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Renegade September 25th, 2003 11:22 AM

New Weapons Ideas
 
I don't know if this has been done before, but I thought of a few new weapons and ideas for Space Empires V.

Game Improvements

1. The Option to Clear all Construction Ques at the same time, or place them on or off of hold.
2. More sorting options for Planets. Add the sorting option to sort by atmosphere type. Example would be only show Oxygen worlds - uncolonized, colonized, etc.
3. Better sorting of ships. Sort by type would be nice. Example would be Show only colony ships in the ship window.
4. The option of showing NEXT available colony ship in the Colonize Planet window. This way you can see where the colony ship is in relation to the plants. OR better yet, the option of send nearest colony ship.
5. List the name of the planet in the little window that pops up when you click Send Colony Ship.
6. The option to retreat or avoid combat. The two options do not allow for a strategic retreat. In Rebellion you had the option to view the enemy fleet and evaluate wether or not you wanted to engage them. I think this option would be a god send for Space Empires V.
7. Moveable windows.
8. Wheel mouse support.
9. The option to set each races starting tech level.
10. The ability to set the number of players and neutral players per game.

Weapons:
1. Population Converter. A weapon that changes the population of a planet into your population. (It converts them by using a biological mutation virus.)
2. Warp Point Killer. A device much like the one used to destroy stars but instead it instantaneously destroys a WP.
3. Tactical Troops. A troop weapon that once deployed takes over enemy construction yards and allows you to use them while leaving the planet under the control of the enemy. (This could also work as an Intel project)
4. Organic Infestation. A device that once deployed will grow within a system into a monstrous organic organism devouring all planets and even the star.
5. Planet Organic Infestation. A similar device to Organic Infestation, but only effects a targeted planet.
6. Planet Shifter. A gravitational weapon that moves a planet to a random spot in the system thus destroying all population and or buildings upon that planet.
7. Arbiter. A weapon that sucks the energy from an attacking ship and uses it to strengthen its own weapons and shields.
8. Mass Driver. A weapon that penetrates planetary shielding and destroys population.
9. Cloner. A weapon that can create an exact duplicate of your ship for use in combat. Is destroyed after Combat if victorious.
10. Tachyeon Net. A device that damages cloaking devices when a ship that is cloaked is detected.
11. Hunter Seekers. A weapon that is deployed via a drone that will roam a system hunting enemy ships. When one enters the system it will intercept it and attack.
12. System Unstable. A new gravitational weapon that makes a system and all of its planets phase in and out. The system will remain, but the planets and star will disappear and re-appear on random intervals until a stabilization base is built near the systems star. (Read #2 in Game Concepts below.)

Game Concepts.

1. Limited system sight. A ship that comes through a warp point currently can see everything within the system. I propose that unless the ship is equipped with long range sensors it can only see a limited distance or more effectively has limited sight. The better the sensors the more a ship can see. This way a ship that enters a system can only see a small portion of the system, or can see all the planets, but not what is on them or any ships near them until it is close enough.
2. Flux Systems. Systems that randomly appear and disappear. Are not seen until they do appear, and after they appear and a Warp Point is generated, only the planets, asteroids, and star will phase in and out of sight. - A new base component could keep them stable if built in time. When the system appears a Warp Point will be generated to it from the closest system. It will have planets, stars, and even asteriods. Typically they will remain around for about 10 turns then phase out for a random number of turns before appearing again. If a player can establish a base near the systems star with a Stabilization component, it can make the system stable for as long as the base remains. If the system phases out before the base is operational, (constructed) then construction will stop until the system phases back in. At that point construction will pick up where it left off.
3. Dimensional Space or Alternate Realms that are not shown at all on the regular star map. Does any one remember the Zelda games for NES and SNES? Remember how Link could move between two worlds? I propose a similar concept here. Unstable Warp points that lead to systems or Groups of system that are in an alternate universe and have their own maps. Once a player discovers one of these realm systems they have the option of switching between the normal star map and the realm maps. The star map could change from black space to blue space or another color to signify the change.
4. Neutral Race Bonus. The Neutral races each have a race unique ability that when conquered or subjugated becomes a race ability for your race. Say improves happiness, advanced technology, etc.
5. Special Resources. Resources that are unique and one of a kind. Can give bonuses for ships construction, armor, new technology, etc.
6. Rare Resources. Resources similar to Special resources, but more abundant and can be harvested on any planet. Gold, Silver, Platinum, etc.

New Facilities

1. Planetary Transporters. Long range facilities that allow a player to instantaneously send cargo from one planet to another. Relay bases could allow the player to send the cargo longer distances.
2. Transporter Relays. Facilities that extend the range of a planetary transporter. Can also be a component that can be placed upon a Starbase at either end of a Warp Point to make transporting of cargo from a planet in one system to a planet in another system possible.
3. Anti System Unstable Facility that would prevent a player from deploying a System Unstable device.
4. Planetary Cloaking Device. A facility that hides a planet from view.
5. Troop Recruitment Facility. A facility that speeds up the production of Troops on a planet.
6. Troop Training Facility. A facility that trains troops much like a Fleet or ship training facility trains ships.
7. Orbital Habitats. Facilities that are built on a planet that are then deployed into orbit around a planet similar to bases. These orbital Habitats can have facilities placed upon them like research facilities, or Intel-counter Intel, etc. They also work as population growth centers.
8. Facility Slot Extenders. A facility that provides X amount of new facility slots per planet once built.
9. Rare Mineral Extractors. A facility that can mine rare minerals from a planet for use with specialty components or technology.
10. Population Converter. A facility that can alter the make up of any population on the planet to be able to breath that planets atmosphere. Only effect as long as the facility is working and can only support X amount of population per level of technology.

New Components
1. Gravitational Generator. A component that prevents a ship from being drawn into a black hole.
2. Black Hole Harvester. A mineral, rad, org mining device. A component that mines a black hole for resources.

Intel Projects
1. Embassy Bomb. A project that can be executed and if successful will lay in wait until activated. Once activated, the bomb can destroy a portion of population, or release a virus. The thing about this project is that it waits to be activated once it is successfully placed.

[ September 25, 2003, 10:37: Message edited by: Renegade ]

Arkcon September 25th, 2003 11:45 AM

Re: New Weapons Ideas
 
Welcome to the forums Renegade. Quite a list. Briefly, we have may of your suggestions already, just use different names, example:

Population converter virus <--> Puppet Political parties

Black Hole Resisting component <--> any ship with enough engines, and a quantum resupply reactor can be ordered to avoid the center indefinitely.

Keep on pluging, plenty of cool ideas. If the organic infestation was more than just eye-candy, I'd like to create one.

[ September 25, 2003, 10:46: Message edited by: Arkcon ]

Renegade September 25th, 2003 11:56 AM

Re: New Weapons Ideas
 
Quote:

Originally posted by Arkcon:
[QB]

Population converter virus <--> Puppet Political parties

QB]
<font size="2" face="Verdana, Helvetica, sans-serif">Thank you for the welcome. http://forum.shrapnelgames.com/images/icons/icon7.gif

I should clarify the Population Converter Virus.

The virus would work slowly or quickly depending upon its level and the amount used to convert the population of a planet say from Amokie to Terrain. Their appearance would change from Amokie to Terrain. The virus re-writes their genes to "morph" them into whatever race deploys the weapons.

Another weapon that I thought of could infect the population of a planet with a neurological disorder that then makes the production of the planet count for the race who deployed the weapon, and not the race that controls the planet. Kinda like a rioting planet except that the planets production, Intel, minerals, rads, orgs, research, etc would go to whomever deployed the device. The only way to solve this is to treat it like a plague and use a medical component to cure the population.

oleg September 25th, 2003 03:40 PM

Re: New Weapons Ideas
 
Quote:

Originally posted by Renegade:

2. Warp Point Killer. A device much like the one used to destroy stars but instead it instantaneously destroys a WP.
...

<font size="2" face="Verdana, Helvetica, sans-serif">SEiV has it. Research Stellar Manipulation and you will have "close warp point device" http://forum.shrapnelgames.com/images/icons/icon7.gif

oleg September 25th, 2003 03:44 PM

Re: New Weapons Ideas
 
Quote:

Originally posted by Renegade:
...
6. The option to retreat or avoid combat. The two options do not allow for a strategic retreat. In Rebellion you had the option to view the enemy fleet and evaluate wether or not you wanted to engage them. I think this option would be a god send for Space Empires V.
...

<font size="2" face="Verdana, Helvetica, sans-serif">SEIII had the retreat option and it did not work well - fleets were chasing each other around strategic map to utter boredom and frustration of players. May be it can be made to work better, but IMHO, SEIV system is very good.

oleg September 25th, 2003 03:47 PM

Re: New Weapons Ideas
 
Quote:

Originally posted by Renegade:
... 8. Mass Driver. A weapon that penetrates planetary shielding and destroys population.
...

<font size="2" face="Verdana, Helvetica, sans-serif">It is here. Biological weapons are evil - I HATE plaque bombs. http://forum.shrapnelgames.com/images/icons/icon8.gif

oleg September 25th, 2003 03:52 PM

Re: New Weapons Ideas
 
Quote:

Originally posted by Renegade:
...
4. Planetary Cloaking Device. A facility that hides a planet from view.
...

<font size="2" face="Verdana, Helvetica, sans-serif">I am not sure here, but are't Devnulmod Monsters' planet cloaked and undetectable ? Sorry, did' play Devnulmod for long time.

oleg September 25th, 2003 03:57 PM

Re: New Weapons Ideas
 
Quote:

Originally posted by Renegade:
... Black Hole Harvester. A mineral, rad, org mining device. A component that mines a black hole for resources.

...

<font size="2" face="Verdana, Helvetica, sans-serif">I wonder how the hell can one sent minerals back from under the Schwartshild (sp?, sorry) radius ? http://forum.shrapnelgames.com/images/icons/icon10.gif Cool idea though.

Cyrien September 25th, 2003 07:16 PM

Re: New Weapons Ideas
 
You wouldn't necessarily be mining the black hole... you could mine the accretion disk. http://forum.shrapnelgames.com/images/icons/icon12.gif

Loser September 25th, 2003 08:06 PM

Re: New Weapons Ideas
 
Even if you're just mining the accretion disk you'd be orbiting at relativistic speeds.

It'd be weird.

Jake Monroe September 25th, 2003 11:42 PM

Re: New Weapons Ideas
 
Quote:

Originally posted by oleg:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Renegade:
...
4. Planetary Cloaking Device. A facility that hides a planet from view.
...

<font size="2" face="Verdana, Helvetica, sans-serif">I am not sure here, but are't Devnulmod Monsters' planet cloaked and undetectable ? Sorry, did' play Devnulmod for long time.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I tried to make a planetary cloaking facility in SE4, but it wouldn't work.

Puke September 26th, 2003 12:29 AM

Re: New Weapons Ideas
 
planet cloaks work. either as a component or as a facility. it uses the sector site obscuration ability, and has the side effect of cloaking all ships and bases in the sector.

Ed Kolis September 26th, 2003 01:48 AM

Re: New Weapons Ideas
 
Quote:

2. More sorting options for Planets. Add the sorting option to sort by atmosphere type. Example would be only show Oxygen worlds - uncolonized, colonized, etc.
<font size="2" face="Verdana, Helvetica, sans-serif">You can actually do this - just sort by planet picture, and since the pics happen to be sorted by atmosphere and size, the planets will be too! http://forum.shrapnelgames.com/images/icons/icon10.gif

(This may not work with the ImageMod, though, as it adds some extra planets at the end of the list http://forum.shrapnelgames.com/images/icons/icon9.gif )

Jake Monroe September 28th, 2003 02:35 AM

Re: New Weapons Ideas
 
Quote:

Originally posted by Puke:
planet cloaks work. either as a component or as a facility. it uses the sector site obscuration ability, and has the side effect of cloaking all ships and bases in the sector.
<font size="2" face="sans-serif, arial, verdana">I tried doing that, but when I took controll of a race without any sensor tech, I could still see everything in the sector of the planet with the facility.

Jake Monroe September 28th, 2003 07:02 AM

Re: New Weapons Ideas
 
Holy.... How the heck did this happen?

oleg September 28th, 2003 03:47 PM

Re: New Weapons Ideas
 
Quote:

Originally posted by Jake Monroe:
Holy.... How the heck did this happen?
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon7.gif Ask moderartors to delete redundant Posts.

Fyron September 28th, 2003 09:08 PM

Re: New Weapons Ideas
 
Quote:

Originally posted by Jake Monroe:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Puke:
planet cloaks work. either as a component or as a facility. it uses the sector site obscuration ability, and has the side effect of cloaking all ships and bases in the sector.

<font size="2" face="sans-serif, arial, verdana">I tried doing that, but when I took controll of a race without any sensor tech, I could still see everything in the sector of the planet with the facility.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Go get Devnull Mod and check out how the Monsters cloak their HW. http://forum.shrapnelgames.com/images/icons/icon7.gif Keep in mind that all ships have a built-in level 1 passive (or is it active?) EM scanner, so if you tried level 1 cloaking, it would not work well. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities September 30th, 2003 12:35 AM

Re: New Weapons Ideas
 
Quote:

Originally posted by Renegade:

2. More sorting options for Planets. Add the sorting option to sort by atmosphere type. Example would be only show Oxygen worlds - uncolonized, colonized, etc.
<font size="2" face="sans-serif, arial, verdana">This is a good idea. Also add this sorting to the Colonization window. This way you can sort what colonies you want to send ships to. IE you have captured a Hydrogen planet filled with hydrogen breathers and all you want to do now is send out ships from this planet to colonize ONLY hydrogen planets. By being able to sort by atmosphere type and one could better deploy his colony ships. This would become a VERY useful feature IMHO. I wish we had it now.

Loser September 30th, 2003 03:39 AM

Re: New Weapons Ideas
 
I believe you can sort by atmosphere in the Planet Window... or did I miss something?

Baron Grazic September 30th, 2003 05:30 AM

Re: New Weapons Ideas
 
Some good suggestions, but I have got to disagree with this one.

--- Population Converter. A weapon that changes the population of a planet into your population. (It converts them by using a biological mutation virus.) ---

I know we are talking about pretty advanced civilations, but I just can't see how any technology could turn any race into another. How could any virus turn the EEE into the Cryslonite or Terrans, etc?

Renegade September 30th, 2003 06:07 AM

Re: New Weapons Ideas
 
Quote:

Originally posted by Loser:
I believe you can sort by atmosphere in the Planet Window... or did I miss something?
<font size="2" face="sans-serif, arial, verdana">Yes you can, but it also lists all of the other planets as well. I like the idea Atrocities said about sorting the atmosphere types in the Colony window. That is a great idea.

Quote:

Origninally posted by Baron Grazic:

Some good suggestions, but I have got to disagree with this one.

--- Population Converter. A weapon that changes the population of a planet into your population. (It converts them by using a biological mutation virus.) ---

I know we are talking about pretty advanced civilations, but I just can't see how any technology could turn any race into another. How could any virus turn the EEE into the Cryslonite or Terrans, etc?

<font size="2" face="sans-serif, arial, verdana">I know what you mean, but we have seen this demonstrated on many Sci-Fi shows, most noteably Star Trek Next Generation and most recently on Star Trek Enterprise. I thought it would be a great weapon, a morphing weapon, that works over time. A medical facility or component would work to reverse or prevent such weapons.

Baron Grazic September 30th, 2003 06:16 AM

Re: New Weapons Ideas
 
It may have worked on a few Sci-Fi shows, but weren't those example on humaniod races?
Could you see it turning a jellyfish (EEE) into Human? http://forum.shrapnelgames.com/images/icons/icon7.gif

Edit - Don't take me to serious, I'm in a weird mood today, and am disagreeing with everyone. People at work have noticed and no-one is game to bother me now, so I might have to make this my new attitude. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ September 30, 2003, 05:19: Message edited by: Baron Grazic ]

narf poit chez BOOM September 30th, 2003 06:44 AM

Re: New Weapons Ideas
 
not that i'm really reading this thread, but a weapon to turn even a human into another humanoid would have to do so slowly and with the most extreme care, as the possibility of something in one system being poisonious to the other system is high. propaganda would probably be much faster and safer.

Renegade October 1st, 2003 08:49 AM

Re: New Weapons Ideas
 
Quote:

Originally posted by narf poit chez BOOM:
not that i'm really reading this thread
<font size="2" face="sans-serif, arial, verdana">Oh well.

se5a October 2nd, 2003 10:38 AM

Re: New Weapons Ideas
 
I might have missed somethign here but what would be the point? its better to have diferent races cause you can colonise diferent atmosphears with them.
as long as you can keep them happy that is...

General Woundwort October 2nd, 2003 11:34 AM

Re: New Weapons Ideas
 
Quote:

Originally posted by Baron Grazic:
It may have worked on a few Sci-Fi shows, but weren't those example on humaniod races?
Could you see it turning a jellyfish (EEE) into Human? http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">It's Calvin's Transmogrifier Gun!!! http://forum.shrapnelgames.com/images/icons/icon10.gif

Atrocities November 3rd, 2003 10:16 AM

Re: New Weapons Ideas
 
These suggestions should be add these ideas to the Offical list and attend the Chat set up for Tuesday on #Se4 chat.


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