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January 16th, 2001, 06:48 PM
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Private
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Join Date: Nov 2000
Location: Morristown, NJ USA
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Things you wish they kept from SE3
I just dl'ed the shareware of SE3 for nostalgia's sake. (Malfadore, can you guy FINALLY make this freeware. I bought it when it came out, and bought SE4 but have since lost the file for my full Version of 3)
ANYWAY...
1- the zoomable galaxy view
2- inner, outer, and armor hulls
3- (im not the first) - starting techs
Lunchtime, I'll add more later
JDL
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JDL
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January 16th, 2001, 07:59 PM
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Sergeant
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Location: Des Moines, IA
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Re: Things you wish they kept from SE3
I have finally found someone else that misses the "Staring Tech Levels."
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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January 16th, 2001, 08:10 PM
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Private
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Join Date: Nov 2000
Location: Reseda, Ca
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Re: Things you wish they kept from SE3
Yes, I agree. I would also like the ability to switch between shipyards in a sector without having to get out of the yard window, i.e. have tabs for each yard.
Please bring back the zoomable galaxy!!! Pleeeeeeeeeeeeeeeeeeeeeeeease.
Frank V.
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January 16th, 2001, 08:42 PM
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Second Lieutenant
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Location: Houston, TX, USA
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Re: Things you wish they kept from SE3
..well I'm another person who likes the starting tech levels. Though maybe there should be a cost so people won't do the obvious and go for the colonization techs and planet utilization techs immediately.
I also liked the way you could go to the ship screen and use keyboard commands to go to each ship and rename it. (Now, all I need to do is compile a list of ship names to use so I don't keep staring at space when I want to name a ship and all the good ones are used.)
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...can you and your associates arrange that for me, Mr. Morden?
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January 16th, 2001, 08:48 PM
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Private
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Join Date: Nov 2000
Location: Morristown, NJ USA
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Re: Things you wish they kept from SE3
OK back from lunch,
I just went through the begining of a SE3 game and I realized, various things slow the pace of expansion in the beggining of the game.
-the fact that there were SIX different researchable colony types greatly reduced the # of planets you could access in the begining, yet made for more bloodthirstyness when youfinally did research a particular type.
-Basic indutry and research facilities took .5 years to build EACH.
Also
Partly built ships showed up in combat minus their incomplete components. (No Captain Kirk, the Enterprise B doesn't have a tractor beam, It'll be installed Tuesday)
you STARTED with beam and pulse weapons, which gave you a choice of weapon that you could gradually reasearch instead of the (ok now that i researched phys 1, phys 2 is right around the corner so ill just research that and be done with it.) The research setup should force you to stay in beam/pulse mode for a long time rather than rewarding the missiles, missiles, missiles >>> PHASED POLERON CRUISER syndrome. The beam/pulse weapons are the HEART of any scifi genre.
OK, here's one that should have stayed in SE ((4)) 1.0 let alone se3. There is NO incentive to get armor early in the game since they made chemistry cost the same as physics. armor is a fundamental, primative protectant, that should be early in the game, not just later when you are like (ok, well, I don't really NEED armor on my 1200 shield point dreadnought, but I could use the ECM value of the stealth and scattering armor, so ill just research the whole armor tree in 10 turns now that I have 10 giant planets and research 3).
More as I think.
JDL
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JDL
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January 16th, 2001, 08:58 PM
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Private
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Join Date: Nov 2000
Location: Morristown, NJ USA
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Re: Things you wish they kept from SE3
Oh 2 more
1 - the reason why half completed ships appeared in battle is that on the 1st turn the basic shipframe was laid down. Then the components were 'repaired', this used up valuable 'components repaired per turn' resources of the construction facility. I think this made sense.
2 - They were constructed according to the very cool Repair Priorities
JDL
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JDL
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