Re: SE5, Tell Aaron what\'s on your Wish List
Speaking of combat, there's a simple (and logical) feature of most games which the SE series has never had. Variable damage. If your weapon hits it always does the same damage. This is a bit odd. Can't you get a 'near miss' where your missile explodes near but not near enough? Can't you have a beam hit but not stay on target long enough to do full damage? Maybe MOO went a bit far with such widely variable maage for all weapons, but there really ought to be some sort of fluctuation in damage in SE combat, even if it's just a random chance for an occasional near miss. On the flip-side of course, there are also things called 'critical hits' in many other games. This would also be a nice feature for SE to have.
If we had a user controllable (setting in the text files) chance for both 'near miss' doing half damage and 'critical hit' doing double or quadrupal damage we could add a very nice element of unpredicability to combat. Ship could occasionally do surprising damage, or survive much more damage than expected, as happens in real life.
This could be done with SE IV right now, let alone in SE V.
[ March 07, 2003, 19:21: Message edited by: Baron Munchausen ]
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