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Re: SE5, Tell Aaron what\'s on your Wish List
Change neutral empires to allow ships to warp after a human player takes over.
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Re: SE5, Tell Aaron what\'s on your Wish List
What about getting rid of the Warp points and allowing any capital ship to have an Hyperdrive to jump to any system in line of sight (not blocked by other system) within a 100 light years ?
That would be far more realistic, would get over all those "warp point shock point defenses", and would dramatically change the strategy. I'm playing now with the in-house rule of not defending any warp point, and it feels very diferent. It forces you to defend every colony independently, plus keeping a colonial fleet for counterstrokes. There is nothing like a hostile alien fleet warping out in middle of your home system without warning.... http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Aloofim:
Try playing a game using my FTL map against a few humans http://forum.shrapnelgames.com/images/icons/icon7.gif It should be to your liking, without requiring any house rules. |
Re: SE5, Tell Aaron what\'s on your Wish List
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One question, how did you get rid of the warp points? Can I do that to all the maps in the Proportions mod? |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
No, maps like my FTLmap can't be created automatically.
To use the map, start a new game, using whatever mod you like, and then in the quadrant choosing screen, select "load map". Each sector in a hyperspace system corresponds to one square on the galaxy map, or 10 light years per MP, IIRC. And, no, the AI dosen't work with it. I guess there are just too many paths to pick from when going from point A to point B, that they just freeze up. When giving orders to your ships, you need to give them line of sight orders. IE: instead of saying "move to Ikyak VI", say "move to the warppoint (to ikyak) at (0,2), warp, then move to planet VI" [ February 10, 2003, 17:50: Message edited by: Suicide Junkie ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Re-balance the weapons using the fine work of the modding community.
One recurring example: (Progressively increase the structural points needed to destroy seekers at higher levels, or apply a progressive defensive bonus to the seeker). Please? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
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How about not permitting ships through a guarded warp point until the defenses have been eliminated, but... add the ability (during tactical combat) to allow ships to leave the combat map via the warp point. This would give players the option of "running the blockade". So, ships that hang back during combat stay on the near side of the warp point, but ships that exit the map via the warp point have permission to proceed through the warp point (and, in fact, must move through the warp point on the next turn). Granted, this would put a bit of a monkey wrench in the works, what with fleets splitting up during combat as some members of the fleet get through while others hang back. But hey, who knows how SE-V will work anyway... --Raynfala |
Re: SE5, Tell Aaron what\'s on your Wish List
Oh yeah, one more feature request:
Add a button to the game that will get the kids ready for bed, wash the dishes, fix anything in the house that needs fixing, and create a time bubble around my computer that would extend the standard 24-hour day by another 5 hours or so. {begin Harvey_Fierstein_voice} I just want to play... is that so wrong? http://forum.shrapnelgames.com/images/icons/icon9.gif {end Harvey_Fierstein_voice} --Raynfala |
Re: SE5, Tell Aaron what\'s on your Wish List
Here's something: self-destruct devices. I really, really hate these things. One of my favorite elements of any space combat game is boarding actions. And they're in SE! Which is great, except they don't really work. Because of the Damned self-destruct devices. All anybody needs is level three propulsion and suddenly the whole ship capture system is useless.
A much more useful model would be to include some sort of device that would set off explosives when boarded, and you could decide how many explosives you needed. An even better addition would be to give the self-destruct device some sort of percentage failure chance. Another good thing would be more incentive not to carry them, so a way for someone else to set them off? How many sci-fi movies have there been with some super-duper ship or space station that gets trashed by some guys sneaking on board and setting off the ever-present self-destruct device? Another good thing would be if the devices were connected to specific components. Suppose you have some shield technology that you don't want to fall into enemy hands, so you put a bomb in the shields so that they'll be blown up if the ship is boarded. Actually, I hate to say this, as I mostly don't believe that SE should emulate any other game, but MOO2 had a pretty good boarding model, even to the point of having breaching pods (assault shuttles) and specific missions for boarding parties. Just a few ideas. |
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