|
|
|
 |

February 12th, 2003, 06:24 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
What new abilities would you like to see?
Most "new features" threads soon degenerate into convoluted lists of peoples' pet ideas, so here's one with a more specific agenda:
What new abilities would you like to see patched into SE4 (or introdced in SE5) for modders to tinker with? I'll kick off:
- Can warp: This ability would be required for a ship to warp, enabling modders to deny warp travel to certain hulls or tech levels by witholding the ability.
-Inflicts X damage on own ship when destroyed: Would enable us to create "volatile" components. (ie one lucky hit to the warp core takes out half the ship)
- X percent chance of being damaged in ground combat: This ability could be given to units and facilities, allowing us to control their chances of surviving ground combat.
- modify ground combat defence by X percent for rock races.
- modify ground combat defence by X percent for ice races.
- modify ground combat defence by X percent for gas races.
The above 3 could be given to planets to give native combatants an advantage. Equally, all three could be given to a single facility to fortify a planet against invasion.
Come on then ppl, let's have your ideas...
|

February 12th, 2003, 07:41 PM
|
 |
Major
|
|
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: What new abilities would you like to see?
I'd add - Can tow/carry/etc. other ships/bases
- Can tow/carry/etc. other ships/bases through a warp point (assuming the "can warp" ability dogscoff mentioned is added)
The ability should have options for being either hull-based or component-based; and should provide a settable limit on number of ships/bases (and/or amount of kT). Or maybe the kT should cause movement penalties (i.e., each 100 kT towed reduces movement by one); this Last bit may require the ability to have "extra" engines - that is, max movement limited to some number, but extra engines can be added that allow the towing ship to compensate for tonnage being towed.
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
|

February 12th, 2003, 08:13 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: What new abilities would you like to see?
At least fix the "Planet - Change Ground Defense" ability that does not work.
Splitting it for rock/ice/gas makes sense but that does not only involve combat.
How can my rock planet native poulation live on a gas giant with no solid ground under their feet? wouldn't all those floating platforms for them count as domes? and how is it that no dome is needed in an ice planet that would freeze them to death in seconds?
Components that can generate Research and Intel points
Split the "component can only be repaired by SY" as a separate ability from the "Emergency Resupply" and "Emergency Energy".
A controlled way of the "Ship - Moved" event type would be the best way to simulate starwars-like hyperspace jumps.
I was thinking that the "can warp" and "can be stored as cargo" could be fields on every vehiclesize instead of abilities.
A damage type that deplets supplies from the target.
The ability to define weapon damage types!!
Increase max number of standard movements allowed from 255 to 65k.
|

February 12th, 2003, 08:39 PM
|
Sergeant
|
|
Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: What new abilities would you like to see?
i like the idea of adding the ability of can warp to a component. you can have a jumpdrive engine that is required to travel btwn systems. this way you could create system defense ships that are not warp capable and would have more room for other components.
i would like to see a feature added to the fleet screen where you can select ships and give them mass orders at once. sort of a calling all cars type command.
also on the construction que be able to multi add build ques other than ships or units. once the game gets going i tend to mass colonize and it is annoying to have to select a planet then add to its que. even using the fill que command it is tedious.
__________________
The vastness of space and time, and I end up here?
|

February 12th, 2003, 09:39 PM
|
Sergeant
|
|
Join Date: Jan 2003
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: What new abilities would you like to see?
hmm, A racial ability, or advanced ability that gives terraforming to the race type, so no special facilities are needed to improve conditions or change the atmosphere. Could even be staged tech for each planet type provided you had the special ability. Maybe be attached to each of the colonization techs.
1= rock colonization
2= rock planet conditions
3= rock planet atmosphere
or even
3a= rock planet atmosphere hydrogen to home world type
3b= ect..
would be a whole new tech tree for that paticular special ability.
you could even give them a "genesis weapon" for that aspect of a special trait
[ February 12, 2003, 19:40: Message edited by: couslee ]
__________________
It's all just a perspective of matter.
|

February 13th, 2003, 08:02 AM
|
First Lieutenant
|
|
Join Date: Dec 2001
Location: SE Pennsylvania
Posts: 722
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: What new abilities would you like to see?
1) The ability for a COMPONENT to store Minerals, etc.
This, along with a component that can generate research, would allow TRUE Nomad races!
2) Ability to have self -destructing weapons.
At present, even if you put component destroyed upon use, the combat engine still will NOT destroy the component!
__________________
Gaze upon Taz-in-Space and TREMBLE!
<img src=http://imagemodserver.mine.nu/other/MM/SE4/warning_labels/inuse/taz.jpg alt= - /]
WARNING: Always count fingers after feeding the Tazmanian Devil!
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|