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Feature request: Build queue change for SE5
Well, if it coudl be done in SE4/Gold, I'd love it BUT ... let's not push our luck, hmm?
The concept is this: change the Buidl Queue UI to match that or the Research Project and Intelligence Project UI's. This would make it easier to divide build capacity evenly between two or more projects, as well as making all three "queue" type UI's the same. So ... would you like to see this sort of change, or no? Once the poll is closed, I can email MM with the results ... consider thsi sort of a petition, with signatures and COUNTEr-seignatures all at once. |
Re: Feature request: Build queue change for SE5
why are you keeping the results secert ??
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Re: Feature request: Build queue change for SE5
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Also, this's the first poll I've put up here, so ... I was kinda playin' around with the options ... http://forum.shrapnelgames.com/images/icons/blush.gif |
Re: Feature request: Build queue change for SE5
I'd rather see just the reverse myself. If we could 'link up' multiple shipyards to work on a single project life would be much easier in the late game when you want to build starbases on warp points.
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Re: Feature request: Build queue change for SE5
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Re: Feature request: Build queue change for SE5
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Seriously, I think the whole reason we can't combine the output of multiple shipyards (unmodded game) is because the game designer's concept of shipbuilding didn't consider modular components that could be built at multiple yards. But, since I'm not a mindreader, this is just a guess. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Feature request: Build queue change for SE5
[quote]Originally posted by Nodachi:
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The manufacture of prefabricated modular components is not addressed, for the same reason that the transfer of resources from planet to planet is not addressed. It's considerd to be an invisible part of the game. It's assumed to be their, but for game play reasons it's ignored. Geoschmo |
Re: Feature request: Build queue change for SE5
Yeah, I think it was a game play decision. But even so there are situations where it's a problem. Maybe a 'special tech' option to link shipyards in the same sector would be effective since only certain races would have it. This would be much more worth 1000 racial points than the current 'Hardy Industrialists' ability, which is a crock.
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Re: Feature request: Build queue change for SE5
What would be nice is, if the final outpur of combined spaceyards was equal to the SLOWEST space yard's rate, time sthe square root of the number of spaceyards present.
Law of diminishing returns and all. To double, triple, or quadruple output, you would need 4, 9, even 16 SYS's -- the maintenance fees on which would eventually get prohibitive, indeed! |
Re: Feature request: Build queue change for SE5
I personally liked the way spaceyards worked in SEIII. (I hope I remember this correctly) you could buy as many ships as you wanted in one location in a turn, but they had to be repaired by your spaceyards. They would start out as empty hulls with 100% damage, repairing them could take a lot of time. When your spaceyard was attacked you could try and defend it with your half-finished ships, in the SEIV system you'll have to wait until your ship is completed before you can use it..
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