Quote:
Originally Posted by Tim Brooks
Well, I'm getting some of what I wanted. This is good. Don't stop now. I guess what I am looking for, is if you could ask for SEIV 1/2 (not SEV) what would you want to see in there that isn't and what would you not be willing to live without?
Regards,
|
1. The ability to set one per empire limitations on facilities, components, ship hulls, etc.
2. Raise the 255 limit on mounts to infinity or higher
3. Raise the limits for star systems, ships, mines, satellites, etc to infinity. Let the player decide the limit from 0 to no limits.
4. AI improvements that prevent the AI from cheating its way past restictions that human players must abide by. Restrictions for components on ships.
5. The ability to SET specifically what component the AI must have on its ships as primary, secondary, alternate, and open.
6. The ability to SET out own name for our own home system from game start.
7. The ability to set our starting facilities for the AI and humans. What each player starts with based upon their race.
8. More options for Mini / Max
9. A political system that works.
10. Rare resources like metals, ores, gems, etc.
11. Unlimited options for minor races to inhabit uncolonized worlds. Right now that limit is 20. I'd like to see planets inhabitted with primative species that can be exploited, enslaved, rebel, slaughtered, etc.
12. Planet conditions that affect population growth and production.
13. A real economic system that can be turned on and off depending upon players choice.
14. A real trade system. Establish a trade with another race, planet, must build transports as needed.
15. GROUND COMBAT that looks good and is effective.
16. WONDERS. Players should have the option to build unique wonders.
17. Characters - The ability to add characters or not.
18. Rotating planets.
19. More than one galaxy. Make the galaxy frigging huge too. 10,000 star systems with 100,000 of thousands of planets, moons, etc each. Make it epic.
20. Options like star gates - must be placed or built on planets and will allow small amounts of troops and such to pass between the planets via the network. Space Gates, built in orbit that allow for larger cargo to be transported, like fighters, small ships. FTL drive, Hyperspace drive, Dimension drive (For traveling to other galaxies.) Wormholes, warp points (Natural and artificially made).
21. The ability to mine black holes for rare resources needed to build large scale artificial warp point, wormhole, and dimension drive gates.
22. The option to have build slots both on the planet and in orbit over the planet.
23. The ability to have different types of build yards. Ship building, troop building, fighter construction, etc. Currently they are all linked and the expansion yard exploit must be used to simulate this effect. I want to see the ability were we can say that TROOPS are build or trained at this facility, ships and what not here, and armor or fighters or other here or there. A code or special modifier that we can use to lock an item to a facility.
24. The ability to set more than one weapons type damage to one weapon. Damages both shields and weapons. Targets both engines and weapons. Etc.
25. The ability to mine nebula for resources.
26. The ability to set the size of the image to be used manually. IE, 36x36, or 64x64 depending upon what it is the size calls for. This way (non 3d) ships, bases, etc can have scale.
27. The ability to set one per empire limits on everything from facilities to components. - very important
28. The ability to obsolete a hull. Destroyer Hull 1, Destroyer Hull 2. When 2 becomes available, then you can obsolete 1.
29. The options to player specific intel mission types via characters or scenarios. Send This hero to fight uprising or insight uprising.
30. A true Intel and counter Intel system. Intel shouldn't be just driven by the number of intel facilities you have. It should require the need for income based mission limitations. You need X amount of money to run this mission with spies in this range to perform the task. The ability to designate X amount of intel points to counter intel operations or offensive intel operations.