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Re: SE5, Tell Aaron what\'s on your Wish List
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http://www.malfador.com/starfury/sfscr11.html But from it, it seems that Aaron does indeed use something similar to what I described for StarFury and hence for SEV. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Instead, I would suggest that retrofitting only be allowed for similar class components. You can replace a weapon with a different weapon. Countries did weapon retrofitting in WW II. Retrofitting would not be exploited so much if it took Queue time to retrofit instead of repair time. In my opinion, repair only components should have resource capacity, not number of components capacity. Repairing a stellar Manipulation component should take a lot longer than one turn to repair. Currently, you can repair a 60K Min component in one turn, but it takes you over a year to build one. Perhaps there should be an "expired" state that differs from a "damaged" state on ships. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Yes, that does indeed make a big difference. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
After playing this game and making patch suggestions for two years, I now realise that nearly everything I've ever asked of Aaron boils down to one thing, which can be summed up below. I know a lot of you will disagree with this, but tough, this is my opinion (and I doubt Aaron will agree with me anyway=-)
SEIV currently plays like a wargame. It is a wargame. Empire management, diplomacy, resource production, colonisation... these things are all, in the end, nothing more than infrastructure to support your military effort. I'd like a game that flips this concept on its head. I want an empire management game, in which war is nothing more than one of many interesting complications. I'd like a game where you could happily play for a thousand game turns without ever even seeing another race. Just keeping the population happy is enough of a challenge (ask your local president/ prime minister/ monarch/ dictator-for-life if you don't believe me) and I'd like a game that reflects this. This fits any "real-world" model more closely imho, and would provide a far more absorbing game. Maybe this game won't be SE5, but I'd like to think it could be, with the right modding. That's also why I only play proportions, btw- because it puts (slightly) more emphasis on empire management and less on warfare. [ July 08, 2003, 09:04: Message edited by: dogscoff ] |
Re: SE5, Tell Aaron what\'s on your Wish List
So go play Sim City. Sure, it has no warfare, but you only wanted warfare to be a small part of the game anyways. http://forum.shrapnelgames.com/images/icons/icon12.gif
SE4 is not a war game, it is a strategy game. A war game is just that; war. They focus on manuevering predetermined forces against each other in combat. They are complex, but they do not encompass nearly as much as SE4 does. A strategy game is war + economics, essentially. I am not certain, but I do not think there is much research done in-game in very many war games. A strategy game is about building up your empire, then a military, then war. They cover more areas than war games do. Strategy games are not about managing the minute details of your populace. Stuff like that will undoubtedly bog down a strategy game into unplayability if it goes too far into the minutia. What you are looking for is a completely different genre, and there is no guarantee that Aaron would be able to make a game of that genre well (as there are few (if any) game programmers that can make awesome games in every genre). |
Re: SE5, Tell Aaron what\'s on your Wish List
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All I'm really asking for is an empire that actually feels like it's a complex, unpredictable, living, breathing society rather than a collection of variables to be considered when designing my next fleet. Conquering the galaxy is all very well, but I want an empire worth conquering the galaxy for. |
Re: SE5, Tell Aaron what\'s on your Wish List
Facility Management: It would be nice to plot facility replacement in the construction queue and to repeat this item. For example, Replace Research with Intelligence. When the turn for this item comes up, it will scrap a Research facility and build an Intelligence facility. This would allow you to change the function of a planet without having to either go back to it each turn or to prescrap everything before starting to build the new stuff.
Blocaded planets should only be able to utilize resource equal to their own production per turn. Or production + 1/10 of their storage (1 yr rationing). Better yet, blocated planets should have their own resource pool (cut off from the rest of the empire). Partitioned Empires should have resources pools per partition. Partitions are created by cutting warp-points (no known connection path), enemy occupying warp-points. Occuppying warp-points should cut enemy contact links through those warp-points to other races. |
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Re: SE5, Tell Aaron what\'s on your Wish List
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