you can move resources or such things as troops, fighters, or weapon platforms from one planet to another within the gate system. Have these gates as "rare" finds until later in the game when the player gains the ability to "build and place them" on planets themselves. Also have a huge orbital stargate system that can move one ship instantly to another gate in another system each turn. The player would have to build these over the planets they want, and put a limit of one per system on them. |
Re: SE5, Tell Aaron what\'s on your Wish List
I would love to see in SE V a tool tip icon that when either clicked or rolled over by your cursor, shows the HOT KEYs.
Put it in an out of the way part of the UI so as not to cause accidental pop ups. I think this would be much more user friendly then having to click on two or more buttons. |
Re: SE5, Tell Aaron what\'s on your Wish List
More Orbital componets to make stations and orbital facilites more diverse and useful. Maybe special city components you can put in Starbases (would be that big) that store population but lets the planet below use it for production. Orbital Cities.
Make larger ship classes require more than one type of facitliy to build it. An escort requires only a planetery space yard, but cruisers and up require an orbital one, and dreadnaughts require monstrous orbital space dock facilities. |
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Re: SE5, Tell Aaron what\'s on your Wish List
Is there a Intel project that allows you to intercept Messages from one empire to another? If not, then that could possibly be any intersting addition to Intel...
Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
Yes, there is, but it's not much use against out-of-game communication. It's only really useful if you can keep doing it every turn and the two empires in question are trying to send gifts, trades, or treaty proposals.
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Re: SE5, Tell Aaron what\'s on your Wish List
It's prbably been mentioned before, but I'd like to add my vote as well ...
...for a Linux compatible SE5 http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
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Another thing I'd like to see would be upgradeable 'colony types' as per the Proportions mod, where I colony starts out as a Settlement, and you slowly upgrade it to Colonial Community, Minor City, Major City, Metropolis, etc. Each upgrade would bring with it a boost in all resource production, cargo capacity, defence (in the form of shields), and even Planetary SY production. Rather than being researched (as in Proportions mod), the ability to upgrade each level would be dependent on the planet's population. The upgrades would be very costly and take quite a while to complete but the result would be more than worth it. |
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I also like the fact that this would allow you to have some major construction centers in remote backwater systems with no planets, hidden from prying eyes. |
Re: SE5, Tell Aaron what\'s on your Wish List
One thing that can be done now is to use Space Yard Expansions to get multiple Space Yards on a planet (as in mods such as Pirates and Nomads, Adamant, and GritEcon (at least I think GritEcon has them...)). If you set the initial Space Yard facilities to have a low construction rate, you essentially need a lot of Space Yard type facilities on a planet to build large ships there in a reasonable time frame. You could also add a special ability such as Boarding Defense to them, and add weapons that target only planets, and do damage only to Security Stations. I have no idea if that works, but it might... This way, you have special weapons that can eliminate only Space Yards. Alternatively, add Resupply ability to the Space Yard facilities, and the existing Smart Bombs can be used for lightning strikes agaisnt construction worlds...
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Re: SE5, Tell Aaron what\'s on your Wish List
I would like to know how many and of what type colonyship I have in the colonization window. Would be very helpful.
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Re: SE5, Tell Aaron what\'s on your Wish List
I'd like to see the old system of allowing multiple colors on a system in the galaxy map so you can tell WHAT empires are in a system, not just that there is more than one with the triangle. Failing that, maybe a triangle if it's only you and allies, and a star if it contains enemies?
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Re: SE5, Tell Aaron what\'s on your Wish List
Add a new field to planets...gravity. Have a value of say, .5 G's to 1.5 G's (For example, a small planet would have a value of .7 G's, and a large planet would have 1.2 G's). If you started on a medium planet, your people would have 1.0 G's as their racial norm. If they colonize planets with 1.0 G's or less, they get optimal population/cargo/facility space. However, if they colonize planets with gravity values greater than 1.0 G's, the cargo/population/facility space would go down, etc, etc.
This could lead to racial traits, similar to advanced storage or hardy industrialists, which would allow a race to get optimal value from planets with different G values than their home planets. For say, 1000 racial points, you could colonize planets with 0.8 - 1.2 G's without reduction of optimal cargo/population/facility spaces. |
Re: SE5, Tell Aaron what\'s on your Wish List
Back when I played STARS! there was either a feature of the game or something a user came up with where you could look at the representation of the galaxy map and the space around your systems was filled in with your empire colour to indicate the size of your empire. Colouring each system you claim works well enough, but it would look a bit better if you could look at the whole map and see each empires region shaded in.
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Re: SE5, Tell Aaron what\'s on your Wish List
>decloak<
I'd like to see 1) formations for satelites around your planet 2) the ability to have "if" "or" "and" functions in the tech trees 3) multiple weapon effects per weapon (ie. targets engines AND computers) Sorry if these are already in a patch. been a while since i've been around. cheers Jim |
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Re: SE5, Tell Aaron what\'s on your Wish List
I have no idea if this is mentioned(109 pages!!!), but I'd like to see is components doing damage after they are destoryed. For example, one of the engines is destory and this causes 5 extra damage. If something potentialy explosive ends up blowing up in a ship then I think it should do something do extra damage to the ship.
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Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
This would be quite interesting. A direct hit to a ship's magazine would be rather disaterous. Of course, there'd have to some way of reducing the damage done if the magazine was empty, no?
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Re: SE5, Tell Aaron what\'s on your Wish List
I was playing around with modding the cloak to make it more useful for myself and makeing it so once you have all techs it doesn't go completely obsolete in the end and I think I have an idea. Have the most advanced tachyon sensors only equiptable on Bases. So then all cloaked ships would have free reign in the areas not protected by a base. So only the farthest out planets would be unprotected from cloaked ships. This would allow the cloak in atleast some.Also the sensor may need to be bigger so not to have it have a big advantage and only the most secure areas would be protected by it.
The cloaks would go up higher then the first three tachyon sensors so onl the new one would see them. |
Re: SE5, Tell Aaron what\'s on your Wish List
Sounds good, Colonel! Pirate ships ahoy in the neutral zone! http://forum.shrapnelgames.com/images/smilies/wink.gif Except that tachyon sensors are already the most expensive type to research... do you really want to add another level? Maybe tachyon sensors could be a separate tech area unlocked by level 3 research into sensors, so you could make them a bit cheaper?
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Re: SE5, Tell Aaron what\'s on your Wish List
A stargate system would be cool to have.
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Re: SE5, Tell Aaron what\'s on your Wish List
What, you mena like with lots of warp points and nothing else?
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Re: SE5, Tell Aaron what\'s on your Wish List
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You'd need stealth armor to protect against passive scanners. Scattering armor against active scanners. Master computers (lack of crew) to protect against psychic. Some technobabble tachyon dealies against tachyon scanners And small hulls (low mass) to protect against gravitational scanners. Cloaking devices did all 4 non-mass, but were an extra level weaker. The gravitational scanners were made to be really huge and cost a couple hundred thousand resources, so they'd only be present in a few critical systems, leaving gaps like you did. Also, because you need all 4 components to fit on a small hull in order to be completely undetectable, a frigate with 1 engine would have about 20kt of space left after cloaking. Destroyer or larger could be spotted by the 1500kt grav scanner. Enough for a plague bomb, perhaps, or armor for sweeping mines http://forum.shrapnelgames.com/images/smilies/wink.gif. |
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Re: SE5, Tell Aaron what\'s on your Wish List
How about regions of space where the laws of physics are different from those in normal space? That is, when you enter a system or sector with this property, the game switches to a "patched" set of data files, which would supplant the original files in places where they conflict! So you could have a system where, say, shields are at half strength, or to-hit chances decrease twice as fast with distance, or any combination of weird effects! http://forum.shrapnelgames.com/images/smilies/eek.gif
If this is implemented, it's only one step away from loading multiple mods at once and resolving the conflicts via some sort of internal diff program! http://forum.shrapnelgames.com/images/smilies/wink.gif And if that's too much, there could always be multiple sets of complete data files which apply in the various anomalies or regions of space! http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Hey Ed. True, I finally went and read the archived IRC with Aaron. Cool stuff!
Mod-ability will be great in SEV! I can't wait to see what you guys do with it http://forum.shrapnelgames.com/images/smilies/wink.gif So what about satelites with formations instead of being clustered all in one location? |
Re: SE5, Tell Aaron what\'s on your Wish List
I might have mentioned this before but I'd like to see some of these things in the game.
Politics: Different governments. I'd also like to see other empires shift in government policy because of new leadership that might lead to war and other situations. Economic: Add a currency and unique trade items. Owning certain item would earn a financial benefit and allow use of certain technology. It might make certain tech cheaper. Opens up possiblity of an economic victory. |
Re: SE5, Tell Aaron what\'s on your Wish List
A couple simple things I'd like to see are the ability to change your empire name and leader during the game.
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Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
The race name would be the same, as would all images associated with them, and their traits... I don't see how this could be exploited, really...
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Re: SE5, Tell Aaron what\'s on your Wish List
The only cautionary measured that you'd need to take is to prevent two empires from having the same name. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
I'm sure this has been mentioned before...but after looking at the current Play by Committee turn, and updating some info in a spreadsheet, I figured I would bring this stuff up again...would be really useful for Role-Playing oriented games...
1. Allowing units to accumulate experience especially fighters and troops. 2. Being able to name Groups of fighters or troops...there by forming squadrons, or armies (divisions, regiments, battalions, etc...) This would be very similar to the fleet options for ships. Allowing these 'fleets' to be carried on ships as well. Kana |
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Re: SE5, Tell Aaron what\'s on your Wish List
Tweaking of ship experience. Basically, instead of the current 1% per kill, ships gain experience almost like characters in an RPG. This would allow ships to be given an experience value, and therefore destroying larger ships would give ships a greater bonus. ie: An escort is only worth 200 experience, but a dreadnought might net you 10,000. Also, there should be experience bonuses for when a ship destroys a ship that's bigger than it, and penalties for taking out smaller ones. If the game could track how much damage each ship did to another, it would also allow for a more fair distribution of the experience. So if one ship does 90% of the damage to another, but doesn't land the 'kill-shot' then it still gets 90% of the experience value of the ship.
Every 'level' a ship would gain a small boost to various abilities, and every say, three levels it would move up a rank (from green, vetran, elite, etc) and get a larger bonus. This would also have the side-effect of ships continuing to get better once they hit Legendary status. I know it's not the most realistic of things, but I think it'd make the game more interesting. |
Re: SE5, Tell Aaron what\'s on your Wish List
If you're going to give experience based on ship size, it should done relatively, because I don't see why a 1000kT ship wiping out a 600kT ship should be given more experience than a 300kT ship taking out a 500kT ship. Which one seems like it should be gaining more experience here?
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