Re: SE5, Tell Aaron what\'s on your Wish List
TWO things (and yes I'm bloody persistent):
1. MORE THAN FIVE RESOURCES!!!!! Ok, 3 standard ones would be terriffic, but I want the ability to make a LOT of resources. If I want to make a Trader Game Mod with few weapons, many types of freighters and less (or perhaps more) intel, I watn to be able to make trading actually IMPORTANT... i.e. you have lots of Rads but you need min and orgs. Another player has many Biocrystals (which count as a resource of their own AND as min/org crossover) but little Rads, you could trade a lot of your rads for his biocrystals... Example 2: you need Chronosteel for the repair of the temporal armor on the warship you bought off a Temporal race, but you don't have the appropriate ability... but you DO have Psychic and Crystallurgy. You propose a trade with the empire you've bought the ship from: you get the Chronosteel you need to repair the warship, and they get Psychic Crystals they can trade with another empire to buy a much needed battlecruiser... and so on. Please?
2. You need to have the ability to build Resource Freighters or at least be able to mod them in. Small increments (say 5000 or less) will automatically be transferred, but if you have a Heavy Space Yard that can use 10000 per turn and builds a Super-Hyper-Ultra-BattleMoon of 100MT you will be restricted to half the build time... unless you build a large Freighter and set it on auto-shipments of 100000 a time from the production/storage hub and the Heavy Space Yard.
3. The ability to mod Vehicle Types. I mean, what you've got now is OK, but I want to be able to build ships not just as Ships but, say, for example:
-Generation Ships (massive vessels capable of carrying population etc, like a mobile planet)
-Capital Warships (the largest ships - save for the Generation Ships - you can build, with sizes reaching into the 30MT range and above, capable of fielding entire arsenals capable of blowing up a planet without use of a Tectonic Bomb)
-Civilian Capital Ships (diplomatic vessels, massive freighters, Exodus-class Relocation Transports, etc.)
-Deep Strike Craft (small warships capable of attaining great speeds to strike deep within enemy territory to harass soft targets to draw ships away from the front line, and then to dart back again - the cavalry of the skies)
-Front Line Warships (slow, lumbering behemoths with copious amounts of intrinsic armor, used for fighting in the front lines against other warships)
-Destroyers (fast warships with intrinsic Scanner capabilities - the only ones capable of penetrating the highest cloak levels)
-Warships (your standard run-of-the-mill craft reaching approx. from 300kT to 5MT)
-Small Civilian Craft (hospital ships, freighters, yachts, official craft, small freighters, etc.)
-Carriers (ships from 500 kT to well into the 20MT range, capable of carrying massive amounts of fighters into combat)
-Colony Ships (various types and sizes of vessels used in the expansion of your realm, from simple craft capable only of building a small automated colony (no pop but you can build facilities/units, you just can't use them) to massive ships, similar to Generation Ships, capable of taking a small Empire to a new destination far, far away - especially useful in massive maps)
and for fighters:
-Fighters (the standard fightercraft from 10kT to 125kT, not jump-capable)
-Starfighters (larger fighters, 50kT to 200kT, jump-capable but expensive)
-Shuttles (small, jump-capable craft that can fill diplomatic and exploratory roles)
-Cargo Shuttles (larger shuttles capable of carrying small amounts of cargo, also jump-capable)
-Ferries (larger shuttles, can carry small amounts of population or a diplomatic delegation)
-Landing Shuttles (think SW Lambda-class craft - non-jump-capable shuttles capable of dropping small amounts of troops on a planet
For drones:
-Guided Missiles (similar to the SEIV drones, relatively small, maneuverable things - though they can only use several types of small weaponry, and no large weapons)
-Cruise Missiles (larger drones, faster, less maneuverable, unarmed but capable of carrying larger payloads to a destination)
-Tactical Ballistic Missiles (large, slow, armores behemoths capable of carrying very large payloads to a target - however, you select a target and then you lose control over it, it cannot maneuver)
-Strategic Ballistic Missiles (similar to TBMs, but then even larger and jump-capable - the only jump-capable missiles)
Bases:
-Orbital Bases (normal bases, built orbiting a planet)
-Defense Bases (military defense bases, can be built anywhere)
-Habitat Stations (large stations that hold population - I usually create my own habitat stations with Cargo Bays now, they hold population for me to ferry to newly colonized planets so the initial buildup goes faster)
-Storage Stations (bases that do not require ANYTHING and can only contain various types of cargo bays)
-Colony Stations (massive bases that can carry lots of population and produce resources, like a colony you can construct yourself - handy if you're short on colonizable planets in the neighbourhood)
Weapon Platforms:
-Civilian Defense Battery (small and ineffective but cheap and quick-to-construct installations capable of carrying not much more that three weapons. Good for defense early in the game)
-Missile Silos (installations that can launch "drones" - i.e. guided missiles, cruise missiles and ballistic missiles. They require Silo Controls, which you can also design here. How many Silo Controls you need depend on the kind of control components you use - larger, more advanced control stations can control more silos than a low-tech Missile Control Bunkers)
-Fortresses (Large defense installations with surface-to-orbit weaponry and heavy surface warfare weapons - they'll defend the planet from enemy troops. It's a good way of securing your planets from enemy takeovers)
-Defense Installations (similar to current Weapon Platforms)
Mines:
-Normal Mines
-Self-Replicating Mines (when mines are destroyed, a certain number of them are reinstated the next turn - I've posted something about this before. Check a few pages back)
I think you get the idea. I know I'm crazy.
Ok, so it became 3 things... but the first 2 I was persistent in. The third came somewhat on the fly.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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