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Re: SE5, Tell Aaron what\'s on your Wish List
I would like to see a program that allows us to view the combat log outside of the game.
This way we can share the combats with others who are not in the game, and such. This would be a very helpful tool to have. |
Re: SE5, Tell Aaron what\'s on your Wish List
Rather than something that can read the entire log I'd rather be able to export the replay I'd like to share. That way you can avoid any kind of security issues, you can learn a lot from a replay.
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Re: SE5, Tell Aaron what\'s on your Wish List
Plus if you can export it to AVI or MPG or something with user-specified camera angles, you can splice them together into SE movies!
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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
I'm not familiar with starfury, but it would be nice if vessels were proportional in size depending on their class. I recently watched footage of Dominion vessels while researching for a game, and they have massive Battleships which dwarf the Battlecruisers, and Escorts hardly show in comparison. Perhaps huge vessels could fill up a few grids.
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Re: SE5, Tell Aaron what\'s on your Wish List
I would love the ability to sort ships within the fleet menu by various options such Speed, Cost, Supplies, cargo, etc. Would be very helpful when needing to drop slower ships from the fleet.
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Re: SE5, Tell Aaron what\'s on your Wish List
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There are no grids in combat. Ships have what is likely a spherical "hit-box", and fly around in real time coordinate-space with the projectiles and beams. A good feature would be to have deformed spheres, in order to accomodate long, skinny ships for example. Or multiple hit boxes for really wierd shaped vessels. In the interests of fairness though, you'd probably want to keep the cross-sectional area of the hull independent of shipset. You could still have a racial trait choice for different hull designs, though... Option 1: spherical hulls Option 2: wide,stubby hulls Option 3: thin,long hulls Each providing a different set of vehicles that sport different hit-box regions... Due to the mod's placement of hit-boxes, the thin hulls would have a lower chance to be hit in head-on attacks, but very vunerable to flanking attacks, for example. |
Re: SE5, Tell Aaron what\'s on your Wish List
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I like the idea of a system being so large that it requires sensors to detect aproptiate areas of space. Use of a planet facility that is dedicated to sensing a particular range (depending on technology level) of space surrounding the planet, or satelites placed as survey probes, or starbases and ships that have a components that both scan passively at short range, and actively at long ranges. Having graphic circles representing these sensor ranges would add a depth for strategic operations of hiding ships and dodging particulary dense sensor sweeps. Hiding ships behind planets or within dense EM signatures of populated planets or high energy sources such as stars would require a survey vessel to get close and determine an ID. Also when a ship first enters a system it would need to do a survey rather than just knowing automatically what the system is composed of and fleet strengths. A fog of war in a sense. The more advanced the sensors or choosing to go to active vs. passive the quicker it can survey the system. |
Re: SE5, Tell Aaron what\'s on your Wish List
Ships that control other ships! Borrowing from ID4 and the Star Fire novels(?) ideas of propulsion and data links.
1. A series of ships linked to one that is the sole power source. So you have one large (preferably well defended) ship that houses an imense power source that is beamed to other smaller ships which are all in turn linked and dependant on the larger ship. So you eliminate space required for propulsion and power on the smaller ships and if captured the enemy can't use them unless it has the power source ship. 2. Data links that enable all ships in a fleet to concentrate their fire into a single target at once or provide adequete screening against fighters or missiles. One ship is designated as a "smart" ship that coordinates all other ships in the fleet with the adequete link package installed. I know that the AI in SEIV kind of does this when ships are placed in fleets and a strategy is determined already, but if it could be implemented furhter and ships with out it would have very little coehesion and fire randomly at targets of opertunity. In a sense it could automatically set formations to deal with appropriate threats especially in real time. Once the AI determines that a large force of fighters are closing in on the fleet, networked ships would automatically create a formation that sends all ships with PD to the front. For instances of attack say long range attack is set, all ships with long range weapons would get into appropriate firing formations and fire at once so that all fire is concentrated on a single target or mutliple targets designated. Sorry for the wordy post! |
Re: SE5, Tell Aaron what\'s on your Wish List
I dont know if anyone has already posted any of ths, but what the heck.
I liked the "modular ship design" idea, but only for the outward appearance, not for components. this otherwise defeats the kT-per-ship size principle. Colony ships that *don't* disappear when you colonize. I mean, when you start, I can understand, but when you've got an empire the size of half the Galaxy, technology to flit between the stars in an instant, battleships the size of some of the larger asteroids, a population of over 3000 trillion and a monthly production that could actually be enough to buy Microsoft out, and you can still not use colony ships more than once? I mean, ever heard of Colony Drop Pods or something? Colonist quarters that can carry only colonists, or people. Separate storages for cargo types. I mean, you can store fighters in colony modules and population in fighter bays? C'mon! More in-depth ground combat. Things like Dropship Hangars or something - launch dropships (similar to fighters) from a distance to carry troops to the plant safely. say an enemy has got a massive amount of cap-ship-missile sats, you can sneak your dropships through their defenses. you just need to watch out for pdf cannons though Ammo for things like missiles and depl-uranium cannons. you can't fire without ammo. Must also be coupled with the appropriate supply ships to resupply in space. Also handy for missile-pod fighters. Resources that do NOT flit between the stars instantly, like they moved in another dimension or something... I mean, use auto-generated ships or custom-built ones to ferry your goods between the stars. Makes for interesting situations... blockades, pirates, loss of resources through disasters... Actual travel time through warp points. For short ones (<100 ly), instantaneous, for larger ones, several turns to travel. Somewhat more realistic, and more interesting. Also, if you open a warp point from one side of the sector to another, this means your forces can't flit instantly towards something 500 ly away. Also, gives you nice options; a higher-level warp point closing device than can close warp points when ships are traveling through them... that way, if you've got only 1 system, and a massive enemy fleet is incoming, you can destroy it utterly simply by closing the warp point they travel through. Racial tensions... ie if your race was at war with another for, say, 130 years and you force them to surrender and place their population on one of your worlds, your population gets angrier and angrier until the world erupts in civil war between the races and you need to send in ground troops to calm them down. Covert contacts. If the enemy has captured your homeworld and relocated part of its population to make room for its own, you can contact your population on their planets and incite them to civil war or have them sneaking out of enemy territory and back to your planets. Slave labor. Ie you capture enemy population and set them to work on, say, a very harsh desert world with massive mineral deposits. You then have them extracting the materials faster than usual, at the cost of some of their lives. You can set the scale of overworking on a slider. Civilian weaponry. You can arm your civilians with varying degrees of weapons making them more effective in planetary defense - or civil war. Smuggle in weapons covertly to your opressed people, to allow them to capture the planet easily when you incite civil war. Neutral or covert organizations, AI controlled. Like smugglers, pirates, mercenaries, espionage agencies... Planetary raids (can also be on ships, bases) not to capture the planet but, say, perform an attack on enemy facilities to for example destroy facilities or construction queues, or to raid planetary warehouses for units or resources, destroy these things, or simply to abduct a part of the population - i.e. take them away as slaves. Planetary surface use. This is not only for allotment of space for facilities/cargo/population, but can also mean that you have a huge sized planet with TWO colonies from different Empires. I mean, such a situation is very likely, don't you think? And this can also mean you can share Ringworlds and Sphereworlds. Racial Events during gameplay. This can be a lot, for example; -Primitive races inhabiting planets. You can have them work for you, take them all away as slaves, or obliterate them. Or, of course, you can colonize the planet and assimilate them into your society. This can be handy to gain extra bonuses, for example they may be Psychic or something, or they can even open whole new fields of research. Primitives can be at the level of development of Amazone indians, or modern-day North America. This Last thing means thay can attack you with space-based missiles, nuclear or not, and that they may have sats or small space stations in orbit (think Mir or ISS). They might also have colonized their moon or a nearby planet. -New races appearing at random. Some custom races state they were marooned in this sector by a warp point or a one-way colony mission, so why can't it happen during gameplay? -Primitive races developing into space-faring Empires. At first they can be Neutral races, later they can develop into larger Empires. -Neutral races venturing out of their system to become space-faring Empires. You can also sometimes choose to start a game between highly-developed empires, making you dependent on trade and diplomacy for survival until you can make your move and secure your place as one of these larger Empires. That could also be your goal. Start off as Neutral Empires or even primitives, while the rest starts out normally. Then you have to research certain things - think like "Steam Engine", "Flight" and "Particle Accelerators" to become a Neutral Empire, who then eventually needs to research something like "Interstellar Navigation" or something to exit your system and start plying the stars. Missions. I.e. "quests" generated by the AI inside an empire, a neutral organization, or an Empire. For example, one of your planets might suddenly experience a Famine requiring you to ship a certain amount of Organics (dependent on planet size and population) for your citizens to stop starving and start loving you. This can be internal, but also external; the message might also be sent to another Empire. If that Empire then sends an Organics shipment there first, he gets control over the planet. Or a player might create one saying, for example, "Whoever can close the Black Hole/destroy the Nebula/etc. in system [...] first gets 10000 Minerals and 25 high-tech Fighters." This could also be done in SEIV, but only to players you know, whereas an actual Mission might be sent to ALL players, AIs and neutral organizations. Play as not an Empire but, say, an organization or a single ship! If you play, for example, a covert smuggler organization, you need to be able to produce and transport illegal goods, make connections with Empires, rebels or other organizations, and use this alternate form of diplomacy to win - or just to play on endlessly. Even if one empire destroys all the others, it could still be fun - smuggle goods for rebels, pirates, spies, trading organizations and the like. If you play as a single ship, you need to be able to conduct diplomacy - transport goods on assignment, hunt down pirates or smugglers, join an organization or an Empire, trade in your ship (and a substantial amount of credits) for another (not one you design, unless you buy an independent Spaceyard, but one that is for sale - it may have been constructed, or sold by another captain-player, or it may have been captured... Your ship can be outfitted with all of the normal components. This means you can have a massive battleship, or a stellar manipulation vessel, a cargo ship, a boarding vessel, a minelayer, even a base. Some things are more exciting than others - piloting a battlecruiser is more diverse than keeping a resource-extraction vessel in orbit around a planet, and the former usually pays more, but is more dangerous. There is a far greater risk of getting killed when battling than there is when extracting resources, and you're not always assured with an assignment, however most empires would like to have a certain amount of resources per turn for a certain amount of credits, and you have a constant influx of money, not just one-time wads of cash. You could also need to keep an eye on the morale of your crew; if you pay them more, they'll be happier, and when you deprive them of R&R for too long they will start complaining. You can also buy Colony Ships, but they are extremely expensive - more expensive than a Starbase or a stellar-manipulation Baseship. When you have a Colony Ship, you can settle on a planet and start an empire of your own, which is when the gameplay changes from single-ship to Space Empire mode. If this is too much like Starfury, oh well. But I don't think Starfury would allow you to start your own Empire. Interplanetary/interstellar weapons!!!!! If you have interplanetary missiles, for example, you can initiate a bombardment of another planet from afar. You could even have a full-blown missile duel as guided or ballistic missiles are fired from and at two planets. Interstellar weapons would be even cooler; firing a missile that extinguishes a star from ten systems away is very handy. These missiles are similar to drones, only about the size of between Escorts and Cruisers and you could design them yourself. These missiles are not like drones, however, you select a target and then you lose control over them like you do over drones in battle. You could also have planet-based weapons that aren't MDWs, but simply a means of obliterating an enemy ship three sectors away, or clearing an enemy minefield. More components for Mines (and larger Mines). Like advanced cloaking devices to render mines even more difficult to see (coupled with better scanners) or something like a Self-Replication Unit. This would have to be larger than the second largest Mine and about 10-20kTs smaller than the size of the largest Mine. In ST:DS9, self-replicating mines were used to lay a minefield in front of the Bajoran Wormhole. Each time a mine detonated, it was replaced by a freshly replicated new mine. These components need to be very expensive so you can't lay 500 self-replicating mines, and there needs to be a mines-per-turn limit, so that if a minefield with 100 of these mines is reduced to 10, you won't have 90 more mines in one turn. The limit should be as large as the number of remaining mines in the minefield, and no mines need to be replicated after one turn, so you won't have to forget about the minefields because they will grow back to original strength in a couple of turns. Also, no mines which have been cleared by Mine Sweepers will be created. This way Minesweepers are still useful. More intel. DEFINITELY more intel. More comprehensive intel. Research projects that enhance a component or component type or several components. For example, "Small Ion-Rockets" would upgrade seeker missile speed (so crystal torpedos and space parasites don't benefit) and would extend the range of seeker missiles and Rocket Pods slightly. More types of shields. Something which allows modders to put in things like "hyperspace" or "warp drive" and sub-space communications (i.e. communications which cannot be intercepted/jammed/redirected/detected/etc.) More types of random events. A higher maximum limit for ships. MOST DEFINITELY a higher maximum limit for ships. I mean, if you've got an Empire that spans half the Galaxy and another one of the same size, wouldn't it be nice if you could have fleets of tens of thousands of ships fight against each other? Fighters that can jump through warp points. More types of vehicles/units. Facilities which you can design - like weapons platforms, only then not with just weapons but also things like cargo space, resource extraction devices etc. Nanotechnology. You can do so much with nanotechnology. Nano-storage is one thing - you can nanominiaturize objects so that you can store a helluva lot more on planets and in cargo bays, smaller components, sturdier ships, automated hull repair nanos built into all vessels which repair the hull and armor automatically but don't repair internal components, nano-jamming devices to disrupt the operation of nanotechnological devices... If you build a ship/base, the empty hull is placed directly in space and then the components are created - like in SEIII. This would mean it would be handy to have repair in place at construction sites so large ships get done sooner. Starship docking bays. In ST, starships can enter Starbases and dock inside. It would be nice to have a component like this in SE. Then, if you've got a Starbase around a planet, and it has a scanner jammer, an enemy might attack it unsuspectingly and suddenly face an entire fleet of starships. Retreat from combat like in SEIII. In SEIV you can't cross the border of the combat sector, so you can't run away if one of your most vital convoys is attacked by an enemy Dreadnought which has just dropped out of cloak. Cloaking during combat. Reinforcements - i.e. ships with movement left around the battle sector can move into it to assist in combat. Some sort(s) of valuable materials/money/standardised exchange rates/etc. like credits, Spice, gold, platinum, other sorts of rare metals yet to be discovered, etc. Secondary material production. I.e. some planets can also produce other materials next to the standard resources - for example, mining stations can also mine things like titanium, Spice, etc. which will make production of certain objects cost less or which are required to be able to build certain objects in the first place, or which serve as money, etc. Farms can extract things like nitrogen, carbon, atmospheric gases etc. which can be used to, for example, make construction of atmosperic reprocessing facilities cheaper and which make the process Last shorter. Radioactive extractors can create rare isotopes that aren't your average Radioactive resources. If a mine mines uranium, for example, the uranium can be processed into the more effective material plutonium. You can also have things like Secondary Resource Processing Plants which can do nothing except extract and process secondary resources. This involves not only refining uranium into plutonium, but also things like creating alloys, prefabricate component parts for facilities or components, etc. Pollution. I.e. you could have several types of resource extraction facilites. For example: -The standard Mineral Mining Facility. -An improved Version of the facility which extracts more resources but produces slight pollution. -A large mine which produces very large amounts of minerals but which generates rampant pollution. -The standard Organics Farm. -Organics Growing Centers which grow more organics but which produce more waste in the form of organic and chemical residue and leftovers. -Organics Extraction Centers which directly extract organics from across the entire planet but which totally obliterates the environment. -Standard Radioactive Processors. -Nuclear Reactors requiring uranium or plutonium which produce a far greater amount of radioactives but which cause large amounts of radiation. -Large Nuclear Reactors requiring plutonium which can rapidly produce immense amounts of radioactives but which can reduce a paradise planet to a highly radioactive uninhabitable wasteland within three years. Strip mining. Orbital ships which rapidly extract massive amounts of materials but which degrade the value immensely. You can only strip mine so much; then the planet is only a core, which will explode because of the energy generated inside. This will form an asteroid field. Random events like the sudden collapse of moons or even planets, inhabited or not, into warp points, stars, storms etc. Combat inside ships. Similar to planetary combat only then with marines. This would require the creation of more types of marines, but would make boarding action much more complicated. Marine Infantry Troops which are strong on planets but even stronger on ships. They can be carried by ships to assist in boarding action or defense. You can design your own marine troops with things like body armor, zero-gravity armor, atmospheric insulation suits, assault rifles, demo charges, machine guns, plasma flamethrowers, etc. etc. etc. Guerilla warfare. Covert operatives on enemy planets which can commit acts of sabotage, espionage and assault. This in accordance with the Covert Operatives I described. Religion. You can have several levels of religious devoutness: -Atheist; no religion -Lightly Religious -Moderately Religious -Deeply Religious (the advanced trait should be renamed "Apllied Religious Beliefs" or something) -Psychotic Devoutness (i.e. all other religions / levels of devoutness are heathens, and must be utterly exterminated) This scale also influences the need for religious structures on planets. Lightly Religious people don't actually need much, though a planet with 5000M or more might require a minor centralized temple, Deeply Religious people will demand several temples of different types, which increase as the population grows, while psychotically devout people might actually want more than half of the planet's facility spaces filled with religious structures - like Temples, burial sites, meditation centers, religious educational facilities and so on. There can be several types of religion; large religions that have followers in several empires, smaller ones confined to a single one, religions that exist only on a single planet, etc. More Advanced Traits that unlock tech areas. More moddability... not possible, you might say, but I'd like to have the ability to renamy Minerals, Organics and Radioactives and would also like to be able to add new types of resources. Tugboats. Criminals/pirates/refugees/enemy spies/etc. and police/FBI-ish thing/Special Forces/etc. More may be coming. |
Re: SE5, Tell Aaron what\'s on your Wish List
The idea with colony ships is that it's a huge effort to build all the infrastructure for a settlement in a (trans)portable form. If you could have units of some sort that are as expensive as colony modules but can be launched from some really huge ship instead of the ship itself being consumable that would probably be workable. You're free to build warship hulls with colony modules, after all. So it's not like the game requires that all colony ships be slow and vulnerable.
I agree that the completely universal interchangeability of cargo space is a bit much. We need 'population quarters' to be reinstated, at the least. Some additional cargo classes might be good or might make the game unnecessarily complex. Remember that the AI has to be able to play the game, too. http://forum.shrapnelgames.com/images/smilies/happy.gif Yes, we've been asking for more detailed ground combat for a long time. He claims it will be 'slightly' more ocmplex than SE 4 was, but doesn't give details yet. It would be nice if you could recover troops from a planet if it looks like they are going to lose and be slaughtered. Ammunition apart from generic 'supplies' is in the game, as 'ordnance', and has to be generated just like generic supplies. Having the actual freighters that move supplies in the game would be a nightmare. It would make a bit more sense if planets that were blockaded couldn't build with anything but locally produced resources, though. http://forum.shrapnelgames.com/images/smilies/happy.gif And when your empire gets cut into large chunks by stellar manipulation the chunks ought to have to function independently rather than having resource transports magically bridge the gap that your warships cannot. Races should have a much more persistent sense of identity, yes. We are hoping that the AI for SE 5 will be more advanced and cause alien populations to take much longer to settle down and accept citizenship in a new empire, especially if conquered by violence. The same goes for 'slavery' of various sorts and even 'xenophagy' by predatory types like Kzinti. Many people have asked for more complex interactions of populations. Hopefully that means MM is motivated to develop it. MM has stated that it will be possible to have populations and resource gathering in space so at the least we will be able to play 'nomads' properly. Perhaps some other types of play will be possible, as well. Mines are badly in need of some articulation. The 'all or nothing' problem so prevalent in the SE series is really bad with mines. Yes, we need mines to have actual rules for variable chances of detection and variable chances to hit a given ship. So far MM has not said anything about if or how mines might change. Boarding combat is very small scale for a game like SE 5 to cover in any detail. Sure, it ought to take more than one round to decide. It ought to be possible for a ship to spend many rounds being fought over and possibly unable to actually attack anyone externally. But going into details of weapons and defenses for boarding troops is really getting micro-management crazy. Yes, retreat is supposed to have returned in SE 5. Whew... I'm out of replies for now. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
I agree with you, but I still think that it is handy to use resource freighters, if then only for enormous amounts of resources. This would make blockades (and blockade runner ships) much more useful and important. If you've got a massive fleet yard in a system with only one warp point, and the enemy blocks that warp point, you've got two options in SEIV:
-Open another warp point (but let's say you can't, you haven't got the tech or you've disabled it in the setup screen) -Fight it out. But your fleet yard is on the far side of the warp point, and the enemy fleet is very large. I think it would be handy to be able to "run the blockade"; Build small, fast resource ships in fleets of about a hundred with a high speed and a small individual carrying capacity, load them up with resources and run the blockade. You might lose a few craft, but you're almost assured a lot of them (and with them a lot of resources) get to the other side. Then, use your fleet yard to build more blockade-runners, and go on like this until you've got enough materials in your fleet yard to construct an assault fleet big enough to destroy the blockade. Also I'd like to see something like "hyperspeed" or "afterburners" during combat, i.e. sudden bursts of speed that might put you at an advantage; attack an enemy fleet head-on and hyperjump a few of your ships to the rear of the enemy fleet. They'd have to defend two sides. This would make the odds more favorable to you. And, fighters must be able to jump. In SW, fighters have small hyperdrives of their own, and in ST, even small administrative shuttles have warp drive. So why can't you simply send your fighters through a warp point? Gravitational stress? Design a component that's fairly large but which provides "Gravitational Shields" so that the fighter can cross interstellar distances. The sheer shock/psycho-horrors/neural energy fields/etc. that will kill a pilot/drive him mad/etc.? Same as above. You also need to be able to lay mines in combat (to protect your supply ships, for instance) or to determine the pattern of your mines. I.e. a hollow cone in front of a warp point might be more difficult to lay (less mines per turn) but might be harder to detect. A cube would be easy to lay but also easy to detect. A hollow-cylinder-sort of shape would be harder to lay but would increase explosive effectiveness (damage) of the mines. You could also have something like a "control net" or "delay detonator" for mines to allow for greater effectiveness. If a mine explodes when the bow of a ship just peeks into the minefield, it would not inflict much damage, and the ship would turn back immediately (which it doesn't in SEIV) but if the explosion delay is larger, the ship might be well into the minefield before the mines go off, making sure it's severely damaged or destroyed. Mines don't need to destroy ships outright. You could set them to disable enemy vessels so you can capture them and tow them to your territory for analysis. (did I spell this right?) How come you know EVERYTHING about a ship as soon as you enter combat? You shouldn't be able to see everything, least of all the weapons, of an enemy when you start combat. Then, when you expect the enemy to fire an APB, you'd be very surprised if they fire a Graviton Hellbore, and vice versa. Just because a ship is brimming with ugly-looking bLaster turrets doesn't mean it even HAS bLasters. You should also be able to modify the appearance of your ship as such. I.e. if you've got a freighter, put some nasty-looking things that look a lot like weapons batteries on it, so smaller enemy raiders might be deterred simply by its look. You could also design a warship without any external signs of weapons - retractable "lids" on the weapon muzzles that slide open when ready to fire, engine nacelles that provide nothing but topedo fire (or are torpedos in themselves) - to lure a smaller enemy ship into combat, making it believe it's attacking an unarmed ship, and then kick its ***. Conversely, you might design a battleship with all weapons clearly visible and use it as a freighter/convoy/colony ship/etc. escort to deter enemy attacks. Two words: Boarding Shuttles. Ship sizes that require certain types of weapons to be on the ship in sufficient amounts; for example, a Corvette (a real-life torpedo boat) might require to be half filled with torpedos/seekers, and so on. You could also do this with certain Design Types; i.e. (what does i.e. mean, actually?) Torpedo Corvettes might (see above), Graviton Dreadnoughts need things like graviton hellbores/tractor-/repulser beams/etc. Design Types that can only be used with certain ship/vehicle types/sizes. A Meta-Colony-Ship can't be the size of an Escort (150 kT), but need to be larger than 800 kT. Population Evacuation Transports need to be 500 kT or larger, etc. |
Re: SE5, Tell Aaron what\'s on your Wish List
More kinds of "generic ship sizes" or "warship hulls" as they're often called that don't have warship-like names (who has ever heard of a battleship designed to carry population) but more civilian-like names, like "Small Courier Ship", "Large Courier Ship", "Generation Ship" and such.
Generation Ships! Perhaps even the possibility to BE a Generation Ship instead of an Empire when you start. You have a massive ship as your "Homeworld" and you can conduct research/intel/construction/storage/etc. there. You still have the Empire control over your dominion, and you can settle on planets, but you can also become an "Empire-for-hire" conducting missions for others, like hunting down a group of pirates, transporting such-and-such amount of such-and-such goods/resources/population/whatever to planet(s) there-and-there. Building your own Generation Ships as an Empire, designed truly to Last for forever, and setting them out on a voyage across the stars. This can be handy if you have immense maps (think 5000x5000 ly) and you want to settle another part of the Galaxy. You would lose control and the Generation Ship will act like a single-ship Empire. When it settles an appropriate planet (you can set it for different options, like "first habitable", "first colonizable", "highest value in resource [...]", "best conditions", "largest", or a combination of these) it will become a new small Empire and when you make contact with it again it might join you, or might choose to become a protectorate of you, or the gap might be too great, the colonists are not from your race any more, and they will remain independent or even declare war on you. Bigger maps. I mean, OK, fully colonizing an area between 500x500 and 1000x1000 ly is OK, but I would also like to have the ability to play on maps over 5000x5000 ly (remember our own galaxy is 100000x100000 ly) or larger, where you might not encounter aliens until you've played for 650 years, and where alien life might be everywhere or there might be only three races, or even one. Would add to the realism: "We are not alone...", remember? Maybe we are. You never know until you've encountered the "Little Green Men" (or ravenous, 60-ft hairy feline carnivorous monsters). They can be only 10 ly away, but could also be on the opposite corner of the Galaxy. |
Re: SE5, Tell Aaron what\'s on your Wish List
The option to have more micro-management (in the options screen or yes/no questions in a Data file). I'm a big fan of micro-management, so I'd like to have the ability to micro-manage down to the very component molecules of my ships/bases/planets/etc.
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Re: SE5, Tell Aaron what\'s on your Wish List
Wow. I think you're, like, the ONLY person I've ever heard say that...
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Re: SE5, Tell Aaron what\'s on your Wish List
Personally Im a fan of micro-management also. Not sure how low but I would be happy with a game which is 90% managing my empire and 10% conflict. I tend to do that by soloing playing on maps as large as I can possibly get them. Usually larger than any game designer thought made sense for their game. I like exploring, discovering, developing, preparing.
Which is also why I do alot of thinking on ways to get maps even bigger without hurting game play. |
Re: SE5, Tell Aaron what\'s on your Wish List
Yeah, that's exactly what I like, too. I often play strategy games more for economic/exploration/construction/infrastructure/etc. than for combat. The most fun I had with the ancient strategy game "M.A.X. Mechanized Assault & Exploration" was a hot-seat vs myself, where one player built a small, tightly defended fortress, while the other expanded indefinitely creating a huge base with dozens of Habitats and Research Centers. It's still running.
And I also like Europa Universalis II for its micro-management, with leaders, religion, diplomats that can insult or praise another nation, claiming another nation's throne, the extensive treaty system (would be nice for SEV too, with the victor getting to demand stuff from the vanquished), attrition for armies/navies, rebellions, random/scripted events that reflect actual historical situations, etc. Oh, and certain scripted events would also be welcome for SEV. |
Re: SE5, Tell Aaron what\'s on your Wish List
Ooh, ooh, ooh, great idea (I think):
Moving systems! Our own Galaxy rotates slowly. If this would be incorporated into SEV, that would be REALLY nice. You would then have to monitor the movements of stars, and warp points could tear apart due to gravimetric shear or something if the rotation is too big. Also, it would be nice to have some sort of "anomaly" (massive black hole, dimensional rift, space/time continuum distortion, etc.) at the center of the Galaxy. This is what astronomers think might be true; something at our galaxy's center that keeps us together. Also, if you would be able to play in an entire Galaxy instead of just a sector, it could be nice if there were perhaps more - say, a map with two small galaxies moving slowly towards/away from each other. I've seen artists' impressions (based on actual scientific data) of two galaxies colliding, moving through each other. This would be difficult to incorporate, I know, but would offer a massive bonus to variety in gameplay; if two galaxies cross, systems might be annihilated or might hang on to another galaxy, warp points are destroyed or redirected, planets/stars/anomalies/etc. exchange between the galaxies, and so on. You might suddenly have half your Empire marooned in another galaxy. Perhaps you should look into the possibilities of communications; i.e. comms signals take time to travel, and so if a scout ship is far away it might be a while before it responds to new orders. And, in the beginning of the game you might need "courier ships" to ferry comms Messages between Empires, making it possible for a third party to intercept your Messages. Also, how come all races speak a common language right from the start? You could need to research some sort of Advanced Linguistics Programme to enable linguistics to decipher alien Languages so you understand their Messages. Later on, you might be able to research some sort of "Universal Translator" or something. Here, Psychic races have an advantage; they can read the mind of an alien and determine what it is it's saying. |
Re: SE5, Tell Aaron what\'s on your Wish List
Combined research/intel projects. This would be especially handy with intel. This way, you can combine intel projects to run them at a lower cost at a single target.
I.e.: You start a project. After 0.5 years, the target planet's food is poisoned. The next month or two, spies incite rebellious movements to lower the population's happiness. Then, after another few months, you place Puppet Political Parties to make the planet like you better. If that doesn't work, your spies incite rebels to take over the planet and turn it over to you. Then, you redirect the crews of ships and bases in orbit automatically, and then capture them. You can do this in SEIV, but this requires frequent visits to the Intel screen. I know I said I'm a big fan of micromanagement, and I still am, but I don't want to have to select the same planet from a list of possibly hundreds of worlds. Also, intel acts don't really influence one another; they're separate entities, not an ongoing project. For example, in the above mentioned situation, the poisoning of the planet's food will reduce happiness somewhat and make the citizens somewhat less loyal. This in turn makes inciting rebels easier, since more people will want to help, and this in turn improves the success chance of the entire mission. This is something you don't have in SEIV. Btw, how can you be "promoted"? (I.e. from Private to Sergeant etc. all the way up to National Security Advisor.) |
Wow. I think you\'re, like, the ONLY person....
I too like the micromanagement aspect of this genre of game. I also like the combat part too, as I started my gaming intrest in military wargames in the 70's. The problem with combat (usually) is the AI can never keep up with a human player as the game progresses. Technology tends to overwhelm strategy and tactics. Both of which diminish the tension in the game, I find I enjoy games best when there is a high level of uncertainty or tension present. Try playing SEIV with a very limited technology tree for offensive/defensive weapons, sometimes this can lead to some very tense moments!
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Re: Wow. I think you\'re, like, the ONLY person....
Yes, you're right. Once you've got better tech (and implement it on all your ships/bases/etc.) you've got the upper hand. Then, it's simply a matter of driving them out of the galaxy.
Also, I would like to see more pics for components/facilites and the like. Also, more open slots for beams/torps; if you make a mod with a ****load of weapons, it would only be realistic if you've got a ****load of displayed beams and torps to go with them. As it is, you can't make much more than six new beams and four new torps. What if you've used all beams and torps, including open slots, but still need more displays? And I also agree with (whoever it was, can't remember) who said that MM should get rid of the Components.bmp/Facilities.bmp file and simply shrink the image. This way, modding images is easier. |
Re: Wow. I think you\'re, like, the ONLY person....
Look, I'm sorry if I overreact sometimes (my first post was just over SIX PAGES long), but I get like that sometimes. I've got so many ideas...
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Re: SE5, Tell Aaron what\'s on your Wish List
Different Government Types!
Like, not just the "Empire Type" box you fill in at the start, but starting government type - and you should be able to research more types later on. However, this musn't affect the "Empire Type" of your race/conglomerate/whatever. (though having a despotistic tyranny and calling yourself the "Enlightened Democracy" isn't really fair to your people) Also, you need to be able to change the "Empire Type" and "Emperor Title" during gameplay. Perhaps even the "Emperor Name" to reflect political changes (such as elections, assasinations, rebellions, etc.). Examples of government types: Start: Tyranny Feudal State Monarchy Democracy Republic Later: Multi-Racial Conglomerate Interspecies Federation Imperial Parliamentary Democracy Transcendent Civilization and the like. There should be more, but this is just an example. Each government type affects you in a different way; for example, Tyrannies produce more resources and construct things faster, however it will be harder to keep your populations happy. Democracies will make for happy populations, however production/construction rates will drop slightly. An Imperial Parliamentary Democracy will have pretty happy people and a strong fleet, but diplomacy will be harder to conduct. Transcendent Civilizations have ENORMOUS bonuses to research and intel, will be extremely happy no matter what, but their weapons will only be about 20% as strong as normal. There should also be tensions between different governments, i.e. Democracies will attack a Tyranny more often that they do a Republic. Races should also have preferences for certain types of government, for example the Terrans want a Republic, the Toltayans cling to their Feudal system, and the Imperial Dynasty (a custom race) will like Monarchies or Imperial government systems better. |
Re: SE5, Tell Aaron what\'s on your Wish List
I still cling on to my idea of resource freighters and independent organizations. That way, if a system is being heavily used (think like homeworld system, interstellar trade hub, large-scale fleet yards, etc.) you see lots of small ships flying around. This can also be an indicator if a system is being used heavily commercially as you first enter it. These ships should not only be freighters and organization's ships, but also randomly generated things (like interplanetary cruises, interstellar passenger ferries, luxury yachts, and so on) that increase in number as more people are in the system. This also makes it easier to spot a trade center.
Also, you should have the option of building a "Ring Station" around a planet. Designs for these have already been made. This would be a ring around a planet, with surface-to-orbit cargo lift tethers, docking bays, habitation quarters, storage spaces and the like. This would have to be very expensive, but when it's finished you should be able to have more population and cargo space (say 10% more) for the planet. And btw it looks really nifty, to have a ring around a planet with all sorts of small ships (as described above) docking/landing/launching from it. It might be too much animation, though, and it might cause you to lose the general overview later on in the game (especially in your homeworld system and trade centers) when hundreds of small ships are present. However, it still should be implemented, I think, so you can have blockades of systems or even sectors. That way, it's more realistic. |
Re: SE5, Tell Aaron what\'s on your Wish List
I'm sorry if I'm raving on and on.
But, that's me. |
Re: SE5, Tell Aaron what\'s on your Wish List
No problem man, suggestions are always good! Though I must say, it's going to take a while to read through all your suggestions! http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
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First of all, you'd see that many of these suggestions have already been made (and accepted by MM) if you read the chat logs at spaceempires.net http://seirc.spaceempires.net/archives.php Governments, for example, are already in. No word yet on exactly how many types there are and what effects they can have, though. The debate over actual freighters has been going on for ages. Very few people want them, so you are not likely to win. http://forum.shrapnelgames.com/images/smilies/happy.gif But some people have suggested 'trade routes' that are explicitly marked on the map so you can deliberately blockade them. This sounds like a reasonable compromise, but would still require MM to add some features to the game that might take some time. Given how many things he wants to do this might be relatively low priority. |
Re: SE5, Tell Aaron what\'s on your Wish List
Another thing I'd very very very much like to see:
Shared Planets. I know I've stated it before in my first post as "Planetary Surface Use", but this is slightly different: Have the option (selectable/random) of whether or not you start off on a planet together with another (or more) spacefaring race(s). They could be high-level Primitives (or low-level ones), Neutral Empires or even full-blown Empires of their own! Think like, for example, the Earth: As it is, if SEIV (or V) were to suddenly become a reality, you'd have at least three to four Empires: -The US (duh.) -Europe (with the ESA) -China (they just launched their first space mission, remember?) -And perhaps Russia. Maybe even more. Now, they all start off on the same planet (the Earth) (duh) and so in SEIV there should be a sudden ground conflict between these powers (and other Primitives - think India (relatively highly developed, with nukes), the Middle East, South America, Africa, the Amazone Indians, Micronesians and so on) where one would emerge victorious after a while. Is this realistic? No. The US versus China and India alone (leaving Russia, Europe and all others out) would mean nuclear doom. Instead, it's perfectly feasible that multiple nations continue to exist when interstellar travel is discovered (provided we don't almost wipe ourselves out with nukes first, in which case the world will unite into a happy nation, yeah right) and so in SE you'd have multiple Empires of the same race originating from the same planet. Why not put this into SEV? Would also be nice if coupled with a sudden alien invasion - the aliens land on the planet and attack the humans, who will then almost certainly seize the opportunity to settle differences once and for all, so you've got several parties fighting at once: -The USA, Europe, the Russians and the Australians. (After all, we filthy rich countries (Russia somewhat excluded, but perhaps not in 2400) must stick together to prevent the hungry, poor masses getting their filthy hands on our precious money, no?) -The aliens. -India. -South America. -and so on. This would make for a VERY interesting game. |
Re: SE5, Tell Aaron what\'s on your Wish List
Mines that have the ability to lock themselves on the hull of an enemy ship and explode after a small while. Ever seen the Enterprise episode where a Romulan mine got attached to the hull and pierced Reed's leg? That's the kind of thing I'm talking about.
Crew Amounts; i.e. a ship has a maximum amount of crew of such-and-such. If the amount of crew falls under such-and-such performance will suffer. If a ship with less than minimum crew arrives at a planet or manned space station (mastercomputers don't count, unless you've got redundant crew quarters) the crew will be replenished. If too few crew are available, the ship will be put on Standby - like Mothballing only then you don't need resources to reactivate them, just crew, and going on standby goes automatically and can't be toggled on or off (until you've got enough crew). Crew rotations can be set to Automatic, Manual or None in the game setup screen - None, standard SEIV type, crews have experience but don't do anything else, Automatic, if redundant crew is present they'll board other ships in the sector automatically, Manual you've got crew rotation under your control. Crews can also be used to defend from boarders - now, if you've got a Baseship with a ****load of crew quarters and no marines/boardingdefense, and a boarding ship drops 20 stinking marines, the ship is captured. HELLO?!? |
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Re: SE5, Tell Aaron what\'s on your Wish List
I'm sorry if I'm cluttering this forum too much, but FINALLY I've got a chance to let my creativity go to the limit... and beyond.
This is an opportunity the likes of which I have never seen before, and I like it very much. |
Re: SE5, Tell Aaron what\'s on your Wish List
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As for communications delay, I remember playing a game which incorporated this, and to be honest it was a royal pain. One thing I always seem to be saying is that fun is more important than realism. Sure, communications lag is realistic, but what does it add to the game? I'm not going through & replying to the rest of your suggestions, because I agree with 98% of them. As for your question about the 'promotions' they're based on the number of Posts you have on the forum. 50, 200, 500, 1000, etc... Oh, & since no one else seems to have said it, welcome to the forum! |
Re: SE5, Tell Aaron what\'s on your Wish List
And have some cheese. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
NARF'S BACK!!!!! http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/images/smilies/laugh.gif
spamspamspamspamspamspamspamspam http://forum.shrapnelgames.com/image...ies/tongue.gif http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
MODERATOR MODE
PLEASE KEEP ON TOPIC IN THIS THREAD. (Tying it up with off topic Posts detracts from the purpose of the thread.) Thanks. |
Re: SE5, Tell Aaron what\'s on your Wish List
Is there a link or post that details a majority of what is already known to be in SEV for sure, and maybe some ideas that are being toyed with?
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Re: SE5, Tell Aaron what\'s on your Wish List
No not at this time. There was a chat Last month with Aaron on #spaceempires and the log is over at www.spaceempires.net where Aaron mentioned some things.
I don't know what is in the game, but if SEIV is an indication, then I will bet we will see a lot of the suggestions listed here, and on the yahoo Groups in SE V. The two biggies are ground combat and hero's. Aaron said that ground combat is something that will most likely be the same as in SEIV, but who knows. You'll have to read the chat. The same thing for Hero's. Albeit, I think my suggestion for Hero's was the best. http://forum.shrapnelgames.com/images/smilies/happy.gif Any ways, there is no list as to what will or will not be in SE V that I am aware of. And I would not bother Aaron with one just yet. I am sure as the game gets close to Demo, a list will be published. |
Re: SE5, Tell Aaron what\'s on your Wish List
AgentZero, as for your statement about Russian, it's pretty simple (I think):
You detect what the other person is thinking. Even if you're only thinking in abstract text, you will automatically trigger memory "files" with related subjects, which incorporate images. You can extrapolate what the other person is saying through analysis of these images. Also, Psychic races should be able to generate more intel, as they can scan the minds of their opponents, and they must be able to contact all other empires they don't know but someone else does when you're talking to that person. You scan his mind for communications channels, and you input them into your diplomatic computer (or whatever the hell you use, slaves, etc.) so you can contact them. Also, I've had some ideas: Planetary Cloaking Facilities. These can be various types of facilitites that hide, for instance, cargo, facilities, orbital objects, entire moons, or even the fact that the planet is colonized. This could be an easy way to deal with an enemy fleet: Take one of your most important planets (your homeworld for example) and construct massive space defenses - sats, minefields, starbases, ships, fighters etc - and then cloak them. The enemy might be duped into thinking your homeworld is defenseless. When his fleet attacks, he'll have a surprise waiting for him... Also, you should be able to activate/deactivate planetary cloaks during combat - hide defenses or weapons platforms, for instance. Power Generation. Sort of like supplies for planets. Power can be generated by a Power Plant or something (or you can upgrade the standard power plant always available, and build secondary reactors) that generates a certain amount of Power. Simple facilities, like miners, farms, etc. always work, but things like atmospheric reprocessing plants, planetary shielding, ship/fleet trainers, etc. require power to operate. This makes regulation of these things important; now you can simply colonize a tiny moon in a system and build planetary and systemwide stellar manipulation shielding facilities, but do you have any idea how much power these things consume? How is a tiny moon capable of summoning that much energy? You might say that tiny moons won't be able to change their atmosphere, because they've only got one slot for facilities and you need power for the reprocessor, but this need not be an issue; each planet has its own small power source that is not a facility so it doesn't take up room. The amount of power generated is dependent on planet size, population present, and upgrade level. You can build additional Reactors (which take up cargo space, similar to weapons platforms) or even whole new Power Plants (which are facilities). You should also be able to construct things like Solar/Nuclear/Fusion/Antimatter/whatever power sats/bases/ships and power relay sats/bases/ships. Non-planetary power sources (think solar satellites, nuclear power plant space stations) also generate power (dependent on things like stars in a system, amount of Radioactives in your storages (which are consumed by nuclear power plants unless you can supply them with uranium or plutonium), amount of Antimatter in your storages, etc.) and transmit it down to the planet. Power relays transmit power between power sources and planets, between planets, or between systems. You don't need a relay for orbital generators. Comms ranges. You can only directly control a ship within such-and-such range of a planet, such-and-such range if it has a transmitter of level such-and-such, and you can drop relay probes (which can't be attacked, produced or carried, but which simply cost a certain amount of resources) in deep space (like Enterprise did). If a ship gets out of this range, it will try to follow its orders, then return to within your comms range via the shortes/safest route. If you want your ships to perform deep-space exploration missions outside comms range, you need to issue them orders first (i.e. explore for at least 10 turns/5 systems/2 empires/10 habitable planets/etc. or a combination of these) and they will carry out these orders. Also, explorations/discoveries made outside of comms range will not be visible to you after the ship reenters comms range. This need not necessarily apply to inter-Empire communications, but there should be a toggle in the Setup screen to choose whether you want it to or not. Thnx AgentZero |
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Re: SE5, Tell Aaron what\'s on your Wish List
ALL the suggestions I have seen here and elsewhere are, to some degree or another, cool sounding. BUT, above ALL else I would like to see all these options for a game be 'settings' that you can choose to be "on" or "off" when you set up the game. That way, the "stock" SE5 could approach many of the aspects of mods - making it much more customizable and more appealing to people who don't use mods (for whatever reason).
For example, SE4 currently has settings for "universe size" - why not simply expand that to an entire array of settings. Put them all into a separate "Advance Start-Up options" screen that the average joe won't ever go to, but that if someone wanted to set up a game with all sorts of options they could... Thanks, Alarik |
Re: SE5, Tell Aaron what\'s on your Wish List
You're completely right.
And I now I've said it about two times before, but I still think it should be implemented in SEV: Bigger Galaxies. I think it's best of you have a dialog box (like was proposed for maximum amount of ships/units a while ago) where you can input length&width of the galaxy. There should be no maximum, but I know that's practically impossible, but I still think you would have to have the option to create IMMENSE galaxies (IMHO something in the order of 500000x500000 ly or bigger) and to have a maximum limit of something about the size of the Great Wall (large group of galactic clusters, near our own cluster - galactic clusters consist of many galaxies (ours is called the Virgo cluster), and the Great Wall consists of a VERY large amount of clusters, in an approximate wall shape. so its at least several billion (or trillion) lightyears wide. I'd like to have the option to play in maps of that size... won't have made contact with aliens after 5000 years of real time lol http://forum.shrapnelgames.com/images/smilies/happy.gif (no, but seriously, with modern-day computers, a feasible maximum would be about 10 million x 10 million ly or something, excellent for multiplayer games, you can have games going on for years)) (this would also open up options like i stated before, of multiple galaxies to play in) (but you would have to have an unbelievable amount of maximum systems, like millions or billions of systems, which would make gameplay not only VERY complicated (no objections to this, btw) but also VERY large-scale if you do it right. think your galactic empire shouldn't be limited to a puny 255 systems? Simple, conquer 255 thousand systems! Then take 255 MILLION systems! lol This would create a real "Massive Galactic Empire/Republic/whatever feeling, would appreciate it very much Aaron http://forum.shrapnelgames.com/images/smilies/happy.gif) Sorry if the above is an unreadable mess. Just print it out and take a weekend to decipher it. If it takes longer and you get fired/dumped because you didn't show up for work/your girlfriend/wife for a week, don't blame me, I'm simply putting my thoughts into text directly, without barriers in between http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
I think "larger quadrants" are one of those things that is going to be in. But, I doubt that they will be THAT big...
http://forum.shrapnelgames.com/images/smilies/happy.gif I totally agree that quadrants should be bigger... But...I was just about to also write that it seems to me that it would be very unusual for someone to want to play in a game with 250 Million systems...*however* I just realized that the coolest use for such a thing would be to provide a "real-time" background universe for role playing. For example, if I was still GMing space opera RPGs, I would use my empire in a certain game as the backdrop for it. If one wanted to run a "realistic" Traveller (or whatever) RPG game, one could set up an SE5 game in the largest possible universe and run a turn in it every time "RPG-time" advanced...that way, you could use SE5 to provide your RPGing with a living, breathing background universe...that would be nifty as heck. Hmmm...the possibilities are pretty vast, especially once you factor in modd'ing... I might ust get backinto RPGing if ultra-large SE5 universe come about... -Alarik |
Re: SE5, Tell Aaron what\'s on your Wish List
Yeah, I know it's going to be a loooooooooooooooooooooooooooooooooooooooooooong game if you have millions of systems to explore/colonize/conquer, but it would, IMO, add to the fun.
As I said, there should be a dialog box for the length/width of the galaxy with a maximum allowable value of something in the order of 10 million... I know it's gonna be 1 million grid squares, but it would be fun. Also, add a dialog box to set the "average gridsquares-per-system" where you could specify the average number of empty grid squares for each system with a minimum of about 5-10 so you could play on a tiny map crammed with systems so a warp point opener level 1 (100 ly, ie 10 gridsquares, ie standard, not modded) could be used to reach dozens of systems without moving. The maximum should be about 100 or something, so you can play on a gigantic map with only a few dozen/hundred systems, making warp point opening less easy, and you need to plan out wp rooutes to get to a system just beyond your reach... would be interesting for trader-games! (Trader-games are something I dream about sometimes... games where the main part is not necessarily "colonize, research and conquer" but "trade for prosperity". There could also be a small amount of small Empires that were the only ones allowed to go to war with each other, as mercenary-style empires, and such empires could be hired by any party to attack any other party (perhaps even the large trading-empires) for money. This could be fun for the small mercenary-empires, playing two empires against each other by drawing higher and higher bids from them, or driving bids up yourself by stating another empire made you a better offer. That'd be nice to play, with lots of diplomacy involved - and backstabbing. For instance, you covet the systems occupied by one of your Partnership friends, and so because you still want to keep the treaty you hire a mercenary empire to attack the other covertly so you can colonize his former planets. I have even made the "Star Credits Price Table" for these types of games; i.e. "I attacked that planet for you, you owe me 1000 SC" "I can give you 20k organics, 10k rads, and 25 medium fighters" "You bastard! That's only 700 SC! I want my payments! Now!" etc. Exchange rates are fixed - boarding ships, racial-specific ships, etc. to hire/buy, 1k of resources is 2 SC, small troop is 1 SC, medium 3, large 5, etc. This makes trading objects (units, ships, planets) much more interesting than trading resources, since it's much more efficient to trade a ship than to trade 10x its cost which amounts to the same amount of SC.) |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
While I am in favor of a HUGE game, there would appear to be some real issues with the computer required to manage all of that information - either you need massive amounts of memory, or you need a totally different structure of the game mechanism to store everything back to disc when it moves on to something else. Would tend to slow the entire experience to a crawl.
The aspect that I would like to see would be to extend the tech trees so that in a large game, you haven't researched everything there is to research before you are half way through the game (I know - it has been mentioned before). |
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Re: SE5, Tell Aaron what\'s on your Wish List
Here's a quick one
Allow for more than 100 letters in the SectType text file. This allows for better descriptions of the planets and stars. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Question is, what do I think of the deal? |
Re: SE5, Tell Aaron what\'s on your Wish List
Yeah, you're both right (Fyron and AgentZero), but I think you should still see the basic type of message - if it's war, you would always see some sort of combat activity (ship-to-ship combat, predators eating prey, and so on). And I don't mean "trigger memory files" in YOUR memore, but in that of the alien. Even though their brain chemistry might work on a miniature plasma ball. You should still be able to get a general outline of what the message is about.
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