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Old July 1st, 2003, 07:34 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Aaron,

I would like to see something done to prevent the Talisman from being overpowering. Then after that do something to diminish the might of Organic races. Currently in my opinion Organic and Religous races rule. In a small ship limit game, Religious races unstopable.

Suggestions: The Talisman only works for the first volley of shots as a battle blessing. Another suggestion is make it act as 10KT armor so that one shot takes it out. There has to be some counter to the thing because there is no effective way of beating a Religious race with a comparable economy.

Organic races can really crank out the ships. Maybe Organic planets should be more rare so that they have to work harder to develop that resource to build Organic ships.

Units should pay maintenance.

Faciltiies should pay mainteance.

Queues should start the next item with left over capacity.

Repeat building of the same design at a planet should lower production costs by 20%. (Retooling factories is a big cost).

Trade should not create resources. It is absurd that a one planet empire can receive 20% of a huge empire and store those resources and gift them right back. Poof, instance resources out of thin air. All resource trading should be done through diplomacy.

Make cloaking more sophisticated. One cloak factor per one square of distance. Cloaks would in effect hide ships until they get closer by adding the the visual range. Longer range sensors would become an important aspsect in the game.

Allow Point Defenses to clear mines, but less effectively than mine sweapers. Minesweapers should sweap a number of KTs of mine units, not a number of mines. This will make large mines harder to sweap.

Consider randomizing how many unsweapt mines detonate on the entering fleet. The remainder stay there. Greatly reduce the sweaping power if you do this so that fleets can stay and sweap again next turn or move on leaving some mines behind. It would be nice if there could some element of chosing in the game between staying in a minefield to clear it or to move through it, leaving part of it behind. Minefields should be a delaying factor, not an all or nothing wall.

Add engine damaging mine warheads.
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