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SEV: Any info yet?
Is there any info on what will be in SEV?
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Re: SEV: Any info yet?
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No, but really, you probably know about as much as the rest of us do. |
Re: SEV: Any info yet?
Wasn't there a rumour that it would use starfury graphics.
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Re: SEV: Any info yet?
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Re: SEV: Any info yet?
This is what I'd like to see in this upcoming title:
-Palace/Capitals and ability to move them -Wider range of technology/weapons -3D ship graphics on 2D planes that are their proper size ratio -wider range of ground forces and ground force tech(troops,tanks,air,mech,titan,marines,ect) -strategic ground combat -political fallout for distroying a colony with mass drivers, nuke bombs, bio weapons, ect -racial enemies. Races that always have negative political views towards wach other. Greater chance of war between nations(Empire vs Rebel, Cylons vs Colonials, borg vs all) -More unique racial tech -Government types that have an effect on game play -More politics, maybe a galactic council like MOO. Also have the ability to pull out of congress and form your own council. In addition the ability to pass laws like Galactic Civilization. -A diplomatic station that allows the creation of galactic council. The race that creates the station first gets a political & economic bonus. Attacking and/or distroying station creates political fallout. But also ends all galactic laws. -Improve trading of technology with cpu and human. Also improve the interface used to trade with other race. -Add galactic credits to economy to speed up projects, purchase ships & tech, -Civil wars. Working off the idea of using capitals. Civil War break outs should work as follows: stage1-Each system in empire is checked if it wants to break away. stage2-Then an appropriate number of ships join the side of the breakway systems stage3-A state of war exists until one sides capital falls. stage4-If capital is attacked by outside force there is a chance that the breakaway systems will join back. stage5-once the capital is capture it's either game over or the empire is restored. -Heroes and planetary leaders -Improve weapon tech tree. Add more weapon types like Laser, Particle beam, anti-matter, ect. Improve weapon pros & cons. Make torpedos and missiles a viable weapon choice. Allow special weapon mounts per weapon type. [I know some of this is possible in modding but I'd like to see this in the standard game.] -Space monster/borg like invasions that threaten everyone |
Re: SEV: Any info yet?
I like your list of suggestions. Some very good points. Sounds like you play Galactic Civilizations also. I wouldn't mind seeing some if not all of those things incorporated in SEV. But it's all up to Aaron, and what he likes from our suggestions. I can't imagine being disappointed in the final product, but it may not match our expectations. Too bad we got to wait up to 2 years to find out.
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Re: SEV: Any info yet?
I want hero units to emerge from ship and units with lots of combat experience sorta like they do in Civ III. The hero ships/units would get a bonus beyond what experience can get them.
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Re: SEV: Any info yet?
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Generally, any choice that is no real choice should either be improved or thrown away. There are enough pseudo-complicated boring games with dozens of choices, but one and only one possible way to play. |
Re: SEV: Any info yet?
I have some ideas for the Galactic Councils:
-The power of the councils in their military, political, and technological power depends on the members in them. -Councils shall be created on occaision, with varying goals. -Councils already in existence may change over time, depending on the traits it already has.(The "traditional" ones may change slowly, others change their attributes rapidly and randomly, ect.) -Laws may effect research, allowable ship designs, taxes(Galactic, Regional, and Local.), restriction of various technologies, allowed alliances.(or disallowed) -Players max place various taxes upon their planets if they wish, but they may have to alter them to satisfy council regulations.(100% would be standard, but taxes may not be lower then 25%, or higher then 175%.) -The amount of punishment a council may place upon violators of regulations may vary, from harassment to a unified war. What they deem punishable might be different from another council.(Insulting the "head of the council" for example may be punishable by war, but destroying Earth, a low-ranking council member, would just introduce minor taxes...in a different organization, it may be the opposite.) -The place where the council is established may vary, and is usually influenced by what the "head" prefers, like a planet in the center of the Galaxy, or a space-station/starship.(Which may be under the control of the current "head") Multiple councils may exist. -There may be sub-parties that influence the current changes to the council. |
Re: SEV: Any info yet?
I wonder if morale could be effectively added to the game. like shogun or medieval total war.
if it wasent done properly it could ruin the game, might be verry tricky to do.... |
Re: SEV: Any info yet?
I have to say, I'm seeing a lot of rquests for some sort of "galactic council" but I don't like it. SE4 already has the basis of an excellent political system (if the AI could just be taught to use it properly) - These "coucil" things seem a bit contrived imho- . Presumably they would only appear after first contact..? I guess I wouldn't mind if you were able to switch them off.
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Re: SEV: Any info yet?
You know that the improved AI political idea sounds better - a council is a bit off target. By allowing it much more freedom and smarts in terms of their political goals that would surfice.
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Re: SEV: Any info yet?
Two things.
First a new victory condition: Military victory does not count. Which is to say that if you're the only civ left at the end, you don't win the game, you lose. The idea being to force players to go for the other victory conditions, and allow for a less combat oriented game. Second, an improved political system. I don't know about these councils and whatnot, but what I do think should be done, is in single player games (And multiplayer games with AI factions) the AI should track your actions and basically have a "rating" for you, based on whether you break your alliances or keep them, whether you attack other factions or only fight in defense, and other things of that nature. There should be no mega evil empire flag, but rather, if you've expanded through a great deal of offensive warfare, breaking treaties, and (Most importantly) surprise preemptive attacks, you will be looked at badly (Except by berserker races) and other races will be inclined to shoot first and ask questions later. Whereas if you've been "good", other races will treat you peacefully except for berserker races (You'll still want to keep your distance from the xenophobic races too). This allows for a "realistic" or "idealistic" game (Depending on your point of view) where you play through the game only making retaliatory attacks, and can still win through the specific victory conditions of your game. The other thing I think should be added, is a federation alliance level. If you've played Starships Unlimited you'll be familiar with the concept... It's an unbreakable alliance that fuses two races together permanently. In multiplayer that means that both players have communal control over their units and planets. In single player it would mean the AI basically gives up control of it's units to the player. Just another option for diplomatic victory, and playing as a nice guy http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SEV: Any info yet?
You know that in terms of the AI improvements youre word and broken promises does work well in Civ. The modding angle could allow the players to taylor the AI to their needs. ALso the AIs position could be taken into account
Non military conditions are also a good idea - perhaps expanding the peace aspect - which can be done in this game. |
Re: SEV: Any info yet?
Yeah... something along the lines of a cultural victory, sort of like in Civ where you spread your ethos or whatever, or your Dominion in Dominions...
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Re: SEV: Any info yet?
Let's not get SE infected by that "cultural victory" nonsense please. http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Re: SEV: Any info yet?
certainly not the unrealistic civ one, at the very least.
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