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Re: SE5, Tell Aaron what\'s on your Wish List
Ooh, good idea! http://forum.shrapnelgames.com/images/icons/icon10.gif
(Note, I am not doing this just to increase my post count, I'm doing this to show my support for Me Loonn's idea so it has a better chance of being included in SE5 http://forum.shrapnelgames.com/images/icons/tongue.gif ) edit: all right, this post DOES have a point now, I also want to mention that there could be a line in SE5's equivalent of Happiness.txt for planetary overpopulation - people should get mad if they get too crowded in! http://forum.shrapnelgames.com/images/icons/icon10.gif (Of course this would probably mean you wouldn't want to start the game with a full planet, but that could be easily changed...) [ July 13, 2003, 22:16: Message edited by: Ed Kolis ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Call me strange, but I don't like the idea of leaders. Unless every ship has a named Captain, which you can switch around between ships, and they bring their experience with them... and the training facility creates cadets, which can be transferred to the ships and gain experience... hmmm... OK, I'll rephrase my initial concept : I don't want leaders like in MoO2, I want something much more involved ! http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
A few more ideas (wonder if Aaron got tired of reading all these? http://forum.shrapnelgames.com/images/icons/icon10.gif )
Components or facilities that require or preclude the installation of other components or facilities on the same planet - for example, installing Crew Quarters (instead of a Master Computer) would be a requirement for the Telekinetic Projector (or who would be doing the telekinesis? http://forum.shrapnelgames.com/images/icons/icon12.gif ) Make ships and classes moddable subclasses of some base "stellar object" class, thus making the handling of ringworlds easier (could be constructed like a ship but populated like a planet) and allowing the much-requested space colonies and ark ships Ringworlds and Dyson spheres that take up multiple sectors (assuming there still ARE sectors http://forum.shrapnelgames.com/images/icons/icon10.gif ) Races that have different population masses, and lifesupport technology to reduce the amount of "overhead" space used in transporting population as cargo - early on, population transport could be like in Proportions (100 kT / 1M), but then it could reach P&N levels (20 kT / 1M) with advanced life support systems, and maybe even stock SE4 levels (5 kT / 1M) with some sort of molecular reconstitution technology http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
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Imperator: I don't quite understand the methodology of your system for damage distribution, but totally agree with the concept! I just hope Aaron introduces something along these lines in SE5. |
Re: SE5, Tell Aaron what\'s on your Wish List
A way, any way, to make planets drop Troops on other planets in Strategic combat.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Stargates- a bit like warp points, but only artificially built and when you enter a stargate, you can exit at any ally-owned stargate of your choice. (barring the occasional random event ditching you in the wrong system, of course=-) Direct flight- relativistic flight in a straight line from one system to another. Takes years and years and years (and a QR would be handy), but great for sneak attacks on "turtled" opponents. Hyperspace- Maybe you could have a second galaxy map for hyperspace, sitting behind the normal galaxy map. Your ships would fly to the nearest entry point (or create one) then jump into the other map. This map would be much smaller than the other one so that ships can travel quickly from point to point, but with all the entry points proportionally distanced from one another. Ship encounters in hspace could be turned on or off in game setup. There wouldn't be any "terrain" in hyperspace either by default, but it would be cool if you could mod it in and/or build bases/ planets there for colonisation. Infinite Improbablity Drives- Now I'm just being silly. Oh, also, I'd like to see the option for monster maps. If I'm crazy enough to start a game with 10,000 systems and 200 AI players, that's between me and my (overworked) computer=-) By the time SE5 gets to it's fourth or fifth patch, we'll all be driving 8000mhz pentium VIIs anyway. |
Re: SE5, Tell Aaron what\'s on your Wish List
Yes, FTL! Definitely FTL, at least as an option! (Pay no attention to MOO3 this time, the fact that it combined warp points with FTL is NOT the reason that it sucked http://forum.shrapnelgames.com/images/icons/tongue.gif )
Also, this is a bit cheesy, but how about shields and even armor that only works some of the time, or only covers specific components? You know how in Star Trek if they get the shield frequencies right they can get right through the shields? Well, something like that, only on the order of seconds instead of milliseconds. (And remember the Metools from Megaman? They were invincible... except for a second or so after they opened their shells to shoot! Wouldn't it be fun to install an impenetrable armor plate on your weapons, but require it to be opened in order to actually shoot? Gives you the real "evil overlord" effect http://forum.shrapnelgames.com/images/icons/icon10.gif ) |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Troop combat in simultaneous suffers from the fact that troop transports drop all troops.
Maybe a "batch" system would be in order so that you can specify before an attempted planet capture how many troops you want to drop per combat turn. This would continue until the planet is captured or all troops are destroyed so if you capture a planet fairly quick, you would have enough troops to continue to the next planet in the same system. This would make troop combat more fun |
Re: SE5, Tell Aaron what\'s on your Wish List
Or just program it into the transport's orders : attack planet III, drop 30 troops. Attack moon IIIA, drop 10 troops.
Maybe it would be easier to do this by including new parameters in the strategies. |
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