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SEV- Suggestions on Ruins
I was thinking about ruins... ( rainy day i guess )
And I believe that in SEV there should be some options to select for ruins Option 1 - No Ruins Option 2 - Ruins only allow unique techs Option 3 - Ruins only allow normal techs option 4 - Ruins only allow ruin Techs ( need to get that added ) Option 5 - All Ruins on. What do you think |
Re: SEV- Suggestions on Ruins
And also the option to hide ruins so you don't know they're present until you land the colony.
And my favorite, that ruins also occasionally release something unpleasant. A plague? A species of space monsters? A malevolent race in 'hibernation'? |
Re: SEV- Suggestions on Ruins
How the random techs are chosen should also be different. Instead of a set number of techs, have a maximum research point value for the ruin and randomly pick techs that you have the prereqs for until the next one would go over the limit.
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Re: SEV- Suggestions on Ruins
I like all of these. Some good adds there like hidden, and release bad.
On the "points" thing though, I wouldnt want it to "fill from the bottom". I mean if it was 50,000 points of research I would rather have it go toward what Im working on than have it give me half a dozen techs I had purposely skipped. Well actually, either one would be good for game purposes I guess. Maybe if it was put in points, then we could have multiple results also. A) all toward what you have in queue B) all toward a randomly selected field (maybe add it to the queue as a partial if it doesnt complete it?) C) fill from the bottom up |
Re: SEV- Suggestions on Ruins
I would do it like this:
Select from this list which tech can be found in ruins: (then have a list of all the tech in the game, with radio buttons) For ease of use, some quick selector buttons like: Select All Toggle All Toggle All Normal Tech Toggle All Ruins Tech Toggle All Colonization Tech etc |
Re: SEV- Suggestions on Ruins
I like the system in SEIV but with one notable exception, I think that ruins must should be moddable in that we can apply them to such things as events.
Discovery of derelect ship has given your people a new technology. |
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There should be plenty of ruins that give no technology at all. |
Re: SEV- Suggestions on Ruins
I can see ruins giving clues to boosting research in an area. Maybe it being the area you are researching should be left entirely to chance.
Actually if I were to think about it I can see it being clues to research (research points in specific areas) more than I can see finding tech that can instantly be modified and mass duplicated for use in my ships. So if I were making a wild-change suggestion it would to changing the whole ruins system to be either research points (general or a specific area boost), or a piece of technology which you can add to ONE ship and jury-rig it to be useable. That could be an interesting change for strategic play. I could find a level 5 missile, or a level 5 shield, but I only get to add it to one ship. I can find a planetary shield but can only install it on one planet. Maybe I could find an actual ship and use it, or a dreadnought hull but only a couple of engines and a shield are intact so I have to get it to a shipyard and analyze it. Im not sure if that would be a GOOD change though |
Re: SEV- Suggestions on Ruins
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Whenever you colonize a ruins planet, you should get something. Sometimes something good (unique techs, etc), sometimes something bad (Oh no! Wrathful ancient race!), sometimes something you might not really need (Goody. Meson BLaster IIs. Those will fit nicely with my APBXIIs...) But I think not getting anything from a Ruins planet is kinda kicking the player in the teeth. |
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Ruins could give other things other than technology. They could give a new happiness pill, a boast to production, a boast to intel, a boast to research points, etc.
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Re: SEV- Suggestions on Ruins
I like the idea of useless ruins. Now combine this with an alien artifact idea (physical devices that can't be reproduced) and give me possibility to arrange a museum of galactic curiosities. That'd be cool! And utterly useless, but still cool http://forum.shrapnelgames.com/images/smilies/cool.gif
And spoils of war show as a practical proof of my victories. Yeah. |
Re: SEV- Suggestions on Ruins
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But taking the time to build a colony ship, settle the planet, and if suggestions in this thread are implemented, spending a bunch of research points on absolutely nothing. Then what are you left with? I figure, if it's a bunch of delapidated old houses, it isn't really worth mentioning. Therefore the fact that your scouts flagged a planet as containing ancient ruins means there's something worthwhile there. I could accept ruins tech that would be inferior even the lowest tech levels your empire could research, since you could always find a use for it, even if it's just trading it to another unsuspecting empire for something good. Or I could accept techs that fail to live up to their promise. ie: You find a ruin tech that you're told will allow you to develop a gun the size of a Meson BLaster but with enough power to destroy an entire world, but after you research it you just end up with something the size of an MB that does, say, 50% more damage. Not what you were promised, but still useful. But to get NOTHING? I wouldn't consider that fun. I'd consider it frustrating and annoying. For everyone who's played GalCiv, let me just ask, when you send your Survey Ship halfway across the galaxy to an anomaly that normally gives you that 25% tech boost, but instead you get nothing, do you say, 'Boy, that was fun!' or 'That was an annoying waste of time!' with a few explicitives thrown in for good measure? |
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Re: SEV- Suggestions on Ruins
I think there should be "power ruins" in SE:V. There should be a strategic reason why you would want to occupy a ruin planet after it has been taken. Maybe 5% boost to total empire mineral production, or something like that. Or maybe special techs that get unusable once you no longer own the planet. And as well, certain ruins should "broadcast" their use to all other empires, because of the immense energy/whatever used. For example, if you use the 5% boost to mineral production every turn, all other empires get to see the planet and system and get a notice about its use.
That would make for some interesting fights over ancient ruins. Brian |
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Even ruins that at first look promising could turn out to have nothing of use... |
Re: SEV- Suggestions on Ruins
Oh, the "power ruins" would be nicely put into a Category called "persistent ruins".
For example, you would get a special weapon that could skip through armor and shields, but that weapon would only continue to work and you could only continue to build it if the ruin was under your control. And various other things I can think of that would create more strategic reasons to own a ruin planet. For the idea to work though, all other empires would have to be aware of the ruin planet every turn it was "used". Brian |
Re: SEV- Suggestions on Ruins
I like the idea of Persistant Runes. That would certainly allow more Roll Playing ideas for games.
Runes that always give tech doesn't sound realist. In the late game, if my Empire has researched everything except Torps, and I colonise a Ruin World, why should that world have Torps? |
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It did bring to mind that a (slim) chance might occur for misleading research. Send you off in a wrong direction. Something that sets you back on what you are researching. Or maybe that would be better as a random event so that you can tie it in to the choice of having maximum events turned on. Might be a good idea to move the research boosts there also. |
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How about something which alters the worth of the planet. You scan the planet and see xxx,xxx,xxx worth plus some ruins. When you colonize it you find a food plant or a radioactive previously unknown to your scanners which puts a worthwhile boost on the numbers. It would be kindof nice to find out afterward that the crappy tiny rock actually has a use. If balance is desired it could also be some strange plant-virus or false-radioactive which shoots it down. Probably something with minerals also but nothing comes to mind. Some new metal maybe. |
Re: SEV- Suggestions on Ruins
'Gegege: wgee gewg ge gewg ew gwegrwg gwgrgwg. rgwrg rg wg grg grg rgr rgrgr grgrgwrg rgrgr. rggw rgwg tthw gwg. wgwerg.'
Translation: 'Warning: You have activated the planets self-destruct button. Destruction will commence at the end of this message. Have a nice day. Goodbye.' |
Re: SEV- Suggestions on Ruins
Power ruins is a great idea. Even a Not so Powerful ruin. Somthing that would give a little advatage to you. Like a familiar weapon system that takes up less space than normal.
I even thought of other "terrain" features. Maybe a lost colony that will join your empire on contact. An empty colony - just add population and it's ready to go. I'm stealing these ideas from MOO2 & 3. I remember it was those things that I looked forward to when I played those games...Oh yeah and the "lost star sytem" protected by a Death Ray firing Lobster ship. I'm not saying I want to play those MOO games anymore but borrowing ideas from them makes sense. Is the MOO mod ready? |
Re: SEV- Suggestions on Ruins
MOO mod? Oh geez, that is going to take a LONG time, probably... I do have the facilities and a few weapon components if you want to look at them... look at some of the more recent Posts in the SE4 Data/Sound/Graphic section of the Scenario/Mod forum; I don't feel like looking it up http://forum.shrapnelgames.com/image...ies/tongue.gif
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