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Re: SE5, Tell Aaron what\'s on your Wish List
Real time ? is that +5 GMT ? http://forum.shrapnelgames.com/images/icons/tongue.gif
(Things with 'real time - ' at beginning, BURN 'EM ALL !) |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
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I think that would cut down micromanagement by amazing amount. I _really_ want some way to manage huge empires for it takes upto 3 hours to finish a turn in large galaxy FQM games. I like massive empires but not with this much 'select next colony - fill queue - repeat' http://forum.shrapnelgames.com/images/icons/icon9.gif -edit: typos- [ June 07, 2003, 11:38: Message edited by: Me Loonn ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Or just 'Add To All' and 'Remove From All' (queues) order.
Multi-add still too slow even if 'fill queue' could be used (need to shift-click ALL those 200+ colonies isnt fun). Game should just ignore the items added by 'add to all' if no available facility slots / cargo space. -edit- Also, an order for jetsoning all obsolite cargo items shoud be there, one button order ! PLEASE ! http://forum.shrapnelgames.com/images/icons/tongue.gif [ June 07, 2003, 13:49: Message edited by: Me Loonn ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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Warcraft has really put a bad name on the term real time. Real time can be (and is) a good thing if used properly. Why are you so prejudiced against real time? There are plenty of good examples of real time in games that are absolutley not click fests or anything of that nature. Combat systems such as in Birth of the Federation are real time, but have certain time intervals of real time, followed by a pause in which you issue new orders. How is this bad? It isn't, except that you get more options if you allow the turn intervals to be user defined (ie: continuous real time with being able to pause and issue orders). |
Re: SE5, Tell Aaron what\'s on your Wish List
Lol
i had some comments but now this reply was empty when i edited some typos away n whole msg with them... sigh i goto sleep now.... [ June 07, 2003, 23:14: Message edited by: Me Loonn ] |
Re: SE5, Tell Aaron what\'s on your Wish List
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Using the repair ability dosen't cost your economy anything more... Not using it causes your resources to go to waste maintaining an idle repair bay. |
Re: SE5, Tell Aaron what\'s on your Wish List
"Hidden race trait" option so you can't see what race traits your opponents picked... they might just have organic weapons in reserve, but you'll never know until you see them in combat!
Better yet, discover your opponents' race traits through intel - at least the non-obvious ones... |
Re: SE5, Tell Aaron what\'s on your Wish List
Add 10 dummy traits at the beginning of the file and instruct everyone to take those. This will cause the info box that shows racial traits for an empire be filled with the dummies, and the real traits will be pushed off and unviewable. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
Or just two traits with really long names... http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
That could work too. http://forum.shrapnelgames.com/images/icons/tongue.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
The ability to set ship yards to build for a fleet... THe ships automaticly move to the fleet and join them.
The ability to to tranfer cargo just to fleets... and the ships in that specific fleet... The ability to set up automatic trades with other empires. Lots of sorting spread sheets... more than you could use... And a selectable fog of war. Level 1 . see all ( as it is now ) Level 2. See some ( select what shows up ) Level 3. See nothing ( no stats on other players , ship names , planet names etc... ) You would assign your own names to the ships ) And then when you scan a ship if it has stuff you know it goes by the assigned name... |
Re: SE5, Tell Aaron what\'s on your Wish List
In the three years that I have been a fan of SEIV I must have posted at least a 1,000 suggestions for SEIV and SE V. I stand by them all as good ideas, and despite my desire to see them all implamented, I would settle for the just the following.
1. In stead of naming the next game Space Empires V, name it Atrocities in the Stars 2. That I be given a copy of the game for free. 3. That I get to make ship sets for it. 4. That both Malfador and Shrapnel get top honors for the game 5. That both Malfador and Shrapnel make bookoo bucks off of the game 6. And most importantly, everyone who buys the game loves it so much that they by a second copy just in case something should happen to their first copy. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
rofl Atrocities ...
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Re: SE5, Tell Aaron what\'s on your Wish List
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[ June 13, 2003, 03:10: Message edited by: TerranC ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Here's another idea... hidden stellar abilities!
Wouldn't it add to the eXperience (yes, I know, a MOO3 term http://forum.shrapnelgames.com/image...s/rolleyes.gif ) of the game if you could actually discover new things and (gasp!) not know what they are right away! http://forum.shrapnelgames.com/images/icons/shock.gif Also, from a realism standpoint... "Sir, this nebula we discovered has a shield sapping effect... no, sir, I have no idea what a 'shield' is, we haven't researched them yet!" http://forum.shrapnelgames.com/image...s/rolleyes.gif So what I'm suggesting is, stellar abilities could be tagged with a prerequisite, much like components, facilities, tech areas, etc., and until you reach that tech level, the ability remains hidden - active, but hidden. You might wonder why enemy ships are disappearing in that one system... until you develop the right level of sensors, the best you can do is track them down and try to figure out that that one asteroid belt over there has a cloaking effect! Or maybe the star in the Paradise system is unstable... but until you research Astrophysics 3, you don't know, so you colonize all the optimal conditions 150% value planets there, not knowing that the star will blow up in 50 turns! http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
How about making a Pocket PC Version of SE5?
No? Ok, then at least make SE4 Pocket PC compatible. I need something to do when away from my desktop. http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
I would like to see a priority list that would tie in with the Transport Minister (for population). If it could be done where you say something like. Take people from Planets with populations > 4000 Million AND where total Pop > 90% of Max Pop (so you wont take all the people off, and if you go below that point, the minister will look for another planet to draw from), then to fill planets you would have something like Deliver to Same Atmosphere, Condition > Mild, Happiness > 15%, Nearest (ect...).
Another Minister option is to gather (from cargo) mines/fighter/sats from storage and deliver to other planets. The ability to increase the amount of facilities a planet can have. Make it high research. The ability to group space stations to work together to build larger ships, either speed them up or a special ship that can't be built by a planet space yard. |
Re: SE5, Tell Aaron what\'s on your Wish List
This is a huge thread, so it may have been mentioned previously, but, if racial traits are part of SEV, I hope that none of them are as dominating as Advanced Storage is in SEIV. There's no way to make a competitive AI race without using it--and I imagine it's a necessary choice for a race for multiplayer also. It limits the racial diversity otherwise possible in the game when EVERY good race has the Advanced Storage trait. If the cost of the choice truly reflected the power it gives, then you might be able to choose a different mix and still have a prayer, but, as it stands in SEIV, any race without it is seriously disadvantaged before you even press the "Begin Game" button.
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Re: SE5, Tell Aaron what\'s on your Wish List
you can mod that to cost more.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Bought Gold again, and three days after it arrives my roommate comes downstairs to ask me if I can help him figure out this game.... SEIV g, that he had borrowed. I might even have known at the time.... no telling. |
Re: SE5, Tell Aaron what\'s on your Wish List
has any one thought about organizing this thread and all of the suggestions into a memo for Aaron?
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Re: SE5, Tell Aaron what\'s on your Wish List
Aaron has gotten all of these suggestions, plus more. That, and I bet he reads this thread from time to time. http://forum.shrapnelgames.com/images/icons/icon12.gif
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[ June 13, 2003, 20:23: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Here's a few more..
On the sector list, warp points, storms, and other non-useable objects should go toward the bottom, planets on top, construction bases next then combat bases..in some games it gets annoying having to scroll past the warp points and 50 bases to get to your ships. Also, constructed planets should be at the top of the list along with normal planets. As it is now they aren't! |
Re: SE5, Tell Aaron what\'s on your Wish List
EDIT: more, since it double posted AND accidently got posted too soon..
Anyway- it would be nice if we could determine where ships go in formation. [ June 13, 2003, 20:37: Message edited by: Phoenix-D ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Here is my top 5:
1. Captial Planet 2. Area effect weapons (explosions damage ships in neighboring sectors in tac combat 3. Race hate settings (Cylons hate Colonials) 4. More weapon types 5. Larger ship graphics |
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Re: SE5, Tell Aaron what\'s on your Wish List
In the course of making the Highliner Mod, it has been pointed out that there are numerous components that, for one reason or another, won't work on Units. For many of them, there are good programming reasons (cargo, etc), but I think some should be reconsidered. Not the least of which - Boarding Party Components. Even in the non-modded game, the "large" Fighters are well within the size range of "boarding pods" as seen in some SciFi genres, and having them available would spice up tactical combat a bit. Just a thought.
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Re: SE5, Tell Aaron what\'s on your Wish List
it's been said here that this is the official suggestion box and aaron reads it.
[ June 13, 2003, 23:25: Message edited by: narf poit chez BOOM ] |
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I seriously hope that race traits are better balanced in SEV--and, in the same vein, I'd liked better balanced weapons too, so there's not just one or two useful paths to follow in weapons research. |
Re: SE5, Tell Aaron what\'s on your Wish List
I just thought of an idea for a new feature for SEV--don't know what anyone else might think of it:
Variable weapons ranges and damage from game to game. In other words, in SEIV we all know before a game starts exactly how far an APB IV will fire and what damage it will inflict, so we devise our research plans accordingly. In reality, the effectiveness of new weapons based on new technical developments isn't known until they're made and tested [think of the atomic bomb program in WWII]. Could each different type of weapon have a variable starting point, with a variable incremental improvement as each new level was attained? That way, in one game, Ionic Dispersers might rule, while in another, they might be only moderately effective. This could also be extended to shields, and maybe ECM, sensors, etc. This way, every game would be like the first one, with the player not knowing what might be the best research path to pursue. I've always been in favor of being able to discover things as you go along--I think it makes a game more interesting. |
Re: SE5, Tell Aaron what\'s on your Wish List
More, since I remembered more this time..ships should be able to be given launch orders even if they don't have anything in their cargo to launch. So you can order a ship to pick something up, move, and launch in the same turn. Also a # to launch menu would be nice.
On a similar note, it would be good if you could access the Retrofit menu even when selecting something that can't be retrofitted- like a warp point. So you don't have to scroll and select. |
Re: SE5, Tell Aaron what\'s on your Wish List
I don't know about the rest of you, but I love to mod this game. I think it is one of the games strongest assests.
Sure some things need to be fixed, but hey name one game that doens't have something wrong with it. |
Re: SE5, Tell Aaron what\'s on your Wish List
Atrocities, I agree that the modding can be fun, and it's certainly one of the reasons the game's as popular as it is. But, there's one problem with mods--you can get to the point that no two players are playing the same game. This is of little significance if you only play solo--go ahead and change anything you want; you're modding the game to satisfy your own tastes, and that's all that matters. But, if you want to play against others, you obviously have to agree which Version you're going to play, and my guess is that the stock Version is always going to be the most commonly played. So, I want the stock Version to be as good as possible.
I say this despite the fact that I find some of the mods very interesting to play--like AST and Proportions. They both do some things better than the unmodded game. Haven't tried P&N yet, but it sounds good too. But, TDM's popularity--and I do have the impression that it's the most commonly played mod--lies, I think, in the fact that it doesn't change anything in the stock game, but simply reworks the AIs to provide more of a challenge. So, lessons learned in TDM are applicable to multiplayer unmodded games, while anything that you learn in a more extensive mod is likely to be applicable only to that mod. |
Re: SE5, Tell Aaron what\'s on your Wish List
I agree with Atrocities. Without the possibility to mod I would have lost my interest in SE IV by now, no matter how good the standard game is. It is the modding that keeps my interest alive.
Therefore modding will be absolutely essential for my decision to buy SE V. I might be wrong but if you count TDM, Proportion, Quadrant Mod together, the standard games might not be anymore the majority. [ June 14, 2003, 07:04: Message edited by: Q ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Fyron, that's a good idea. Damage IS too predictable in SEIV. However, I don't see why both variables couldn't be included; for example, in one game:
DUC V damage 40-60 40-60 40-60 40-60 40-60 But, in another game: DUC V damage 30-50 30-50 30-50 30-50 Possible variations in damage and range for a given weapon from game to game should probably not be too extreme, but even if it's only a 10-30% variation in average damage and a 10-30% variation in range, that would probably be enough to change the relative effectiveness of different weapons from game to game, so that it could pay off to be more flexible in your research plan than is currently the case--given that now we all know from the get-go EXACTLY what we'll get out of each research project. Perhaps either or both of the variables above could be optional choices when setting up the game. If you wanted to play without them, you just wouldn't check the box to activate them. |
Re: SE5, Tell Aaron what\'s on your Wish List
Your random damage suggestion should be a disableable option, yes. But my suggestion should not be. It makes no sense whatsoever to be able to do the exact same amount of damage with each of a half million shots (over time).
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Re: SE5, Tell Aaron what\'s on your Wish List
Also, I want to clarify something. I am not opposed to mods! I enjoy playing AST and Proportions [not to mention the TDM mod, which I play to the exclusion of unmodded SEIV. However, I consider TDM to be in a different class, because it does not mod any of the given parameters of the game, but simply reworks the AIs so that they exploit the standard game mechanics more effectively], and I intend to try P&N as soon as I can. However, the problem which I was addressing with the Advanced Storage trait seems to me to be a fundamental game balance issue, which ought to be fixed in the standard game, not simply in a mod which will benefit only a fraction of SEIV players.
My only problem with mods is that an excessive number of mods makes comparison/competition/communication between players problematic. But, I'm not looking for SE5 to be any less "moddable" than SEIV. I just want fundamental problems handled in the standard game so that we don't have to make a mod simply to fix what seems to me to be an obvious flaw. I realize that what constitutes an "obvious flaw," as opposed to simply a matter of preference, depends somewhat on personal perception. But, that's why I raised the issue of Advanced Storage here, to see if I was the only one who disliked being forced to use Advanced Storage if you want to design an effective AI empire. And, Fyron, that'd be fine with me. |
Re: SE5, Tell Aaron what\'s on your Wish List
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And here is that post: Quote:
I shall allow my sig to speak for itself on that whole "I don't know about you but I like modding SE4" bit. http://forum.shrapnelgames.com/images/icons/icon12.gif Q: There is no chance that SE5 will not be moddable. http://forum.shrapnelgames.com/images/icons/icon12.gif [ June 14, 2003, 12:17: Message edited by: Imperator Fyron ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Customizable and Printable reports!
SEV should have a reporting feature with canned reports, customizable reports, and Ad-Hoc reports. I love data as well. The icons on the SEIV GUI are essentially reports, and they do have a degree of customization (selecting different buttons while in a view). It would be nice to have a customizable view to produce empire management reports. Also, there should be a printable report functionality (ability to export to .txt or .xls). |
Re: SE5, Tell Aaron what\'s on your Wish List
Ihope that weapons especially are useful in the new Version. That would not need a proportions mod. ALso I would like fighter based races to have some kind of equal based chance of winnning. I get my butt handed to me all the time http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
"Weapons especially are useful"? http://forum.shrapnelgames.com/image...s/confused.gif What do you mean by that? Aren't weapons always useful for making things go boom? http://forum.shrapnelgames.com/images/icons/icon10.gif Did you put some specific kind of weapon in angle brackets, that would cause it to disappear...
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Re: SE5, Tell Aaron what\'s on your Wish List
Point noted! LOL
I meant that weapons like torpedoes should be a little more powerful to justify the negative factors as opposed to a beam weapon that does relatively the same factor of damage. Does that sound a bit more better? |
Re: SE5, Tell Aaron what\'s on your Wish List
Hey, just out of curiosity, does anyone have a resonably accurate guess/timeline for the production and subsequent release of SEV??
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Re: SE5, Tell Aaron what\'s on your Wish List
Supposedly next summer, but I don't know if it will really be ready by then. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
Just another idea, dunno if its posted anywhere already, but ...
Using TAB pages like when clickin planet(detail/facil/cargo/ability) on SECTORS too, when sector has more than one planet or whatnot: (planets/ships/bases/misc) This would filter "useless" warppoints, minefields, storms, asteroid fields etc to misc tab. Putting fleets, ships, units in another, bases in one and planets in one, things wouldnt be so 'messy' no more http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
I don't know if this has been suggested before but it will be now. http://forum.shrapnelgames.com/images/icons/icon7.gif I just don't know if it'd be possible to do in SEV. But I was thinking of something along the lines of Stargate SG-1.
This would be a facility that can either be researched (at a very, very high cost) or could be set to be only found in ruins, or it could only be made available on your home world that would allow one to use a "use facility" button. Having this facility would make it possible for you to build troops on a planet and then use the Stargate to open a portal to an enemy planet with a similar stargate. This would add another area to the game that would need to be watched carefully to insure that you do not lose that planet. But like I said, I don't even know if it's possible. What does everyone think about it? Good or bad idea? Any way to make this work better then what I described? [ June 18, 2003, 21:52: Message edited by: Ragnarok ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Ragnarok, that would be like an invisible maze of nodes linked to planets that only reveal themselves after you searched the ruin or facility. I like the idea. Would add to the importance of troops.
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Re: SE5, Tell Aaron what\'s on your Wish List
stargate's would make it to complex.
i think ship sizes should be up to the player. [ June 19, 2003, 07:26: Message edited by: narf poit chez BOOM ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Stargates as an option would be a good idea, but certainly not as the standard game affair.
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