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-   -   Suggestions for Space Empires V (http://forum.shrapnelgames.com/showthread.php?t=23524)

Suicide Junkie May 17th, 2005 09:55 PM

Re: Suggestions for Space Empires V
 
I don't see any benefit, there...

How exactly would it be good, and how would it avoid munchkin-ism?

Mylon May 17th, 2005 10:25 PM

Re: Suggestions for Space Empires V
 
I always love a bit of RPG elements thrown in. It gives a form of continuity to link one game to the next. Even better is if you loose to the AI, you have a stronger race to try next time. It also allows players to discover new possibilities with their race otherwise totally too expensive and without modding.

As to avoid munchkinism... The players can already cheat anyway by modding their own game. I suggested scaling AIs to compete for those that want a challenge, and there's always the option of making the AI harder or giving them more resources to compensate, too.

Suicide Junkie May 17th, 2005 10:56 PM

Re: Suggestions for Space Empires V
 
I really don't see why there should be any link between two different games of SE.

If you want more stuff for your race, just choose a higher racial points setting.

If experience affects the race you can design, then players could cheat without modding the game. And you can't mod the game to cheat when you're playing against other people.

PS:
Where roleplaying should be is in the happiness types, cultures and whatnot.
Be your people Peaceful, bloodthirsty, or masochistic... Planet-hugging hippies or hard core industrialists.

Atrocities May 18th, 2005 12:33 AM

Re: Suggestions for Space Empires V
 
The ability to specify specific hull strengths for each ship class.

The ability to lock a weapon to a specific hull size without the use of mounts.

Strategia_In_Ultima May 18th, 2005 06:07 AM

Re: Suggestions for Space Empires V
 
Partial damage to components. Say, a 400kT Space Yard can build with 400 resources of each type per turn (just as an example). A weapon hits with an impact force of 100. The Space Yard is still mostly intact, but it has received 100 points of damage and thus is less efficient - it constructs with 300 resources per turn. Then, it receives a hit from a weapon with 50 damage. This time though, since it's already damaged, the efficiency reduction will be more drastic - it can now only construct with 200 per turn.

This way, you can disable components without destroying them, which has an impact on boarding action and its importance - since the component is not yet fully destroyed, you can repair it even though you may not have the required race technology.

This could also balance out severely unbalancing components like the Talisman and, to a lesser degree, Combat Sensors/ECM, since they can now be damaged without actually being destroyed enabling you to repair them and either use them in combat or analyze them for better techs.

You could have weapons that specifically only damage components and do not destroy them. This way, you can simply use swarms of cheap Escorts with these damaging weapons and boarding parties to take on high-tech enemy Dreadnoughts using their defense bonuses to their advantage against an otherwise far superior enemy.

dogscoff May 18th, 2005 07:19 AM

Re: Suggestions for Space Empires V
 
Quote:


Partial damage to components. Say, a 400kT Space Yard can build with 400 resources of each type per turn (just as an example). A weapon hits with an impact force of 100. The Space Yard is still mostly intact, but it has received 100 points of damage and thus is less efficient - it constructs with 300 resources per turn. Then, it receives a hit from a weapon with 50 damage. This time though, since it's already damaged, the efficiency reduction will be more drastic - it can now only construct with 200 per turn.


A better way to implement this would be to have "stackable" spaceyard components. Jusst as having 6x10kt engines on a ship rather than one big 60kt engine allows you to lose some (but not all) of your propulasion in combat, having 8x50kt spaceyard components (each one supplying one eight of the build rate) instead of a single 400kt component would allow you to lose some (but not all) of your construction ability.

What I'd like to see (and I've said it before) is to have the ability to use warp points brought out of hard-code and put into a component/ hull ability. This means we could mod interstellar fighters, warp-incapable system defence ships, and also allow 'uplifting' of neutrals and primitives who lack the technology to escape their own system.

Strategia_In_Ultima May 18th, 2005 07:52 AM

Re: Suggestions for Space Empires V
 
Not just for SYs, for all components. Say, a 10kT Bridge. A weapon hits the bridge with damage 5. The Bridge component is still there, but it does not have the Bridge ability any more and as such the ship will resort to using an Auxiliary Control or will lose its movement.

Or, a component with double Crew Quarters ability and one Life Support ability - one component - and that it loses one Crew Quarters ability when it is damaged slightly. Also, you should be able to mod components to actually lose efficiency when damaged or that it does not lose efficiency or does not get damaged at all.

Plus, besides the combat gimmick of damaging all comps on an enemy ship without destroying a single one, thus capturing a ship essentially intact, it adds great roleplay elements IMO.



DS, I fully concur with what you say, though I believe that with the moddable hull definitions you could create jump-capable satellites and non-jump-capable courier ships. JOY!

I really hope we will be able to mod vehicle types in SEV.....

Suicide Junkie May 18th, 2005 01:46 PM

Re: Suggestions for Space Empires V
 
Starfury has the components degrade in ability as they are damaged.

Eg: A 400-point shield generator which is 50% damaged will only put out only 200 points.

spoon May 18th, 2005 01:57 PM

Re: Suggestions for Space Empires V
 
Quote:

Suicide Junkie said:
I don't see any benefit, there...

How exactly would it be good, and how would it avoid munchkin-ism?

People would enjoy it. So there is the benefit right there.

Munchinism is easily avoided - just have a setting for Racial Experience minimums and maximums (default to 0 and 0) during game setup.

Suicide Junkie May 18th, 2005 02:00 PM

Re: Suggestions for Space Empires V
 
Would it not be better to simply have a text field for entering the exact number of racial points allowed in your game?


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