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Re: SE5, Tell Aaron what\'s on your Wish List
[/quote]From the sample data file that Aaron posted a long time ago for one of the IRC chats, it seemed like it would be possible to specify the range penalties for each individual weapon exactly as you can specify the damage penalties now. http://forum.shrapnelgames.com/images/smilies/laugh.gif [/quote] I also wonder if we would be able to set specific +/- modifers for weapons versus specific types of targets (ie: Ships, Fighters, etc...) Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
Puke, there's also the problem of SE4 not allowing more than 20 races per game. Once you have 20- even if some get killed off- no more new ones can appear.
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Re: SE5, Tell Aaron what\'s on your Wish List
I would like to see some intelligence in the combat system so that my ships/units will stop firing a specialty weapon (shield, engine, weapon) at a ship when that ship no longer has any relavent components (that are functional). Unless I go in and micro-manage the combat (uncheck all but 1 - okay fire that one; check the next one, etc), the ship will proceed to fire everything it has at a target until it is destroyed. Not just when the available weapon would have no affect.
This is especially frustrating for the single use or long recharge weapons. |
Re: SE5, Tell Aaron what\'s on your Wish List
In combat, if one side can't see the other (due to storms, cloaking devices, or other means of cloaking), they shouldn't be able to fire at them, or at least should have a significant to-hit penalty, even for seekers.
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Re: SE5, Tell Aaron what\'s on your Wish List
On the same vein as Alarikf: the ability to start a (sp or mp) game where you start as a rebel society, i.e. you need to conquer your homeworld first and then need to struggle to survive until you can establish yourself as one of the major contenders for power in the quadrant.(/galaxy.)
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Re: SE5, Tell Aaron what\'s on your Wish List
Also, the ability to start as a "nomad" or "organization" of some sort, with no planets (or even colony bases), just a small fleet of ships with a slightly higher tech level than stated in the setup. Also, when you choose this, your starting tech levels need to be higher as well, to reflect the fact that you do not have the industrial backing of a planet full of population.
And you should also be able to specify the ships you start with to a certain extent - you should be able to choose existing setuos, like with existing empire templates, or you could design your own starting setup. Perhaps with some sort of "credits" system, like the race points, that you can spend on certain ships and extra starting techs. You should also be able to save such an empire as it gains experience - with these experience points being the number of extra credits that you get when choosing them as a starting race. I.e. if you setup a game with starting credits set to, say, 2000, a saved empire with 1500 experience will get 3500 credits. Btw, what does "race experience" do? What's the bonus of a Young race over an Infantile race? |
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Re: SE5, Tell Aaron what\'s on your Wish List
Ok, so then, say, 1 credit per 100 or 1000 experience points. Or perhaps you could "buy" credits ingame from a sort of "trader organization" that has nothing on the map, or by creating a trade with a player stating you want credits in return for what you give. It will not be subtracted from the credits amount of the other player, and it will be a fixed amount. (I created a file once, the "Star Credits Price Tables", to make fair trading possible and easier - SCs were abstract values given to certain attributes, such as unit type, ship size, special ship type, development level of a planet etc. Never looked into it for over a year or so though.)
Also, small (very small) bonuses for experience. Like, when you hit the 1k mark, you can select either +1% to-hit, +1% production of any resource including research and intel, +1% SY rate and such. It should work like the racial setup screen, but with other types to select. It could also add racial setup points, for immediate use. Moddable atmospheres. The ability to set weapon firing speeds to multiple times per second, to imitate a machinegun effect. I would REALLY appreciate that. Some sort of "muzzle flash" option, so that when you fire, for instance, a Gatling Cannon, you see the muzzle flash as you fire, or when you fire your "14-Inch Guns" you see a big fiery cloud emitting from the muzzle and you could see a shell cartridge (or whatever... You know, that thing the bullet was in before it was fired. What are those things called? I forgot.) flying away into space. See your weapons on your ships, and customize the look of your ships ingame! Say, with the Phong, you could modifiy the Battlecruiser to have a flatter top, then place some big 14-inch guns on top that actually work... I say again: BETTER GROUND COMBAT!!!!! |
Re: SE5, Tell Aaron what\'s on your Wish List
Something I'd really like is this: You know when you get the message (during non-simultaneous movement games) when all the ships are buzzing around after the AI's have taken their turns that the colonization of a planet has failed due to another colony already being there?? Well, it'd be great if we could have a message in the message log saying that this happened, and the "goto" button points to the sector where that happened. It'd be nice since when I have an empire spanning 40 systems, I can't always remember the name of the system where the colonization failed, and can result in spending a while looking around for the colony ship that is just sitting around doing nothing.
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Re: SE5, Tell Aaron what\'s on your Wish List
If all your forces in a combat are destroyed, but the combat continues, you shouldn't be able to see the rest of the combat. (Say a 3-way combat http://forum.shrapnelgames.com/images/smilies/wink.gif)
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Re: SE5, Tell Aaron what\'s on your Wish List
Moddable vehicle types. PLEASE.
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Re: SE5, Tell Aaron what\'s on your Wish List
I know, just wanted to underline it again. I REALLY want this. I believe that it would be an integral, absolutely essential part of a future SE:V Capship Mod, as I want to separate capships and smaller support craft.
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Re: SE5, Tell Aaron what\'s on your Wish List
I know that I have suggested this before, but I want to again.
I had a similar idea, but the opposite. A race that is strictly a pacifist in nature and their weapons, via racial trait, are all non-lethal. They target engines, weapons, shields, uses boarding to capture ships, and lands troops to capture planets. I suggested this for a race trait in SEV and I think it’s going to be one. J (Fingers crossed.) Image playing as a Pacifist race where your race is limited to non-lethal weapons. Of course they would have a huge boost in the diplomacy area, and have specialized Intel gather and Counter Intel abilities. Their ships would have better shielding and be faster over all with superior maneuverability. Try playing a game where your best weapon takes out both the engines and weapons of your opponent’s ships. You board those ships and find that your racial trait won’t allow you to use their weapons. LOL. But you gain the ship and can re-arm it with non-lethal weapons. Cool. |
Re: SE5, Tell Aaron what\'s on your Wish List
Some more things that I think would be nice to have.
In the Fleet window, the option to sort ships by speed, damage, cargo, orders, etc. Would make it a lot easer to optimize fleets. I would like to see the option to turn on or off a mines ability to be swept. What I mean is in the component file have a line that reads: Can Be Swept := YES or NO This way we can have some mines that cannot be swept. I would like to see the option to SURRENDER during combat. IE your fleet is toast and you just want to get out of the combat so you can move one with playing. Sure you loose your ships, but at least you won't have to wait several minutes for them to be destroyed. |
Re: SE5, Tell Aaron what\'s on your Wish List
Improved boarding combat...
Basically, make it like planet capture, with hitpoints/damage on each side, and CS/ECM modifiers. Potential for multiple-combat-turn action. Boarding Strategies. - Capture vs destroy checkbox. As boarding progresses, the troops have the option to limit collateral damage in an attempt to take the ship intact, or to randomly destroy components as they go. - System priority: Capture/Engines/Shields/Weapons. The % of security stations which must be destroyed in order to disable/capture each system can be specified in a settings.txt. EG: 50% capture, 5% shields, 10% Engines, 10% Weapons. In order to disable shields (and regenerators to allow reinforcement boarders) and then capture the ship, you'd need to defeat 55% of the defenses. If you forego the shields, and just head straight for the command center, you'd only need to defeat 50%. - Defenses would be damaged and destroyed as combat progresses, allowing multiple waves of boarders to eventually take the ship while facing weaker resistance each time. - Some troops (infantry, perhaps tiny armor units) with an ability allowing them to participate in the boarding defense. Perhaps limited to one troop at a time in the corridors. - Self Destruct would be set to activate with your strategy... "Self Destruct when defenses are below X%" Enough troops attacking at once could potentially overwhelm you in one turn before you can activate the destruct device. |
Re: SE5, Tell Aaron what\'s on your Wish List
It's great to see some of the "old guard", experienced players/modders, still have ideas. I fully concur with SJ, and posted something similar before, but I also want to have the ability to mod in the designing process for boarding parties / security stations. So you could design your own boarding marine forces. If you wanted intact capture, you could just use pulse rifles - not too strong but very accurate, and would thus only damage enemy defenders. If you wanted to destroy them, give your marines demo packs and bazooka rocket launchers.
Also, the ability to board a ship, take out a certain system/comp/set of comps and then retreat. I.e. you lock on to the enemy ship and send your marines to the engines, once they have destroyed the engineering section (engines/repairbay/SY/sat bays) they return. And, the ability to land boarding marines on planets and use them as additional landing forces. And, the option to have something like a "shield interrupter" which will lower enemy shields for a small amount of time, so that a boarding ship can dock with a dreadnought with a massive shield battery. Coupled with that, the ability to mod in something like "to launch fighters during combat you need to lower shields to let them pass", requiring you to lower your defensive shielding while your fighters launch, making you vulnerable to enemy fire and boarders. "Power allocation" during combat - i.e. you have a certain amount of "power" which you can increase by building more engines and generators, which determines how many power units you can consume during a second. The standard power amount should be pretty high, so that you will have enough power to run everything up to a Light Cruiser at full capacity constantly, while large Dreadnoughts need many power cores to supply additional power. NOTE: Power is not the same as Supplies. Example: Your ship generates 200 units of power. You have 20 APBs on your ship, needing 10 units of power each to function constantly and at full capacity. Low power to these weapons would mean less damage/range/accuracy, no power would mean that they won't work. You have shields requiring 50 units of power to remain fully active. Your engines need 50 units of power to operate at maximum capacity. So, if you want your shields and your engines at full capacity at all times, you need to fight with only half your weapons. If, on the other hand, you need much firepower in a short time, you can use all weapons at the same time, but you cannot move and you have no shields. Also, any CS/ECM present on your ship needs power, where higher-level doesn't mean better accuracy/defence, but more power can be allocated to it, allowing for a higher maximum threshold for the CS/ECM. Think something like SFC-type power. (I've only played SFC 1, I don;t know if 2 or 3 operate different power systems.) |
Re: SE5, Tell Aaron what\'s on your Wish List
I would also suggest having double the Majority Weapon Family Pick's as well as double the Secondary Weapon Family Pick's.
Needed for ship design. |
Re: SE5, Tell Aaron what\'s on your Wish List
Related to fleet organization, it would be nice to be able to designate a design's formation priority, and to structure formations by priority.
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Re: SE5, Tell Aaron what\'s on your Wish List
If your fleets are huge (100 small / 50 large ships or more), make it take up more space - i.e. if an enemy ship moves into an adjacent square initiate combat anyhow.
I like the "combat air patrol" idea, perhaps something similar for ships, so that an orbital defense fleet moves to intercept an attack fleet passing by. Would make for strategic options - create several cheap but big and menacing looking ships with no comps except B/LS/CQ/MC, engines, QR and scannerjammer - oh, and maybe armor/shields. Use a small group of those to lure a dangerous defence fleet away from a strategic planet so that another, real attack fleet can attack the planet. When engaging in combat in turn-based mode, make large combat movements cost actual strategic movement. As it is, combat costs 1 movement, but if you move right across the map three times, you've used three movement. Am I right? Well then, why would it still cost you 1 strategic movement? Combat that lasts for multiple turns. Not like it is now, where you have to click "Attack" again every turn, but actual combat taking place at the beginning/end of every turn. If you're playing in strategic realtime mode (will that be available or only tactical realtime? Note: with strategic I mean non-combat system gameplay and tactical is combat.) that would mean that the battle would go on continuously. Idea for SEVI (or SEVII or SEVIII): Scale-less realtime strategic/tactical gameplay. I.e. you don't have combat screens, you conduct combat right in the actual system view, in full realtime. Like in Netrek. (note: only played that game for 45 mins or so total.) |
Re: SE5, Tell Aaron what\'s on your Wish List
I doubt with the new 3d engine that we will see fleets larger than 40 ships or so.
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Re: SE5, Tell Aaron what\'s on your Wish List
Or perhaps the possibility of smaller ships (<400kT) to land on planets even, while larger ships need to stay in orbit. Really huge ships (>10MT or so) can't even enter orbit for fear of plummeting in the gravity well.
Also, warp points should have some sort of gravitational attraction or event horizon, so they suck objects closer in. This would make mining WPs harder as you'd have to re-lay the entire minefield when it's been sucked in and destroyed wy the WP. Also, really huge ships passing by through the same sector should get slowed down or even sucked in by the gravitational pull. You're about to use your DCOMCA on an enemy attack fleet when you suddenly locate it in another system... |
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On a game aspect I don't like this idea simply because of the additional, IMO unneeded, micromanagement. |
Re: SE5, Tell Aaron what\'s on your Wish List
At least the ability to mod it in.
Or you could program in "gravitational pull" of objects, that is measured in kT. That way, when your ship/base gets too close to a stellar object, it cannot escape its gravity anymore, and plummets to its death. This pull would also affect moons, and they would have a high kT rating (say, 500TT (TeraTons)). edit: And btw, why is a simple ship bridge 10,000,000 kilograms in weight? Why is a fighter cockpit one million kilograms? Why are fighters the weight of a fair asteroid? |
Re: SE5, Tell Aaron what\'s on your Wish List
Because it simplifies the record keeping. That, and if you'll notice you don't have to build in most support equipment/ammo/consumables/etc. That's taken care of in the base tonnage.
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Re: SE5, Tell Aaron what\'s on your Wish List
So, to keep the comps in realistic proportions, each ship carries the approximate harvest of the entire planet for fifteen unusually good years in a row? Man, you could feed a crew of ten million for decades on that supply of food... provided it doesn't go off http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
Unless high-powered repulsers are all you've got on your ship as you spot a nice soft target of opportunity like a damaged COMCA just waiting to be pushed into a planet lying somewhere nearby... or repulsers could be cheaper than normal weapons.
And even if it would be more efficient to blow a hole into the ship if you're facing a Heavy War Cruiser, I don't think you'd stand up to a COMCA. My COMCAs usually sport one or two hundred top-lev shield generators and regens... and I think that it'd be far more efficient to push a ship like that into a planet than to try and blow a hole through tens of thousands of shield points with regenerators backing them up, and several hundred units of armor, all the while while the ship is pounding away at you with battery upon battery upon battery of heavy weapons... don't you think? |
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And there is nothing stopping players from sending their entire 100-turn buildup of ships at each other in once combat http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Psuedo turn based combat! http://forum.shrapnelgames.com/images/smilies/wink.gif
Actually the biggest problem would be pathfinding issues. so here's another item for the wishlist: Either have ships pass over each other or please, PLEASE improve the pathing AI. Way too much ship death in SF because of collisions, especially at higher game speeds. |
Re: SE5, Tell Aaron what\'s on your Wish List
And PLEASE DO SOMETHING ABOUT FLEET MOVEMENT IN TACTICAL COMBAT!!!!! It is EXTREMELY irritating to rotate your fleet slightly and have a ship move between two squares endlessly just because some other ship which moves later occupies the square in which it should be. I am SO fed up with that...
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Re: SE5, Tell Aaron what\'s on your Wish List
Please make sure things like this can't happen in SEV:
In a recent invasion plan, I wanted to split my fleet into two, partway through the turn, but follow the same path of conquering for most of the turn. So, I split my one fleet into two, but I only had one minesweeper and had to pick which fleet got the minesweeper and which waited for the backup after they started going separately. Both fleets moved at exactly the same speed, all ships and the minesweeper arrived exactly simultaneously at the first planet in line, but the minefield damaged the fleet that didn't have a minesweeper instead of getting swept by the minesweeper that arrived at exactly the same time, following exactly the same path, just in a different fleet. Minesweeping and mines exploding should be checked only after ALL movement in a day, not in between movements that are supposed to be simultaneous. Also, it would be nice to be able to order ships to join or leave fleets partway through their movement. There should also be a setting to leave damaged ships behind instead of letting the 1% of the fleet that's damaged hold up the other 99% that has very important things left to do that should be done immediately. |
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Plus, I think a ship like that would be smart enough to move out of the way. Plus you're assuming that the repulser would have more range than your main weapons. If that main weapon is a beam or kinetic then there is no reason for this; they would both have a range as long as you could accurately aim it. And douglas; things like that have to happen in a game because it is processed on a computer. That means it can't carry out more than one instruction at a time unless it has more than one processor. The best you can do is have priorities for different unit types. |
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Re: SE5, Tell Aaron what\'s on your Wish List
In my example, I assumed that:
-the COMCA is damaged, and has no engines, and less weapons than normal. As I said, soft target (where "soft" for a COMCA is your average Heavy Battlecruiser). -the COMCA uses weapons with a mount that increases damage but decreases range. -your ship - for some reason - was just passing by. -your ship - for some reason - has been fitted with only a heavy repulser as a weapon. It is unarmed besides that. -that repulser actually outranges the COMCAs remaining weapons, which should be easy, as their ranges are already reduced by a mount. -it is still SE, be it IV or V. In SEIV even if you give a repulser a power of 5000000 it does nor do damage to my knowledge. Correct me if I'm wrong. |
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http://www.answers.com/topic/roche-limit |
Re: SE5, Tell Aaron what\'s on your Wish List
"And douglas; things like that have to happen in a game because it is processed on a computer. That means it can't carry out more than one instruction at a time unless it has more than one processor. The best you can do is have priorities for different unit types."
That's still easy enough to fix. Check for mine attacks at the end of the day and not when a square is moved into. |
Re: SE5, Tell Aaron what\'s on your Wish List
Ship animations during combat. Like, when you have an actual gun turret mounted on your ship, that it rotates before it fires. Also, firing arcs. Most definitely firing arcs. Or at least the ability to mod them in - that stock weapons would have 360-degree firing arcs. With SH's Neo-Icaran set, it would be REALLY fantastic to actually see it maneuver broadside, swivel its guns and then fire. Also, as I said before, muzzle flash and/or shell casings.
Graphical view of ground combat. |
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Re: SE5, Tell Aaron what\'s on your Wish List
Since combat will be based on Starfury, firing arcs are already in the game. I agree that this is an improvement. One of the annoying factors in ship design for SE IV was that you could cram completely unrealistic amounts of weapons into a ship simply because you wanted to. There was no rational limit related to ship size -- like power supply or mounting points! Now at least we have a limit on mounting points. Maybe power supply, too? I'm not sure all of the tactical features of Starfury will be included in the strategic level game. Tracking power levels in hundreds or thousands of ships might get very complicated.
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Re: SE5, Tell Aaron what\'s on your Wish List
Hi, my first post on this site http://forum.shrapnelgames.com/images/smilies/happy.gif so hello all!
The main feature I would like to see would be a more advanced and easier to use Order setting interface, being able to repeat orders with ease - this seemed to be a bit hit n miss in SEIV http://forum.shrapnelgames.com/images/smilies/frown.gif I agree with previous posts a large resource system would be great http://forum.shrapnelgames.com/images/smilies/happy.gif also far harder AI built in http://forum.shrapnelgames.com/images/smilies/happy.gif the spell check feature on this forum is great http://forum.shrapnelgames.com/images/smilies/happy.gif GreyCloud |
Re: SE5, Tell Aaron what\'s on your Wish List
Welcome to the forum!
Building off you, I suggest a selectable repeat - you select what to repeat. Also, planets can't launch infinite units. |
Re: SE5, Tell Aaron what\'s on your Wish List
Hello
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Re: SE5, Tell Aaron what\'s on your Wish List
I don't know they have been mentioned before, but the ideas just came to me today:
1) Overpopulation: It hit me that it seems rather silly to just have planets stop producing population just due to them being at the planets "Maximum" capacity. So heres my idea, instead of stopping when it reaches maximum population a colony will continue to reproduce over what it should be able to hold. As the situation grows worse production rates across the board will drop and happiness will go down as will reproduction rate. 2)Auto-Migration: This would go along with overpopulation to prevent excessive amounts of micromanagement. You could specify areas you encourage your citizens to move to, from other areas. They would of course use vessels to small to be accounted for in-game, other than as some kind of small cost associated with the orders. Heck maybe it could even be a tech tree that ups peoples abilities to move around without you building a giant transportation ship. |
Re: SE5, Tell Aaron what\'s on your Wish List
I'd love to be able to selectively upgrade facilities across the board. However, currently you can only upgrade all facilities unless you do it manually....and I don't have to tell you that's a massive pain in the rear. So my suggestion is to have the universal upgrade be the same as it is now, except that you select the facility types that you want upgraded, and exclude the rest. Hope that makes sense http://forum.shrapnelgames.com/images/smilies/wink.gif
Welcom Delron and GreyCloud! |
Re: SE5, Tell Aaron what\'s on your Wish List
Guys,
I really don't know but I would speculate that Aaron may not be reading this thread any more. http://forum.shrapnelgames.com/images/smilies/frown.gif It lacks organization and is riddled with repeated ideas and off topic discussion. I mean 140 pages of posts with no sense of organization would scare off even the most die hard SE IV fan let alone the game programer. Again this is just my opinion and I am often wrong. |
Re: SE5, Tell Aaron what\'s on your Wish List
I'd like to see a list of what ships I lost when they are destroyed by a minefield. Currently in SEIV the log message does not tell you what ship(s) you lost.
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