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Re: Next patch requests
I used to play a pretty cool Star Wars derived strategic game. I cant remember what it was called, but it introduced characters with different abilities into play, and these characters (with help from special forces and spies and such) were the ones who performed intelligence activities.
Id like to see every ship have a captain, every fleet have an admiral, every world or system have a govenor or a general, and so on and so forth. If your ships have master computers then those would be AIs; treated as characters like any other. You could infiltrate these characters onto other worlds to make contact with rebels or steal technologies or whatever. I dont think you should be able to perform espionage on an empire you have no contact with. Intelligence is something like trade, and linked to trade - its potential grows with contact and time. |
Re: Next patch requests
I would like to see an ability to organize fighters into swarms with a little more precision than is current. I like to use fighters as system defense squadrons, but the game organizes all 100 or so fighters into a single unit on the combat map.
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Re: Next patch requests
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An infiltration factor would be nice, though... some sort of infiltration project would increase the chance of success of your later projects. There would have to be a small decrease over time, and you would lose larger amounts when attacking with a project (since the people involved expose themselves doing it). When you are infiltrating operatives, there should be a multiplier based on your current relations. Someone you're at war with would be very hard to add operatives to, while partnership allies would be easy to infiltrate. |
Re: Next patch requests
Just thought of another one:
Separate strategic and tactical movement points. So you would have strategic engines for moving within/between systems and tactical engines for moving in battles. For many ships, you would balance these engines and things would be as they are now. But you could make special-purpose ships with minimal tactical movement (e.g., minesweeper, pop transport, medical, construction, supply, repair, explore, colonize) and could use the extra space either for more stuff or for more strategic engines. You could also do the opposite -- make vessels with max tactical movement and little or no strategic movement (e.g., fighter, planetary defender, combat drone). You could even have things like allowing sats and bases to have 1 combat MP but no strategic MP, which usually would help with planetary defense. Would also be cool to have a special component needed for using warp points, but that may be too complicated for some people's tastes (not to mention the AI). |
Re: Next patch requests
Can't you represent that with Standard Movement v. Combat Movement?
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Re: Next patch requests
I like Krakenup's suggestion on mines.
7) Make mines and minesweeping less than 100 percent effective. There should be a chance that a mine will miss and that minesweeping will fail. |
Re: Next patch requests
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You can't do it with satellites, however. Dats are hardcoded to have no movement. What would make me happy is if the sats weren't all in one group, but split up into three or four Groups around a planet, so every quadrant is covered Derek |
Re: Next patch requests
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Re: Next patch requests
"Can't you represent that with Standard Movement v. Combat Movement?"
No. Strategic move will ALWAYS give you a certain amount of combat move, and the extra combat move abiltity does not stack. Phoenix-D |
Re: Next patch requests
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