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-   -   SE5, Tell Aaron what's on your Wish List (http://forum.shrapnelgames.com/showthread.php?t=8397)

jimbob December 17th, 2003 06:36 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
speaking of rashes... maybe troops should increase the probability that a plague (STD style) will break out on your planet http://forum.shrapnelgames.com/images/icons/icon12.gif

I think that SEV could have an option where you can employ the troops to increase produciton. A button in the set of buttons for "coherce" or "repress" will both increase production and decrease rioting/control it. However overall happiness should go down, and planets that would have rioted would still be treated as such for global happiness calculations.

theres 2cents. don't spend em all in one place http://forum.shrapnelgames.com/images/icons/icon12.gif

CNCRaymond December 17th, 2003 07:25 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
"SE5, Tell Aaron what's on your Wish List?"
A gift certificate for a free copy of SE5.

[ December 17, 2003, 05:29: Message edited by: CNCRaymond ]

Ed Kolis December 18th, 2003 02:02 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Be useful enough with your suggestions and you might get to be a beta tester, then you'll likely get one! http://forum.shrapnelgames.com/images/icons/icon12.gif

Patowic December 19th, 2003 04:46 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
What's on my wish list? Ooooooh....
* the ability to carry cargo on units. I'd like fighters to be able to drop commando teams. This would also allow for the equivalent of helicopter insertions http://forum.shrapnelgames.com/images/icons/icon12.gif

* more realistic mass for populations

* ships remember what their previous orders were. So when they spot enemy ships and dump their orders, I can see what they WERE going to be up to.

* "launch mines whenever sector drops below maximum" order

* "build units when cargo space becomes available" order. This, combined with the previous, allows me to build a minelaying spacestation at a warp point and forget about it. Whenever someone clears out a few mines, it builds and launches some more. When the minefield is full, it doesn't waste resources.

* ability to reload fighters during combat, like in the Starfire books.

* Sliding scale component development. I don't want a 30 kt DU V. I don't want a 45 kt DU V. I want a 38 kt DU V. or a 92 kt DU V. Basically, the ability to devise my own components for each design. So I can build a battlecruiser with a single spinal-mount weapon that can pierce the hull of a dreadnought. This system would also allow infantry mounts and fighter mounts very easily

* ability to give all ships of a class the order to detach from fleet and head to the nearest spaceyard for retrofit.

* ability to track moving targets in turn-based movement games. That is, I want to be able to tell my refueling ships to go back and refuel, and then have them join up with a fleet on the move.

* for the above, have the refueling ships recalculate where the nearest resupply depot is each turn, so they'll be more efficient.

* self-destruct components that are powerful enough to damage surrounding ships

* separate fuel and ordnance supplies, at least as an option. "This is a shooting war, colonel. Get me something to shoot..."

* fighters seem insanely large. the USS Enterprise (aircraft carrier) is only 70kt in real life, yet a large fighter is 1/3 that size. An Oliver Hazard Perry class frigate is 4.1kt. That's 1/4 the size of a small fighter! These aren't fighters, they're intra-system frigates. B-52s at full weight weigh 219 tons, or there about. 100, 200 and 300 ton weights for fighters seem somewhat more reasonable, even though that means that carriers can pack ungodly numbers of them.

* ability to get racial tech from conquered/surrendered species. The Sallegan empire has surrendered to me, complete with all their scientists, but I am now incapable of using temporal technology?

* immunity to intel projects racial ability: the bugs from StarFire

* ability for ships to drop mines when they see enemy ships closing on them. this would help minelayers survive in strategic movement games

* bigger sphereworlds and ringworlds. a dyson sphere has 0.5 billion times the surface area of Earth. Since you only get 5x the number of facilities and cargo as a Huge planet...that seems skewed. a ringworld has about 3 million times earth's surface area.

* no mineral/radioactive harvesting on ringworld/sphereworld. You daren't breach the hull!

* endless research trees. Make those 300-turn games something fearsome in terms of technology.
applied intelligence 68, anyone?

* multiple forms of warp drive. warp points, plus ship-based ability to warp into a system, plus maybe something like hyperspace, all in the same game

* newtonian motion as an option. If I have almost no fuel left in a ship, I want to point myself in the right direction and use the Last bit of it to get moving.

* refittable fighters. I'd like to be able to choose between DU cannons or missiles before sending them into combat.

* variable ship tactics. A ship that selects from different strategies depending on what faces it, so a destroyer will run from a dreadnought, but will vigorously attack an empty carrier or cargo ship.

* ECMs that make ships appear to be other kinds of ships. I'd love to have a dozen frigates appear on the system map as a dozen baseships. This would only be in non-combat maps as I envision it initially.

Sorry if there are too many repeats in this. I read through about four pages of ideas, and didn't see these =)

Just delete my post if it's too annoying =)

[ December 30, 2003, 14:06: Message edited by: Patowic ]

President_Elect_Shang December 19th, 2003 05:26 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Patowic, you sould see the Mod I have been working on since SE4 Non-G. It is a StarFire Mod. In your wish list below don't forget about the XO Racks!

Admiral Antonov: "Flush XO Racks Commander".

[ December 19, 2003, 03:27: Message edited by: President Elect Shang ]

Phoenix-D December 19th, 2003 05:31 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Oo, here's one I'm not sure I mentioned: completely queable commands. And all commands a unit can do should be active.

What I mean is right now you can turn cloak on or off, but only for the entire turn. I want to be able to move to a warp point, decloak, move onto it, sweep for mines, warp, do the same, and re-cloak. Its also a pain to have to have units in your transports before you can order them to, say, lay mines.

Loser December 19th, 2003 03:12 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Hotkeys.

And more space for text. I'd like to be able to mod in legthy explanations of how new technology works. See SE IV PbC Ministry of Science Posts for some examples (login/password: spectator/spectator).

And hotkeys. I want to be able to play this game without using the mouse.

Fyron December 19th, 2003 06:26 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

* fighters seem insanely large. the USS Enterprise is only 70kt in real life, yet a large fighter is 1/3 that size. An Oliver Hazard Perry class frigate is 4.1kt. That's 1/4 the size of a small fighter! These aren't fighters, they're intra-system frigates. B-52s at full weight weigh 219 tons, or there about. 100, 200 and 300 ton weights for fighters seem somewhat more reasonable, even though that means that carriers can pack ungodly numbers of them.
<font size="2" face="sans-serif, arial, verdana">Keep in mind that the SE4 kT is not a unit of mass, volume, or any other real quantity. It is just a relative scale. Fighters and ships are not really on the same scale. Also, ships in Star Trek are usually rather small. B5 and Star Wars ships, for example, are often many degress of scale larger. The SE4 ships are actually small compared to most Sci-Fi, if you take the "kT" literally. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

* refittable fighters. I'd like to be able to choose between DU cannons or missiles before sending them into combat.
<font size="2" face="sans-serif, arial, verdana">Not being able to retrofit units is a balance tradeoff from them having 0 maintenance cost.

Quote:

What I mean is right now you can turn cloak on or off, but only for the entire turn. I want to be able to move to a warp point, decloak, move onto it, sweep for mines, warp, do the same, and re-cloak. Its also a pain to have to have units in your transports before you can order them to, say, lay mines.
<font size="2" face="sans-serif, arial, verdana">I don't think being able to decloak, do stuff, then recloak all in the same turn would be a good idea from a balance perspective. There has to be some risk, or cloaking becomes way too powerful.

[ December 19, 2003, 16:30: Message edited by: Imperator Fyron ]

Phoenix-D December 19th, 2003 06:38 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
It was just an example Fyron. Another would be move to this planet, load 3 mines, move there, launch one, more here launch one. Or move there, load all troops of -this- type, move here. (allowing you to use the transfer screen remotely, the ship then moves to that location and does its orders, first come first served if there is a conflict)

Or even a way to order a ship to join a fleet. The ballet you have to do now to join a fleet on the move is kind of silly. As is the lack of an escort command.

Ed Kolis December 19th, 2003 07:11 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
And in addition to the "pursue your own ships" command, maybe even an option for spaceyards to automatically give any ships they build orders to join a specific fleet, wherever that fleet might be, much as they have rallying points now?


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