![]() |
Re: New features I would like to see>>>>
What I'd like to see added...
1)A retreat order for combat. Besides good ideas from others, How about a teck of a generater or high teck engine accellerater componet, that allows for this retreat from combat, besides these two,the ship or ship fleet must be on the outer edge of combat and stay there for 3 turns, before finally leaving combat?. 2) Overjoyed overpopulated population, When these two cryteria are affected for at least 10 turns = year , then pop will give player a duplecate of the best ship / units / troops?. |
Re: New features I would like to see>>>>
Here's another wish lister: Troop strategy. It would require some changes to the way ground combat works, wth the addition of facility/ population damage and troop capturing.
Invading / defending troops are set to defensive, neutral or aggressive. This affects their performance on the battlefield: Defensive - troops are harder to kill, (30% defence bonus) but they do much less damage (-50% attack modifier). Troops fighting defensively have a good chance of capturing enemy weapons platforms and even enemy troops intact. They will do very little damage to population and facilities. Neutral - Troops fighting neutrally get on additional combat modifiers. They will very rarely capture enemy troops but may well take other units intact. There may be some damage to facilities or civilian mortalities. Aggressive - Aggressive troops get a +30% attack modifier and a -30% defence modifier. They will not take any enemy troops intact and will inflict severe damage on other units, population and facilities. This would enable all kinds of new strategies: set your first troop drop to defensive, so that the battle will Last longer and you will have time to deploy another transport full. Outnumber the enemy and want a quick resolution? Set your troops to aggressive for a fast and brutal battle, but be prepared for heavy losses and severe collateral damage. A defending force might set their strategy to defensive in order to minimise losses in the face of a massive assault force, but that will prolong the battle. I'm not sure what the bst way to set the strategy would be though: A button to click when deploying troops? A component built into each troop cockpit? Perhaps even have it set permanently for each race? (ie bezerkers are always aggressive.) ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: New features I would like to see>>>>
The three things I would really like to see are the following:
1 break-off or retreat option for space combat - it really gets on my nerves always having to accept combat and then spending the whole tactical phase trying to run away from the other side - even when your ships are much faster and should have been able to refuse combat sue to their speed. Obviously, you would have to accept combat in certain circumstances eg transitting a warp point into the teeth of an enemy blockading force; 2 some tactical advantage for defenders in warp point assualts, for example, the attackers being disorientated for the first few combat phases or not being able to bring all their ships through in one wave - this would really add to the power play of the game as a smaller defence force with mines and satellites could effectively hold off the larger force; 3 ground battles, I would like this on a hex map similar to the tactical map, maybe a random relief of the world you are invading - you would then have more room for strategy an tactics, siting of defence bases, troops etc and the strategy options mentioned below would be really worthwhile. Lord knows how any of this would be effected but as it is Christmas, may be MM could some or all of these up in the next patch or SEV or whatever ------------------ sodomis non sapiens |
Re: New features I would like to see>>>>
I would like to see sats have capability to have engine/whatever, in order to move more where you want it on the tactical combat screen once deployed. A lot of times their so far from your planet they become ineffective and you planet gets glazed and they don't even get off a shot
just some ideas mac |
Re: New features I would like to see>>>>
Components that modify other componenets on a ship. X increases value A by amount B when installed on this ship, etc.
|
Re: New features I would like to see>>>>
DOCUMENTATION!!! http://www.shrapnelgames.com/ubb/images/icons/icon8.gif A complete and correct user manual, and a explanation of every aspect and concepts of SE4. The tactical and estrategical depth and the complexity of this game makes it really necessary, IMO. Nearly all that i know about SE4 came from experiments, from Dubious Strategy guide (Thanks, dude http://www.shrapnelgames.com/ubb/images/icons/icon7.gif) and from this forum.
|
Re: New features I would like to see>>>>
1. Tech requirements for CompEnhancements.
So, one race might research "Longer Range" and gain that comp enhancement on all their direct fire weapons, but another race might focus on "Autofire". (Also think of the Unique Ruins techs we could invent!) 2. Qualifiers on Events and Intel operations Each event/intel operation to have a Type and a Severity. For instance; Political, MiningDisaster, Slavery, Experiment, etc... New abilities for races, ships, facilities, system etc... to prevent, aid, hinder or permit these types. So, race A might not get any Politcal events because they don't have a politial system (maybe drones), but they use forced labour so they get slavery events (like revolts) This would be quite a big change though, and probably require that many facilities be re-written. 3. Add way to create components with any ability type, which only function when activated. So you could make an "emergency repair" kit using the repair components ability, but it can only be used once and is then destroyed. |
Re: New features I would like to see>>>>
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Mark Walton:
1. Tech requirements for CompEnhancements. 2. Qualifiers on Events and Intel operations 3. Add way to create components with any ability type, which only function when activated. <HR></BLOCKQUOTE> These are very good ideas. Science become useless once researched all technologies, so in very long games you must scrap all laboratoires to make room. I think this is senseless. Science is always necessary for any race, in any moment of its History. In MOO you could research "hyper-advanced" techs which were useless except for score. I think that some kind of infinite science development is needed. For example Mark Walton's idea of component enhancement. Examples: - Long-range direct-fire weapons I,II,III... - High-energy (Increased damage) I,II,III... - High-Speed seekers I,II,III... - Extra strong armor - High Speed engines - Shields - Sensors - Miniaturization (Same capability but less spce) etc. And for facilities: - More efficient resource-extractors - More efficient system-wide and planetary abilities - Better space academies - Bigger Warehouses etc. With gradual (And big) increments of research point cost (What amount? That's the question). IMO this will make you research all time, running in a scietific race against your enemies. I think this is a better system, and more logic. What do you think? |
Re: New features I would like to see>>>>
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>
"emergency repair" kit <HR></BLOCKQUOTE> Or emergency weapons: One really big gun that's destroyed on use. "In case of combat, break glass." Generally, I'd like to be able to mix & match of abilities and also have them applied to weapons (ie weapon damage is an ability). Then you could have one-shot weapons, facilities which have a positive AND a negative effect, regular engines with an emergency propulsion ability (burn them out for a quick burst of speed)... the possibilities would be practically endless. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> I think that some kind of infinite science development is needed. <HR></BLOCKQUOTE> Mod it. OK, you can't mod _infinite_ research trees but you could certainly make some bloody big ones that would outLast any reasonable game. ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: New features I would like to see>>>>
I think having an unlimited tech tree would be very nice i hate scrapping all those science labs in the late part of the game. Problem is what tech to infinitely research. Some of the areas listed are a good start.
|
All times are GMT -4. The time now is 01:13 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.