i like cheeze 's % cloak.
I would also like all objects to be able to use all abilities ( with in reason ). That way as a map maker i can make some really really cool maps. and have some interesting planets and warp points
The idea of dependencies would be quite neat if it became an actual field
Dependency= 0 ( for no dependenices )
Dependency1 = 21 ( name of other family member that is needed to use this device )
or some thing like that. That would be really really cool and easy to track if it was easy like that.
You could also use these on the vechile.txt file ( using se4 to talk se 5 )
And I for one would like to be able to set objects for when they will be availbe for use.
Ie. This warp point will not turn up until turn 20.
This planet will explode on turn 55
This first generation engine will only work for 25 turns then it cannot be repaired.
This Plasma missle will only work for 1 battle.
And another cool idea would be not just the repair ablility. But one where you have to replace the parts. So you must go to a special space base or planet yards to get them replaced.
And yes. All objects and abilities should be mod able. Not hard coded.
And part of the SE5 game should be a good interface for moding. ( Aaron should talk to David G and Sj on this )
And perhaps in the game generation a nice big screen where you can quickly click what abilities and objects you want in a game. ( turn them off either via family or individual object ) And be able to quickly adjust their value for the game. ( this stuff could be hard coded in the game as you would not need to create a mod as it would be game vars ) So in a game I could go hey I want to increase just the cost of engines and weapons to research nothing else so i go and do it. And I want to remove the DUC so I do it. And I want to decrease the damage a PPB does so I do it. THen I accept these changes as part of the game set up. Now that would be cool
