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Re: SE5, Tell Aaron what\'s on your Wish List
Don't know if this has been suggested or not (there's a LOT to read through), but a quicker way to create modded galaxies would be nice http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
-----Can we have...?
- the ability to upgrade Ringworlds to Sphereworlds? -the "Neo-Standard" shipset(or a "create your own" type system I posted earlier): *World Ship*, Base Ship, Barge, Scout, Corvette, Huge Troop, Huge Fighter, Infantry Troop, etc.? -less expectation that newbies will or want to start modding?...a complete game with every idea...within reason? -the ability to eventually recreate any thing that is destroyed?...Like, from what I've heard in SE4, creating a black hole is "the end" for that system. I may be mistaken. -the ability to eventually destroy any thing created. Like a single star with a Ringworld or Sphereworld. I heard that you cannot destroy it in SE4. -excellent Ministers? I guess this would coincide with excellent Artificial Intelligence. But I assume this is already a priority. -the ability to travel between any stars without using Warp Points? This should include the ability to alter course to another destination if the appropriate communication technology is available. The travel should be much, much, slower and available from the start. It could be with current engines. This "conventional" travel would increase in speed with engine research; but always much, much slower than Warp Points.it should require no supplies used because it is assumed that the ships are resupplying at lesser systems in between the major systems that are shown on the map. -a highly advanced form of travel similiar to warp point generator but leaves no warp point. -"Stargates"? These could be a later technology that allows special intellegence missions once you aquired a pass code key to the destination Stargate and a means to bypass defenses, if any. The Stargates could also be used for easier and quicker population tranfers via a automatic migration concept. Deciding to constuct a Stargate will also open you up to these new possible forms of infiltration. -neutral/minor empires that are significant in that they are insignificant. They would be so unimportant to the more intelligent races that their empire does not effect the major empires untill the minor advances enough to become a major; they could even be on the same planet together. The minor would then be in the same class as the other majors and can now be conquered, conquer, and colonize other systems in the new class. There could be several layers of classes, perhaps using the empire age system(newborn,young, moderate, ancient, etc.). This would be a great way to play online so that newbie empires are not instantly conquered(this could even be a form of continuous massively muliplayer). Minors could still communicate and trade with the majors to advance quiker to the next class if the majors would even acknowledge them. The minors will colonize and conquer systems between themselves but when one becomes a major in the new class his home planet and technology and ships is based upon his empire in the lower class. Also, remember, all majors of one class are just minors to the next higher class...Enjoy! I don't know all the particulars to programming but "Wouldn't this be cool?!". -Wade |
Re: SE5, Tell Aaron what\'s on your Wish List
If Aaron Hall frequently still receives any of the latest posts in "Re: SE5, Tell Aaron what's on your Wish List" then please state so here. Thank you...a Customer...-Wade
Any others please feel free to comment or elaborate on interesting ideas and concepts you have seen or posted there/here. |
Re: SE5, Tell Aaron what\'s on your Wish List
-----Can we have...?
- the ability to upgrade Ringworlds to Sphereworlds? I don't think this has been suggested before..... good one! -the "Neo-Standard" shipset(or a "create your own" type system I posted earlier): *World Ship*, Base Ship, Barge, Scout, Corvette, Huge Troop, Huge Fighter, Infantry Troop, etc.? Neo-Standard is just a player-created mod. IMO it should remain that way. As for the "create-your-own-shipset" thingamajig, that would simply be too much coding and would require too much HD space. -less expectation that newbies will or want to start modding?...a complete game with every idea...within reason? Aaron is mainly concerned with getting the game code to work right; to let the game itself work right is the responsibility of those who buy it. Leave it as it is, or go and mod it. There's tons of modern games that allow and even encourage modding; why should SEV be any different, especially given the fact that its predecessors were easily moddable too? -the ability to eventually recreate any thing that is destroyed?...Like, from what I've heard in SE4, creating a black hole is "the end" for that system. I may be mistaken. -the ability to eventually destroy any thing created. Like a single star with a Ringworld or Sphereworld. I heard that you cannot destroy it in SE4. Most of this sounds good..... but if a star is collapsed into a black hole, it would mean the end of the system, as planets and whatnot would be pulled in. Also, Ringworlds and Sphereworlds are gigantic, colossal structures in space, and must inherently have immense structural integrity to prevent it from collapsing, tearing, breaking, etc. Hence, it would be very difficult indeed to destroy a Ring/Sphereworld, at least without destroying the star inside it. With Ringworlds this is quite difficult but not all that difficult; simply avoid/absorb enemy fire, fly over the Ringworld's edge and let 'er rip. But Sphereworlds are closed spheres, and its entrances for ships are most probably protected by hatches of the same construction as the rest of the sphere, and hence destroying a star inside a Sphereworld would be very difficult indeed. -excellent Ministers? I guess this would coincide with excellent Artificial Intelligence. But I assume this is already a priority. IIRC, Aaron is indeed working on the AI as a priority project. -the ability to travel between any stars without using Warp Points? This should include the ability to alter course to another destination if the appropriate communication technology is available. The travel should be much, much, slower and available from the start. It could be with current engines. This "conventional" travel would increase in speed with engine research; but always much, much slower than Warp Points.it should require no supplies used because it is assumed that the ships are resupplying at lesser systems in between the major systems that are shown on the map. Suggested many times before. This would simply not fit into SE mechanics, which rely on warp points for traveling between the stars. -a highly advanced form of travel similiar to warp point generator but leaves no warp point. I.e. an FTL drive? See above. -"Stargates"? These could be a later technology that allows special intellegence missions once you aquired a pass code key to the destination Stargate and a means to bypass defenses, if any. The Stargates could also be used for easier and quicker population tranfers via a automatic migration concept. Deciding to constuct a Stargate will also open you up to these new possible forms of infiltration. Sounds OK, but then the late game, where every major planet is equipped with a stargate, would be a total chaos with troops hopping from planet to planet, all planets changing hands every few turns, borders dissolve, etc. -neutral/minor empires that are significant in that they are insignificant. They would be so unimportant to the more intelligent races that their empire does not effect the major empires untill the minor advances enough to become a major; they could even be on the same planet together. The minor would then be in the same class as the other majors and can now be conquered, conquer, and colonize other systems in the new class. Sounds good! There could be several layers of classes, perhaps using the empire age system(newborn,young, moderate, ancient, etc.). This would be a great way to play online so that newbie empires are not instantly conquered(this could even be a form of continuous massively muliplayer). Minors could still communicate and trade with the majors to advance quiker to the next class if the majors would even acknowledge them. The minors will colonize and conquer systems between themselves but when one becomes a major in the new class his home planet and technology and ships is based upon his empire in the lower class. Also, remember, all majors of one class are just minors to the next higher class...Enjoy! I don't know all the particulars to programming but "Wouldn't this be cool?!". Mmmmno. Sorry. Turning SEV into an MMO4XG would simply require too much time, energy, HD space, and servers. MM is a single-man company; do you think Aaron's capable of setting up and maintaining his own server? This is a whole lot different from PBW, you know. |
Re: SE5, Tell Aaron what\'s on your Wish List
Strategia_In_Ultima,
Thanks for your in depth review and some compliments of my comments. |
Re: SE5, Tell Aaron what\'s on your Wish List
I know this is way too late in the scheme of things, but Wade's comments made me want to post these as they are closely related to his points. (I'd bet that these points have been brought up before, but in case they haven't)
Temporary Warp Points I'd like warp points that only last for a limited amount of time. Then a warp opener could open one, move a fleet through and then have it automatically dissapate at the end of this (or the next) turn; Targeted Warp Points I'd really like the ability to target the exit point of my warp points as well as the opening point. There are two ways I would like this to work. 1. Must also have an opener on the other end. (Setting up resonant points that link) 2. Self contained. These options would give modders more ways to set-up unique universes where different creatures react in different ways. I'd still like to have the SEIV warp point as well, but I'd like to see more options. |
Re: SE5, Tell Aaron what\'s on your Wish List
What I want to see is LOCAL Resources ... not empire wide resources.
Be nice if there could be an option, or if this were to be a standard part of the game, to switch the game to use local resources than empire wide. For example, say you have 100k worth of minerals available to your empire which comprises two systems. One system has 40k and the other 60k. I'd like to see the systems be able to share the resources between the two systems IF their respective warp points between the two are friendly controlled (includes all allies and trade alliance income as well) and the warp points are not blocked by an enemy. Otherwise, each system would have to use 40k and the other 60k. This is kinda similar to how a fleet blockades an enemy planet. But unlike a planet, the system blockaded would be on their own able to produce units ships and facilities only using the local resources of that system. This would change games where you have a distant colonized system or trade alliance with another empire that is seperated from you by an enemy empire or enemy fleet blocking a warp point between the two. I'd really like to see this. I think the three resources could be set up this way, but intelligence and research may just have to be empire wide. I dont see how they could be local... |
Re: SE5, Tell Aaron what\'s on your Wish List
The ability to specify if a hull can have weapons or not. This way when you design a resource ship, people won't load them full of weapons early in the game to have uber ships.
The only way to prevent this now is too have scaling weapons mounts. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Or even better make a "maximum percent of space for weapons" like you have now a minimum space for cargo or fighter bays in SE IV. That way you can allow a few weapons on a transport if you want. |
Re: SE5, Tell Aaron what\'s on your Wish List
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But in a mod with scaling seeker mounts and no Talismans, it should work http://forum.shrapnelgames.com/images/smilies/happy.gif You could have this as a method of creating specialized "Orbital Bomber" hulls; -1000 to hit, give all anti-planet weapons +1000 to hit and scale mounts, and the only anti-planet ships are orbital bomber hulls http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Not a bad idea. http://forum.shrapnelgames.com/images/smilies/happy.gif Makes the ship pretty useless as attack platforms. http://forum.shrapnelgames.com/images/smilies/happy.gif Brillant call.
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Re: SE5, Tell Aaron what\'s on your Wish List
-----An opening cinematic to be in line with most other games. This will help, some, to lift the series out of "obscurity".
-----(This has probably been mentioned.) We need Infantry or Tiny Troop as a starting technology in order to have a choice of planetary invasion in the beginning game. They should be weak and plenty of them would be needed to succeed over several turns. Later,they can also be cheap police units on all planets. |
Re: SE5, Tell Aaron what\'s on your Wish List
Personally, I think the best would be adding the ability to take video screenshots.
SE movies would flood the internet in a word of mouth torrent! |
Re: SE5, Tell Aaron what\'s on your Wish List
Try Fraps.
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Re: SE5, Tell Aaron what\'s on your Wish List
Any chance of having a "drone recovery component" for ship hulls. Would be cool to be able to retrieve your drones after you have used them!?? Perhaps a "drone recovery Facility" for the planets as well!??
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Re: SE5, Tell Aaron what\'s on your Wish List
Narf:
I was thinking something in the game itself to let you move the camera around, order actions, and such without the UI getting in the way of your movie capture. |
Re: SE5, Tell Aaron what\'s on your Wish List
Yeah, that would be cool. Not if it delays the game, though.
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Re: SE5, Tell Aaron what\'s on your Wish List
SEIV: The "Ships/Units" list should show the class under the name like the ship lists in a system. This way I can better decide what needs retrofitting in the "Ships/Units" list.
For this reason I keep my ship names the same as the class. Examples: "Date-Tactical Role-Strategic Role-Size" Tactical Role:Short, Medium, Long, Missile, Carrier, Rock, Etc. Strategic Role: Sentinel, Guardian, Defender, Attacker, Supporter, Collector, Colonizer, Scout, Etc. 2410.0-Med-Def-Cru 2410.1-Car-Def-LigCru 2410.5-Mis-Gua-Des 2410.0-Gas-Colo-ColShi 2410.9-Min-Coll-Des -Wade |
Re: SE5, Tell Aaron what\'s on your Wish List
But then if it turns the "tactical/strategic" roles into acronyms by taking the first 3 letters, you'll only get confused if you have two (or more!) roles with the same 3 first letters; "Missile - Anti-Ship"/"Missile - Anti-Planet", for example, or "Drone Carrier"/"Droid Ship".
So then you think you've got ample anti-ship missile defenders in Kartogia, but when the Xiati invade, it turns out that you've only got planetary bombardment ships stationed there http://forum.shrapnelgames.com/image...ies/tongue.gif owch..... |
Re: SE5, Tell Aaron what\'s on your Wish List
Here's a thought: Something that comes because we can save, upgrade, and obsolete ship designs, and pick different technology with each fresh start.
Ship Design & Selection Suggestion: DesignTree http://home.comcast.net/~anglewyrm/DesignTree.jpg The several upgrade paths are because of different technology selections, and perhaps the discovery of some Ancient Artifact that affects ship design. It would also be handy if we could put a player note next to ship upgrades, as a reminder of why the new model exists/how to get it. "Fighter-3 tech" or "to Counter the new Phong Confederacy Missile Frigates" or some such. That would make a nice mouse roll-over. |
Re: SE5, Tell Aaron what\'s on your Wish List
I wish to be able to have Huge Fleet battles or at least fleet battles like on MOO3 but more ship-to-ship combat I.e. Star Trek DS9 sacrifice of the angles type battles or something like that if its possible.
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Right now in SEIV you can have huge fleets of thousands of ships. As for SE V, don't hold your breath. With a 3d environment the more models you have the lower your frame rates. Look to BOTF for a good example of that. |
Re: SE5, Tell Aaron what\'s on your Wish List
I think that it will be interesting to allow mounts to add abilities.
I saw mods with mounts for shields (like cristaline mount) armors... I imagine some other ones SEIV can't support like: - cristaline layer for armor that add shield generation from damage - aiming computer that make weapons point-defense - pack rats that add cargo capability on crew quarters - ... Another thing could be hull mount (inspired from big thinker). |
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Another way to accomplish the original intent might be to modify the Resource Gathering parts so that they are much smaller, and produce much less resources individually. The result would then be similar to cargo ships; that for a player to build a dedicated resource gathering ship, they would load a hull full of many resource parts, whereas just a couple would be something to do just to fill out extra space in a hull. For example, maybe set it up so that if you loaded the ship with about 10% resource gathering parts, then it would cover the cost of operating that ship. Less would just cut down on the cost, and more would turn a profit, helping with other fleet maintenance, etc. Which brings up another point: We've got Cargo, Resources, and Supplies. I wish the resources were physically located, so that construction required the conversion of locally available resources into a vessel. Then resources could be transported as cargo, and control of the route from mining to construction would become important. There could also be a more direct conversion of resources into supplies. Currently ships use supplies but ships also use resources as an upkeep fee. Mostly it seems like a historic reason from a time when the game had less detail. It would be good to have resources converted to supplies, and then supplies shipped as cargo. This could also pave the way for mods that involve specializations in cargo, maybe some rare fruit from Betelguese or green slave women from Orion...could be fun! |
Re: SE5, Tell Aaron what\'s on your Wish List
-----I assume that the Mega-Evil Empire function will be present in Space Empires V. Is it still quite drastic where everyone declares war on you? Even a neighboring weak empire that will be destroyed?
It would be better if the closer empires and those in good relations to you would slowly detoriorate relations with you over many turns. -----('Renagade 13' said in the demo bug thread):"You should have seen a bug in the early beta...if you selected a planet and a fleet, then tried to move the fleet, the planet would move as well!! It was really quite amusing." (I said): "Hey! That would be a great peice of late technology! The ability to move planets and travel like a ship. Once the planet has attained self sustaining heat from the civilization. This was in the Ringworld series by Larry Niven. The Puppeteer race have their "Fleet of Worlds" of 5 planets. Home world and 4 farm planets. Ringworlds and Sphereworlds could be made to travel also! The Ringworld in the story was also adjusted to travel in the fourth novel, 'Ringworld's Children'. -----The natural phenomonon of a planet being hidden inside a storm cloud/nebula in Space Empires V. Like the New Caprica planet on the 2006 series of Battlestar Galactica. Or is this already a random possibility during map generation? How often do we pass by those small one sector storm clouds/nebulas with out peeking inside? -----There could also be a chance of a space creature or prize in the clouds(not necesarilly hostile though). Clouds could be similiar to the ruins in Civilization. Will there be a planet, some thing hostile or friendly, or nothing at all? |
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Re: SE5, Tell Aaron what\'s on your Wish List
Well, I did not know of that.
I am not sorry though. I am an American that mentioned an American show in regards to an American game on an American site(I think...?) utilizing the internet, an American made technology. "You can please some of the people some of the time but not all of the people all of the time." I just finished watching the two hour season opener of Battlestar Galactica. I can easily post some interesting events of the show here. All you would have to do is take a glance...I won't though. I'm not inconsiderate like that. Even though some will think I am for my "American" comments. I also watched the new episode of the British show, 'Doctor Who'. Nicely done episode. Though I missed how the doctor is a different actor now. Will this happen much? I vaguely remember the old series. So is the British showing of 'Doctor Who' ahead of America? Or has an American company bought it out? May peace be with you. -Wade |
Re: SE5, Tell Aaron what\'s on your Wish List
Not that it matters, but was the internet not invented first by members of the CERN in Geneva?
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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
History of th internet:
http://www.isoc.org/internet/history...l#Introduction "The first recorded description of the social interactions that could be enabled through networking was a series of memos written by J.C.R. Licklider of MIT in August 1962 discussing his "Galactic Network" concept." "Licklider was the first head of the computer research program at DARPA, 4 starting in October 1962. While at DARPA he convinced his successors at DARPA, Ivan Sutherland, Bob Taylor, and MIT researcher Lawrence G. Roberts, of the importance of this networking concept." "To explore this, in 1965 working with Thomas Merrill, Roberts connected the TX-2 computer in Mass. to the Q-32 in California with a low speed dial-up telephone line creating the first (however small) wide-area computer network ever built." "The original ARPANET grew into the Internet." http://www.isoc.org/internet/history/cerf.shtml "In 1973, the U.S. Defense Advanced Research Projects Agency (DARPA) initiated a research program to investigate techniques and technologies for interlinking packet networks of various kinds. The objective was to develop communication protocols which would allow networked computers to communicate transparently across multiple, linked packet networks. This was called the Internetting project and the system of networks which emerged from the research was known as the "Internet." The system of protocols which was developed over the course of this research effort became known as the TCP/IP Protocol Suite, after the two initial protocols developed: Transmission Control Protocol (TCP) and Internet Protocol (IP). " http://www.wdvl.com/Internet/History/ "The Internet had its roots during the 1960's as a project of the United States government's Department of Defense, to create a non-centralized network designed to survive partial outages (ie. nuclear war) and still function when parts of the network were down or destroyed. This project was called ARPANET (Advanced Research Projects Agency Network), created by the Pentagon's Advanced Research Projects Agency established in 1969 to provide a secure and survivable communications network for organizations engaged in defense-related research." "In order to make the network more global a new sophisticated and standard protocol was needed. They developed IP (Internet Protocol) technology which defined how electronic messages were packaged, addressed, and sent over the network. The standard protocol was invented in 1977 and was called TCP/IP (Transmission Control Protocol/Internet Protocol). TCP/IP allowed users to link various branches of other complex networks directly to the ARPANet, which soon came to be called the Internet." http://en.wikipedia.org/wiki/CERN#Co...ience_and_CERN "It is also known for being the birthplace of the World Wide Web." http://en.wikipedia.org/wiki/CERN#Co...ience_and_CERN "The World Wide Web began as a CERN project called ENQUIRE, initiated by Tim Berners-Lee in 1989." http://en.wikipedia.org/wiki/Internet "The World Wide Web is accessible via the Internet,..." -----The following one I found seems to sum it all up.----- http://www.bartleby.com/65/in/Internet.html "The Internet evolved from a secret feasibility study conceived by the U.S. Dept. of Defense in 1969 to test methods of enabling computer networks to survive military attacks, by means of the dynamic rerouting of messages. As the ARPAnet (Advanced Research Projects Agency network), it began by connecting three networks in California with one in Utah—these communicated with one another by a set of rules called the Internet Protocol (IP). By 1972, when the ARPAnet was revealed to the public, it had grown to include about 50 universities and research organizations with defense contracts, and a year later the first international connections were established with networks in England and Norway. A decade later, the Internet Protocol was enhanced with a set of communication protocols, the Transmission Control Program/Internet Protocol (TCP/IP), that supported both local and wide-area networks. Shortly thereafter, the National Science Foundation (NSF) created the NSFnet to link five supercomputer centers, and this, coupled with TCP/IP, soon supplanted the ARPAnet as the backbone of the Internet. In 1995, however, the NSF decommissioned the NSFnet, and responsibility for the Internet was assumed by the private sector. Fueled by the increasing popularity of personal computers, e-mail, and the World Wide Web (which was introduced in 1991 and saw explosive growth beginning in 1993), the Internet became a significant factor in the stock market and commerce during the second half of the decade. By 2000 it was estimated that the number of adults using the Internet exceeded 100 million in the United States alone." |
Re: SE5, Tell Aaron what\'s on your Wish List
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[/quote] So is the British showing of 'Doctor Who' ahead of America? Or has an American company bought it out? [/quote] I think you are on the same series as us, if you've just seen the doctor regenerate. However, they are advertising a Dr Who spin-off over here now, "Torchwood", which will probably hit the screens soon. I believe it's all owned and produced by the BBC. I very much doubt they'll ever be selling the rights to Dr Who, it's been one of their most popular and characteristic products for 4 decades now. http://en.wikipedia.org/wiki/Doctor_who Quote:
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Re: SE5, Tell Aaron what\'s on your Wish List
Dogscoff, nice post. http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
I'd like to have a 4th resource, money, strictly for trading purposes, I know some ppl are for this, some aren't, I just think money (which as we all know, runs everything) should be in the game. Yes, I know the resources count and everything, I just think that having a money source would be good. Honestly, I would love to have merchants (yes I know just make a ship with resource generating components, but does the ship have to move to generate them? no, so whats the point?) and be able to attack enemy shipping.
Also, I noticed that the warp points have "sizes" mainly 10,000 kt, wondering if this means that only certain size ships can use certain warp points....if this is not the case that is definitly something that would be cool to see. |
Re: SE5, Tell Aaron what\'s on your Wish List
It seems to me that this topic will make little difference. Most ideas I've seen mentioned here over the years were ignored in SEV.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Sorry to be the barer of bad news, but one can always learn to program for ones self and then make their own game. |
Re: SE5, Tell Aaron what\'s on your Wish List
As far as I can tell, Aaron didn't even get any code monkeys to do regression testing for him.
This is still a good place to post ideas... the best ones may be picked up by the community. Just beware of ideas that sound good on the surface, but have horrible repercussions on gameplay... |
Re: SE5, Tell Aaron what\'s on your Wish List
That's my point, this thread should really be called wishfull thinking or posts of dreams. This seems to be the same way things went down for MOO3. The developers for that product stated they where listing to the fans and when it came to for the game to release it was anything but what was expected. What SEV could have been. Well at least SEIV is easy to mod.
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Re: SE5, Tell Aaron what\'s on your Wish List
The thing is throfrog, Aaron did listen to us. The problem is, unlike with the developers of Moo3 who had tremendous resources and a huge team backing them, Aaron is just one guy funding the project on his own and doing all the programming hismelf. So it stands to reason that many of the excellent ideas didn't make it in. You never know, he still has the list and might at some point in the future be able to add some to the game in a patch or perhaps even in an expansion pack.
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Next time, take a bit more time to think before spouting off like this. |
Re: SE5, Tell Aaron what\'s on your Wish List
AZ: the point here is how they were on release, not how they were patched.
I do think the idea that MM isn't listening is silly. This thread is 160 pages long; if you implimented everything in it you'd have a mash of conflicting ideas, not a game. |
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I have to hand it to the GalCiv2 team that they just seem to keep on adding on to their title. I hope that Strategy First gets a clue an finally offers some assistence to MM to improve on this title. I for one will only buy this game when it's worth it. I give props to Aaron for being able to create these game on his own. I couldn't do it. SEV really needed a larger development team for this to be a winner. 6.6 is a terrible score but for someone who built this solo it's not so bad. But what's the point of complaining about that now. I want SEV to be the game SEIV is today but more. That will get me to purchase it. But I still hate the ground combat. |
Re: SE5, Tell Aaron what\'s on your Wish List
What has MM promised but not delivered? What big features were cut out?
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Re: SE5, Tell Aaron what\'s on your Wish List
Something for Space Empires VI
What would be nice would be if the AI had predisposed demeanor settings. You choose Aggressive / Cunning and the game automatically uses a preprogramed AI that is aggressive and cunning. Of course you can always edit this and tweak it or add new combinations. The nice thing about an option like this would be the ease of pick and choose your AI type without all of the guess work and lack of actual benefit of a races predisposition that we currently have. The Ai will know that it is to attack in X way if X predisposing is selected. IE if the AI is set to Friendly / Peaceful, then it will not declare war upon you the instant it meets you like the AI currently does. The problem with the current AI is that it does not understand demeanor, race definers, or mood settings such as peaceful, hostile, etc. If we had preestablished parameters for the AI to use, that could be edited of course, then the AI would have a solid foundation on knowing how it is suppose to react. Oh sure you can make the agreement that we have this ability now, but the truth is we do not. All AI's, regardless of settings, seem to act an awful lot alike. The second thing I thing should be included as a must have improvement is something that I have discussed many times before. The addition of the AI to understand Demeanor in diplomatic Messages. IE if I send a message and tag it as friendly, then the AI knows it is a friendly message and will respond accordingly. Now if I send a hostile message then the AI will understand this and our relations will grow strained. Couple these two ideas together and you will have an AI that will act like it is told to act, and will respond accordingly to other races demeanors and tones. So when I select Gun Boat Diplomacy as an AI setting along with Aggressive, the AI will know that I expect it to respond aggressively and with force to any unsatisfactory diplomatic situation. The reverse is true for a race that is set up to be Peaceful and Polite. Just my two cents worth. |
Re: SE5, Tell Aaron what\'s on your Wish List
"The reverse is true for a race that is set up to be Peaceful and Polite"
The game is to beat the CR*P out of the other players and make your mark as #1 right. http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
To bad it wasn't optioned for SE V. http://forum.shrapnelgames.com/images/smilies/frown.gif I am sure it can be modded in, but that takes way too much time and should have been part of the original game. I mean a benevolent race of do gooders would have been ideal cannon fodder for my Anti-Proton Beams.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Look at it this way: You have lots of stuff to blow the cr*p out of each other with, but playing a peaceful race that needs to rely on diplomacy, intelligence, and downright cleverness rather than brute force would be a nice change of pace, no? Especially in PBW or other kinds of multiplayer games, choosing to play such a race would present you with a whole array of new challenges but also a vast amount of opportunities. You can choose to out-colonise your enemies, expanding fast enough to deny your enemy valuable resources, or forge a stable, long-standing alliance, using your larger production and research yields to pay your partner in return for military protection. Or you could set up a trade empire, centered around a few walled-in systems protected by obscene amounts of minefields, building highly advanced ships and producing resources at a much faster rate than any other race in the galaxy and selling those ships at a healthy profit. You might not be able to crush all other races under your mighty heel, but it would be fun, wouldn't it? (IMO) (Alternatively, if you play with different victory requirements, going Pacifist would give you a potentially immense advantage but with great risks - you will expand very rapidly and might accrue points an order of magnitude faster than other races, but if a warlike, aggressive race comes along with fleets full of troop transports it's bye-bye.) And of course it makes the game more like a space opera, where every race isn't at each other's throat or there aren't just a few major alliances of equal members vying for dominance. |
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