Re: SE5, Tell Aaron what\'s on your Wish List
These are some ideas, and a few problems I met in some games, specially in multiplayer. It's a long and probably unsorted and bad explained list, but I hope you can understand these ideas:
- Waste of construction capability in spaceyards. Having 4500 of capability when building --for example-- monoliths means each 3 turns the spaceyard 'loses' 3500 construction points of capability (4500 * 3 - 10000). It would be desirable that the construction have a similar behavior to research / intelligence queue projects, with the "ability" of placing other objects in first position of the queues without losing completely the unfinished / partially built objects.
- Fixed planet position. I would like to see how nearly all objects (planets, moons, asteroids... ) rotate around the star(s) of the system. Objects like nebulae or warp points should not be affected, or affected in a very small amount. In tactical combat, also moons should orbit around their planet.
- Poor tactical options in a fleet. In this point, I have some ideas:
- It would be desirable to have different squadrons in the same fleet, each one with diferent orders. For example, escort, bombardment,command, attack squadrons, each one operating independently of the others.
- Some squadrons will have some bonus. For example, an escort squadron can provide defensive bonus against every shot which should traspass it to attack other vessels behind it. The command squadron can provide ofensive bonus for all attack squadrons in battle.
- The posibility of place every vessels in a fleet in any squadron, every squadron with different formations and every ship in the position in the formation wanted.
- A formation for each squadron and a formation for all squadrons in a fleet.
- Special "components" for command vessels, as "fleet command bridge". From it, the "admiral" pass the offensive bonus to the attack squadrons.
- Line of sight.
- Some objects in tactical mode (planets, moons...) should block LoS from the other side of the object. Aditionaly, big artificial ship/bases (like starbases or baseships) should block LoS for smaller objects. Only "ELINT" vessels can "see" to the other side of the blocking objects.
- Some objects in strategical mode (planets, wormholes, stars...) should block LoS. Only "ELINT" vessels can "see" to the other side of the blocking objects.
- Satelites should not be grouped staticaly in a unique point of space in tactical mode, but they should encircle the main body, orbiting it. The same should be applied to bases. If the satelites are placed in an empty sector, they also should be "orbiting" an empty point, or at least, be placed in a "loose" area of space.
- Planetary shields should be a general, costly, technology avaiable for everybody, and be a lot more powerful than the ship component equivalents.
- The imposibility of upgrading units (satelites, weapon platforms, troops, mines...)
- The surface combat mode is too simple, comparing with the space combat mode. It should be a bit more complex, with special buildings as fortress, bunkers.... Some ship weapons like planetary napalm could be used in special mode of orbital support. ¿Perhaps a tactical "ground" mode similar to the tactical "space" mode?
- The Point Defense Cannon is too much effective. It should be more loose, specially against fighters. The same for the Talisman. ¿Perhaps 2-3 levels for talisman, making it an overpowered combat sensor?
- Special damage mode of Area of Effect. It would work in a similar way of real artillery barrage. Some powerful AoE weapons could create an impassable/harmful area of space which could disipate in a few tactical turns. Some weapons should be able to target regions of space, not enemy fighters/vessels.
- The stealth mode is a bit strange. One sensor is able to discover every possible form of stealth, and one component is able to hide with every possible form of stealth. It should be done a more complex way, with stealth components too bulky so they are unsuitable to attack vessels, or passive and active sensors. The Last ones should add a defensive penalty for these 'ELINT' vessels, and "active" sensors make any "hidden" ship highly "visible".
- The idea of infinite supplies limits a lot the strategy from the half of a game. There should be only some supply ships which can pass supplies from resupply depots to ships/fleets. It should be transferred from/to the
supply ships in a similar way to the cargo.
- Only a sort of "supply" thing is a bit strange. For engines/energy weapons, it's admisible. For missiles it's a bit strange, except if there is a sort of builtin missile factory in every ship. Also there should be a diferent sort of "food" supply. The "matter" weapons, as the DUC, should have a different, cheaper, supply source.
- Having heavy repair components in ships. A ship should be able only to repair some 'minor' components (armor, some light weapons, a few engines...), but not able to repair, with time, all damaged systems in any
ship. For costly/bulky components, the damaged ship should go to a repair base.
- 'Free' repairs. Every repair should cost a percent of the undamaged component.
- Master computers too much 'effective' and affordable. Past certain tech levels, the ship designs are a lot better (cheaper) with master computers than with bridge/crew quarters/life support combo. Combat ships should
receive a penalty for having exclusively computers aboard, and they should not receive experience for combats. Also, they should not receive "neural net" bonus.
- The minesweepers should have a posibility to fail. Having only one ship with 20 minesweepers per enemy per fleet is enought to avoid every possible minefield in the game. The minesweepers should have a posibility to miss some mines in each turn, and/or make the mines a lot cheaper and increase the minefield size limit to make passing through a dense minefield a costly and time-consuming task.
- The fighters could have the posibility to carry heavier antiship weaponry, as missiles, torpedos or 'free-fall' bombs, so the idea of doing 'fighter only' raids against enemy fleets far beyond the fleet anti-air
defenses sounds more interesting.
- Newtonian propulsion. It's odd that having only 40TM dedicated to propulsion (2 QEIII and a SolarSail III), a baseship can move at the same speed than a cruiser, having the baseship 3 times the mass of the cruiser.
- Also, the solar sail shouldn't give its movement bonus in tactical combat.
- The spionage system is a bit strange. I don't know well how to resolve it, perhaps with "spy" agents more than a so abstract thing as "spionage points". Add the posibility of having double agents.
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