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-   -   Suggestions for Space Empires V (http://forum.shrapnelgames.com/showthread.php?t=23524)

Kid April 15th, 2005 08:04 PM

Suggestions for Space Empires V
 
Please excuse me if these have already be put forth. I am new to the game and have not had time to get to know the community.

1. When building satellites, please give the option to have them auto-launch from the planet that constructed them. I spend a lot of time going from planet to planet launching satellites after they have been built. With this option, a player could set a planet to built satellites and launch them into orbit until the 100 max limit is reached, and not have to check on that planet every turn.
2. In the construction queue when building Units, in the “Item Details” window please show how much cargo room the unit is going to take up. I often build units I have no space for.
3. New Tec – Planet Shields - NM I just discovered it - LOL
4. New Tec – Hardened Bunkers (like ship armor but for planets)
5. Judging from the rulebook on pages 43 and 44 it looks like the formations are built depending on where the ships are in the fleet list. I would like to have a way to reorder that list in the same fashion as building queues. If you included numbers on the ship list, then players could look at the formation diagrams and actually pick where they want the individual ships to show up in the formation. The Fleet Leader would always default to the top position.
6. Please improve the trading options for technology. I can’t select the item I want only the category and after getting burned twice I never used it again. I know you want to keep the other player’s tec a secret but I think it was over done. Maybe put some kind of indicator up showing if it will be a bad trade or not. After all, the parties would never trade in the blind. Or you could drill down based on what you have discovered in combat and through spies.
7. On the screen where you pick Strategic or Tactical could you indicate if the planets you own have defenses? I always like to use Tactical if my planets have defenses but it hit or miss most of the time.


Suicide Junkie April 16th, 2005 02:20 AM

Re: Suggestions for Space Empires V
 
#2:
Cargo requirements are usually quite easy to estimate. Round your small/medium sats up to 100kt.
Fighter counts can be rounded off to the nearest 5 or 10, and worked out from there.
Putting a cargo base in orbit can help. Any excess cargo the planet can't hold will go into the base.

#4:
Just build weapon platforms that are all shield generators.
That will give your planet a few thousand hitpoints that works just like armor.

Mephisto April 16th, 2005 08:40 AM

Re: Suggestions for Space Empires V
 
Nice suggestions, especially 7 and 8 haven't been mentioned before IIRC. Let#s see what's going to come...

Kid April 16th, 2005 03:44 PM

Re: Suggestions for Space Empires V
 
Thanks Suicide, I'll give it a try

Kid April 16th, 2005 03:50 PM

Re: Suggestions for Space Empires V
 
You know if I could only have one thing it would be to pick where my ships show up in the formation. I like to make specilized ships for capturing enemy ships and often they show up way out on the flanks.

Gandalph April 16th, 2005 07:02 PM

Re: Suggestions for Space Empires V
 
#1
After you build the first satellite and order the planet to launch, you simply click on the repeat orders button.

Zereth April 16th, 2005 08:26 PM

Re: Suggestions for Space Empires V
 
That only works in Simultaneous movement. If you're in turn-by-turn, that just makes the planet launch some satellites right now.

Phoenix-D April 16th, 2005 08:41 PM

Re: Suggestions for Space Empires V
 
Besides, the topic is suggestions for SEV, not what you can do in SEIV. http://forum.shrapnelgames.com/images/smilies/wink.gif

Zereth April 16th, 2005 09:56 PM

Re: Suggestions for Space Empires V
 
Ah, but it would be pretty nice to be able to do that sort of thing in sequential movement as well. Some option to have things _not_ execute orders until you tell them to or you end the turn, say.

dogscoff April 23rd, 2005 07:33 AM

Re: Suggestions for Space Empires V
 
I noticed in one of the se5 screenies that space stations still have "endless" supply. I believe this can be turned off in se4, (I think S_J used it to make supply into a finite resource in one version of P&N) and so I imagine this has been carried over into the sequel, but further options for making supply into a more finite resource would be great:

- An option to allow planetary supply depots to generate a finite, rather than infinite, quantity of supplies per turn. This kind of implies the introduction of planetary supply storage, which might be contraversial with the players as well as difficult to implement this late in development. THerefore, don't bother with plentary supply storage, and instead just have any 'unclaimed' supplies lost, which will force players to build massive "supply stations" in orbit to catch all the excess.
Please note that I request this as a modding option, not as a part of the stock game.

-A modding option to generate finite resources per turn out of thin air from a component, and/or by converting min/org/rads with a facility or component. At the moment the only such options we have are the Qunatum reactor (infinite supplies from component) or solar panels (finite supplies from component, dependent on stars in the system.) THese are great, but I'd like MORE to play with
:-)

-"Get supply from..." and "give supply to..." orders for ships/ fleets. This way a ship or fleet can chase after another one (or a planet or a base), share supplies and move on in one turn, rather than having to manually rendezvous the ships, fleet them together, wait for the supply pool to be distributed and then break the fleet, which can take several turns.

http://forum.shrapnelgames.com/images/smilies/happy.gif

Fyron April 23rd, 2005 02:21 PM

Re: Suggestions for Space Empires V
 
SJ converted them into ships instead of bases to eliminate the infinite supply aspect. In the IRC chats, Aaron made references to moddable hull definitions, which could allow all sorts of crazy ideas to be implemented. http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima April 23rd, 2005 04:03 PM

Re: Suggestions for Space Empires V
 
Moddable vehicle types are a modder's best friend..... well, at least where eccentric ideas or other sci-fi universes are concerned http://forum.shrapnelgames.com/images/smilies/wink.gif no but really, if this is an actual function in SEV I'd be overjoyed.

Exan April 23rd, 2005 04:32 PM

Re: Suggestions for Space Empires V
 
As long as I can create starbases/space stations that can open wormholes/warp points to other systems my modding wishes are fullfilled.

Zereth April 23rd, 2005 06:58 PM

Re: Suggestions for Space Empires V
 
Warp gates rather an or in addition to warp points? Yeah, that'd be good.

What _I_ want is to be able to build a border control station on a wap point so that nobody else can use it without authorization or going through with force, or possibly stealth.

Kid April 24th, 2005 12:31 AM

Re: Suggestions for Space Empires V
 
I would like to see the component list scroll when I hold down the mouse. All the clicking is getting to me.

douglas April 24th, 2005 01:12 AM

Re: Suggestions for Space Empires V
 
Quote:

Kid said:
I would like to see the component list scroll when I hold down the mouse. All the clicking is getting to me.

Once you satisfy all the requirements of the design (bridge, CQ/LS, cargo/colony/fighter bay requirement, etc.), the mouse wheel scrolls the component list in SEIV.

henk brouwer April 25th, 2005 05:30 AM

Re: Suggestions for Space Empires V
 
I did some thinking about intelligence projects, I don't really like how they work in SEIV, it seems to be too much of a all or nothing situation. Either you can not breach the enemy defenses and nothing will happen, or you can breach them and there's nothing the enemy can do.

So I tried to come up with a solution in the form of a new class of intelligence projects that could be added to the existing ones: tactical or combat espionage. This project would send spies out to study enemy combat tactics, and learn from them. When completed this project would give a small(1%)permanent combat bonus against the race that was spied upon, the project could be completed multiple times and the bonus would stack. there would be NO DEFENSE against this project, other than doing combat espionage on that enemy yourself, to get your own combat bonus. maybe the cost of the project should increase depending on how many times it has already been completed

This would make intelligence far more interesting, having a race that specializes in intelligence could be a viable alternative to a race with a high natural combat bonus, races that would be the victim of such intelligence would still have a change to win, if they compensate with more research and better sensor technology..

any oppinions?

Henk

Suicide Junkie April 25th, 2005 01:44 PM

Re: Suggestions for Space Empires V
 
Check out the "Leaky Intel" for SE4.

The idea there, is you delete the counter-intel projects.
You make all of the projects relatively expensive, except for the "intel sabotage", which you make very cheap.

Suddenly, intel is dynamic.
You have to actively target an enemy race to defend against, and even with constant counter-intel, they can slip projects through (especially the cheap ones).

The more expensive projects are more likely to be stopped by counter intel, since they take longer to complete, and the defender gets more chances to discover and sabotage the project before it is launched.

You can team up for defense or attack, and you can't defend without the target knowing that they are under suspicion http://forum.shrapnelgames.com/images/smilies/happy.gif

Kid April 25th, 2005 07:16 PM

Re: Suggestions for Space Empires V
 
Quote:

douglas said:
Quote:

Kid said:
I would like to see the component list scroll when I hold down the mouse. All the clicking is getting to me.

Once you satisfy all the requirements of the design (bridge, CQ/LS, cargo/colony/fighter bay requirement, etc.), the mouse wheel scrolls the component list in SEIV.

So it does. Thanks!

Kid April 25th, 2005 07:19 PM

Re: Suggestions for Space Empires V
 
henk brouwer
I like your idea. I think it could work.

henk brouwer April 26th, 2005 04:14 AM

Re: Suggestions for Space Empires V
 
Quote:

Suicide Junkie said:
Check out the "Leaky Intel" for SE4.


There is such a thing as leaky intel for se4? sounds very interesting, which mod?

It sounds like a huge improvement over the original system, the proposed combat espionage project would still be interesting as a new project though.

Suicide Junkie April 26th, 2005 07:25 PM

Re: Suggestions for Space Empires V
 
I don't have a list of mods which use it, although I have implemented it in Carrier Battles Mod for one.

It is quite simple to do, although AIs will certainly have trouble.
The thing to do for the AIs is either (A) mod in a racial tech which gives the AIs stock counter intel, or (B) disable intel when playing solo.

Against human players on PBW, though, it is great.

ak_vader April 28th, 2005 09:30 PM

Re: Suggestions for Space Empires V
 
Well im new to these forums so forgive me if this is a stupid question. Ive looked at many threads and websites and cant find out if SE5 has multiplayer or not? Ive been playing Star Fleet Command 2 for the last 5 years many hours every night, and absolutley love it its the best space tactical game i can play with and against my buds online. I was liking the way SE5 sounds but again cant find out if its
multiplayer or not. Seeing as in 5 years ive never even played the single player of star fleet multiplay is where the real thrill of the kill comes in. If anyone could answer this id appreciate it. Thanks from a fellow tactical gamer.

Slick April 29th, 2005 12:38 AM

Re: Suggestions for Space Empires V
 
It will have multiplayer, but it will be turn-based, not real-time combat like SFC2. I play SFC2 and OP from time to time as well. Both games are great, but I don't think it's fair to compare them. The SFC series is based on Star Fleet Battles and simulates combat ship-to-ship with possibly a couple of wingmen. The SE series is about managing an entire empire. Combat (in the SE series so far) doesn't have the detail of SFC (weapon arcs, hit&run raids, shield facings, transporter bombs, etc.) but it isn't meant to.

Suicide Junkie April 29th, 2005 01:26 AM

Re: Suggestions for Space Empires V
 
Instead of the details of arcs, shield facings and one-off special attack tactics, you have the details of designing the ships, picking strategies to follow, fleeting them together in the right combinations, and retrofitting them as technology improves.

Then you hope they're outfitted well enough as fleets, easily over 20 per side and sometimes hundreds or a thousand per side, clash in space. http://forum.shrapnelgames.com/images/smilies/happy.gif

Escaflowne April 29th, 2005 01:53 AM

Re: Suggestions for Space Empires V
 
The primary suggestions I have are:

1. Larger galaxies or multiple galaxies.
2. Larger tech tree. - I believe all technology is infinite in SE5 so that solves that problem. Now to find some clueless low-tech computers to plunder...
3. In addition to all the yummy modding abilities in SE4, I would have liked there to be a way to control supply generation. As it was, it was either infinite ot dependent upon the number of stars. Rather clunky.
4. A stronger AI. I know they are a LOT of work to code properly but a decent AI should be included. As it was, even on hard with high bonus I could *usually* beat the AI at least 8 times out of 10. And usually the only times I lost were when my starting position sucked. Or I had it set for teams.

I'm sure there are a few more but that's really my wishlist.

ak_vader April 29th, 2005 03:10 AM

Re: Suggestions for Space Empires V
 
Thanks slick for the answer, i will keep my eye on this one, cant wait to try the demo, hope the demo lets us test the multiplayer part of it. looks like could be a cool game to play with a friend. I am wondering if maybe the turn mode in multiplayer will have a speed setting or something so it plays at which ever speed is set the lowest on the folks all playing together, like maybe slow, medium, and fast. but it would only go as fast as the lowest setting. Just an idea.

Phoenix-D April 29th, 2005 04:26 AM

Re: Suggestions for Space Empires V
 
The turn mode in multiplayer is likely to be the same as Space Empires IV: all sides enter their orders, then when the last person sends it the game runs it, all the orders executing at the same time.

In that mode, you don't have any tactical combat, so you don't get to fight the battles and there's no need for a speed setting.

Ron_Lugge April 29th, 2005 12:05 PM

Re: Suggestions for Space Empires V
 
Modable vehicle definitions as in I can change what a ship / base is? Cool... http://forum.shrapnelgames.com/images/smilies/happy.gif

MrSnuggleBunny May 6th, 2005 12:23 PM

Re: Suggestions for Space Empires V
 
Dear Santa,

When SEV is released I would like to have...

1) Maneuverability - It just doesn't seem realistic that a unit can go from dead stop to full speed and make a bootlegger's reverse (180-degree turn) all in a single turn.

Can we please have some mechanism to dictate the acceleration and decceleration of a unit? Nothing extravagant but something along the lines of: a unit can acel/deccel 1/2 of its total current movement allowance in a single turn.

Limiting the number of turns a unit can make in a single turn should be reduced as its speed increases, i.e. at a dead stop a unit can make a complete 360-degree revolution, at half speed and can turn up to 4 facings at full speed it can turn up to 2 facings (assuming a square map with facings being the four sides and four corners collectively).

2) Firing Arcs - One aspect of this game that makes it so entertaining is that the vast expanse of the tactical battle map and the limited range of weaponry means that maneuver actually matters. If a ship gets hammered on one side the commander should have to manuever to reposition his ships to present a new broadside. Designating firing arcs at time of construction would be a plus. The tonnage allowed by arc could be set ratios of the overall unit tonnage.

This would be particularly helpful whn making planetary assaults. Let's face it: attempting to take a planet with troops while the planet has a robust array of weapons platforms mounting missiles and point defense weapons is all but an exercise in futility. Why should platforms mounted at the south pole be able to hit me if I'm concentrating my forces at the northern pole?

Dividing a planet into quadrants for the purposes of basing platforms and troops would be nice. Troops could be limited to moving to one new quadrant per strategic turn.

3) Stacking Limits - I can understand that stacking all of one's units in a single space could lead to some lop-sided tactics but can we have limits on the tonnage, say 500 to 800 kT? At least allow us to move a unit through a space occupied by a friendly unit; sometimes the AI will designate a movement path for a unit that costs me 1 or 2 movement points and ruins the calculated movement I had planned.

4) Customizable Formations - A formation editor and some method of designated which units are 1st, n 3rd etc within the fleet would be really keen.

5) Customizable Weaponry - Can I trade range for damage/rate fo fire/etc? Weapon mounts allow me to trade range and damage for tonnage; let's make a good thing better.

6) Interstellar Travel - besides warp points. A system 2 sectors away can take less time to reach than a system 10 sectors away depending upon the placement of warp points within a system. What if I want to cut "cross country" to save time? Such movement could also balance us mid-tech slobs against empires that can open and close warp points at will.

7) Planetary Orbits - I exploit the fact that planets do not revolve around their suns by picking planets equidistant betwen/near warp points to place military installations. MAKE ME STOP! In real life the planets would be orbitting the sun thus denying the use of "permanent basing."

8) Auto-Retrofit/Upgrade - If I lewt ministers handle upgrading production facilities they tend to onle upgrade one facility per turn...over the entire bloody empire! Fire these bums. How about upgrading one facility per planet per turn? Designating units to auto-upgrading ship/base designs as a particular technology improves would be nice.

9) A Pony - I promise to take care of it, and brush its long silky mane and name him Buttercup and I'll be good forever and ever. Puh-leeeeze!

Anyway, that's my wish list...

...for now.

Mylon May 9th, 2005 12:31 PM

Re: Suggestions for Space Empires V
 
One thing I'd like to see is the ability to modify ship components/building facilties with technologies as opposed to having to create a new component for each possible combination of technology.

Thus, one could have the Mega Uber Laser, research up on lens technology to make it do more damage, research up on minituraization to make it smaller (and thus fit more on the ship), research manufacturing methods to make it cheaper, ect... And this is all just one component. None of this model I, II, III, ect...

Old ships would still use the outdated versions until retrofitted, which I imagine would make things a lot more complicated since the ship no longer is a collection of components and now the game has to remember the individual stats, but I think it would be more rewarding as a whole.

Imagine, say, the cities in Proportions where all of the mineral extraction, research technologies, shielding technologies, storage technologies... _Everything_, made the city better in some way.

Second is unset ship sizes. The ability to use a simple slider/text box to scale the size up and down to any value desired, as governed by some non-linear function. Ideally, hull technologies will increase the sizes that can be used before cost becomes incredibly prohibitive. So no more cases of having unused space on the ship becaue of odd-sized hull components, plus there's less concern with the enemy getting dreadnauts first. Everyone can build dreadnauts in the beginning, it's just a matter of how much they're willing to spend. This better reflects the mentality that _anything_ is possible with enough manufacturing capital, it's just that technology is what makes it feasable.

Finally, I'd like to see better upgrade management. In SEIV, upgrading from one facility to the next only halved the cost of the new facility. Thus, in games like Proportions, it was cheaper to build a minor city (cost of 15kT across the board) and upgrade it to a metropolis (cost of about 200kT across the board, saving a total of 85kT of production) than it was to build the metropolis outright. It'd be nice if the current facility only applied, say, 80% of it's value to the new facility.

Suicide Junkie May 9th, 2005 12:38 PM

Re: Suggestions for Space Empires V
 
How would you handle damage if ships are not made up of components?

Mylon May 9th, 2005 12:46 PM

Re: Suggestions for Space Empires V
 
Oh, I intended ships to still be made of components, I was just referring to the overall hull size being customizable (instead of limited to pre-set sizes). Thus, if you have a size 500kT hull and you fill it with 45kT components, you would only have 495kT used. You could either scale it back by 5 kT or scale it up by 40kT to elimate the excess space (and make the ship slightly cheaper) or make room for one extra component.

If gravity isn't an issue, space ships don't have to support their own weight, so there shouldn't be any limit on size. The limit should just be on how feasable it is to put it together, which is more a matter of how much the empire can pay.

edit: Oh wait, you were talking about the first suggestion I made. By all game purposes, yes, the ships will still be made of components, but for the purpose of programming and file structure, the game will have to remember each of the individual components instead of just remembering what model of component and how many. That is, using the one component with properties defined by current technology levels (instead of multiple components for each combination of technology levels), your old ship will have to be remembered as "Uber mega laser with lens tech 3, mini. tech 2, manuf. tech 5" instead of, "Uber mega laser CVIII".

Though if it stored it entirely based on stats ("Component name: Uber mega laser. Damage: 1337, range 2, size 35kT, ect...") then there could be some interesting possibilities... Imagine an engineering bay that subtle "optimized" your ships each turn they spent in the bay. You can research technologies to make your whole fleet better, or you can invest resources to make an extremely optimized fleet. Or your fleet just stumbles on an alien artifact that latches onto your hull and merges with it, increasing armor for that particular ship/fleet but refusing to give up any secrets. Or other fun stuff.

Sabin May 9th, 2005 03:40 PM

Re: Suggestions for Space Empires V
 
I like that idea...have some of my own to propose. Someone mentioned firing arcs playing a role...which gives me the idea that perhaps some weapons can have "adjustable" firing arcs...say a "Guided Laser" which can be shot from the South Pole of a planet, that as it navigates to it's target that is orbiting above the North Pole, it loses power and accuracy, but can potentially hit and cause damage. Or missiles, that have fuel considerations...things like that.

Also, on the topic of Components...I very much like that idea. It can potentially simplify matters in ship design, and you have definately come across a potentially good idea. For example, it would be perfect for a Star Trek modification featuring the Borg - you can have incredibly huge ships, and that all of them can be adapted with "assimilated" technology on the fly...also, if new technology captured and then researched on-ship would be good: You can have mobile research stations that capture any ships that fly by...

Baron Munchausen May 9th, 2005 03:43 PM

Re: Suggestions for Space Empires V
 
If you have played Starfury you have seen the new component system. And yes, it does allow essentially 'unlimited' levels of components without having to write out an entry for each one. It also allows component abilities based on more than one tech field, meaning you can have very complex situations such as missiles advancing in damage from warhead/explosives tech, advancing in speed from propulsion tech, and advancing in damage resistance from armor tech.

As for ship sizes, we seem to be stuck with the fixed sizes. Hopefully we can still persuade MM to use some sort of 'Quasi-newtonian' propulsion system so that there will be a logical relationship between ship size, engines installed, and performance. We shall see.

Xaren Hypr May 12th, 2005 01:52 AM

Re: Suggestions for Space Empires V
 
Something that I want, is to be able to mod the ability to turn a facility on or off. SOmething like:

Can be disabled: yes/no

Got the urge for that ability when i was playing my first 'finite resources' game, and trying to manage my resource extractors (w/ no way to disable them, short of continuous scrap/build, it was an experience). I know it's already in beta, but it wouldn't be a bad thought, yes/no?

douglas May 12th, 2005 02:55 AM

Re: Suggestions for Space Empires V
 
That ability would also be very useful for system gravitational shield facilities.

Q May 12th, 2005 09:53 AM

Re: Suggestions for Space Empires V
 
Some features I have seen and liked in Starfury (but may be impossible for SE V):
- long term shield regeneration (not complete shield regeneration after each combat).
- slow auto hull repair (not at least one component per turn or nothing) and retaining of patial damage to components after combat.
- side differences of shields and armor (four different sides).
- side difference/arcs for weapon firing.
- cost for repairs.
- limited/variable ranges of sensors.

Slick May 12th, 2005 01:10 PM

Re: Suggestions for Space Empires V
 
I would like to string complex orders together to minimize management each turn. Example:

Build spaceyard,
build rock colonizer,
when rock colonizer built, transfer 1M (only) population of oxygen breathers to colonizer,
send colonizer to colonize planet X,
build spaceyard space station,
once spaceyard space station built, have it load saved build queue #3 and commence building.


or

to population transport: move correct breathing population to planets taking population only from planets >90% full. Do not reduce planet population to less than 50% full. Fill planets to no more than 80% full.


or

to ship: meet up with and join fleet ABC. (While fleet ABC continues carrying out its orders)


or

all planets without spaceyards not building anything right now with at least 1200 free cargo, build Weapon Platform XYZ.


to a carrier: pick up fighters from planet(s) [a, b, c, or d] until full then rendezvous with ship/fleet; or go to location xyz.


=============================================

I'd also like more "overall empire management" type information easily available, especially for the system and empire level. I see from the screen shots that MM is moving in this direction. Example:


Show me how many resources are being produced at each system that currently does not have a System Robotoid Factory. Sort with highest on top.


or


Overlay on the quadrant map the distribution of my "attack" ships. (This could be graphical or numeric)


or


on the quadrant map, show me all systems that have:
- system robotoid
- system grav shield
- undefended warp points
- etc.

Mylon May 17th, 2005 09:29 PM

Re: Suggestions for Space Empires V
 
Originally posted by 123456789 in the other suggestion thread:
Quote:

- experience lets you buy more Racial Points

I soooo want this. I noticed races had exp in SEIV but unfortunately it didn't do anything. It'd be great to be able to play a race that gets more racial tech/advantages as time goes on and even better is playing "ancient" races that have been divorced from their supertech or whatnot in a fresh galaxy, too, being able to repeat the cycle so get to keep building up your race's abilities...

Likewise, there should be an option for AIs to auto-adjust to your experience, too. But yes, putting a usefulness to racial exp (that carried between games, even) would be wonderful.

Suicide Junkie May 17th, 2005 09:55 PM

Re: Suggestions for Space Empires V
 
I don't see any benefit, there...

How exactly would it be good, and how would it avoid munchkin-ism?

Mylon May 17th, 2005 10:25 PM

Re: Suggestions for Space Empires V
 
I always love a bit of RPG elements thrown in. It gives a form of continuity to link one game to the next. Even better is if you loose to the AI, you have a stronger race to try next time. It also allows players to discover new possibilities with their race otherwise totally too expensive and without modding.

As to avoid munchkinism... The players can already cheat anyway by modding their own game. I suggested scaling AIs to compete for those that want a challenge, and there's always the option of making the AI harder or giving them more resources to compensate, too.

Suicide Junkie May 17th, 2005 10:56 PM

Re: Suggestions for Space Empires V
 
I really don't see why there should be any link between two different games of SE.

If you want more stuff for your race, just choose a higher racial points setting.

If experience affects the race you can design, then players could cheat without modding the game. And you can't mod the game to cheat when you're playing against other people.

PS:
Where roleplaying should be is in the happiness types, cultures and whatnot.
Be your people Peaceful, bloodthirsty, or masochistic... Planet-hugging hippies or hard core industrialists.

Atrocities May 18th, 2005 12:33 AM

Re: Suggestions for Space Empires V
 
The ability to specify specific hull strengths for each ship class.

The ability to lock a weapon to a specific hull size without the use of mounts.

Strategia_In_Ultima May 18th, 2005 06:07 AM

Re: Suggestions for Space Empires V
 
Partial damage to components. Say, a 400kT Space Yard can build with 400 resources of each type per turn (just as an example). A weapon hits with an impact force of 100. The Space Yard is still mostly intact, but it has received 100 points of damage and thus is less efficient - it constructs with 300 resources per turn. Then, it receives a hit from a weapon with 50 damage. This time though, since it's already damaged, the efficiency reduction will be more drastic - it can now only construct with 200 per turn.

This way, you can disable components without destroying them, which has an impact on boarding action and its importance - since the component is not yet fully destroyed, you can repair it even though you may not have the required race technology.

This could also balance out severely unbalancing components like the Talisman and, to a lesser degree, Combat Sensors/ECM, since they can now be damaged without actually being destroyed enabling you to repair them and either use them in combat or analyze them for better techs.

You could have weapons that specifically only damage components and do not destroy them. This way, you can simply use swarms of cheap Escorts with these damaging weapons and boarding parties to take on high-tech enemy Dreadnoughts using their defense bonuses to their advantage against an otherwise far superior enemy.

dogscoff May 18th, 2005 07:19 AM

Re: Suggestions for Space Empires V
 
Quote:


Partial damage to components. Say, a 400kT Space Yard can build with 400 resources of each type per turn (just as an example). A weapon hits with an impact force of 100. The Space Yard is still mostly intact, but it has received 100 points of damage and thus is less efficient - it constructs with 300 resources per turn. Then, it receives a hit from a weapon with 50 damage. This time though, since it's already damaged, the efficiency reduction will be more drastic - it can now only construct with 200 per turn.


A better way to implement this would be to have "stackable" spaceyard components. Jusst as having 6x10kt engines on a ship rather than one big 60kt engine allows you to lose some (but not all) of your propulasion in combat, having 8x50kt spaceyard components (each one supplying one eight of the build rate) instead of a single 400kt component would allow you to lose some (but not all) of your construction ability.

What I'd like to see (and I've said it before) is to have the ability to use warp points brought out of hard-code and put into a component/ hull ability. This means we could mod interstellar fighters, warp-incapable system defence ships, and also allow 'uplifting' of neutrals and primitives who lack the technology to escape their own system.

Strategia_In_Ultima May 18th, 2005 07:52 AM

Re: Suggestions for Space Empires V
 
Not just for SYs, for all components. Say, a 10kT Bridge. A weapon hits the bridge with damage 5. The Bridge component is still there, but it does not have the Bridge ability any more and as such the ship will resort to using an Auxiliary Control or will lose its movement.

Or, a component with double Crew Quarters ability and one Life Support ability - one component - and that it loses one Crew Quarters ability when it is damaged slightly. Also, you should be able to mod components to actually lose efficiency when damaged or that it does not lose efficiency or does not get damaged at all.

Plus, besides the combat gimmick of damaging all comps on an enemy ship without destroying a single one, thus capturing a ship essentially intact, it adds great roleplay elements IMO.



DS, I fully concur with what you say, though I believe that with the moddable hull definitions you could create jump-capable satellites and non-jump-capable courier ships. JOY!

I really hope we will be able to mod vehicle types in SEV.....

Suicide Junkie May 18th, 2005 01:46 PM

Re: Suggestions for Space Empires V
 
Starfury has the components degrade in ability as they are damaged.

Eg: A 400-point shield generator which is 50% damaged will only put out only 200 points.

spoon May 18th, 2005 01:57 PM

Re: Suggestions for Space Empires V
 
Quote:

Suicide Junkie said:
I don't see any benefit, there...

How exactly would it be good, and how would it avoid munchkin-ism?

People would enjoy it. So there is the benefit right there.

Munchinism is easily avoided - just have a setting for Racial Experience minimums and maximums (default to 0 and 0) during game setup.

Suicide Junkie May 18th, 2005 02:00 PM

Re: Suggestions for Space Empires V
 
Would it not be better to simply have a text field for entering the exact number of racial points allowed in your game?


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