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August 26th, 2004, 06:57 PM
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Shrapnel Fanatic
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Re: Designable facilities in SE5!
Components exclusively for facilitie design. Now that is an interesting idea. I can see the learning curve for newbies becoming a lot higher.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 26th, 2004, 07:09 PM
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Major
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Re: Designable facilities in SE5!
I think that more complex isn't necessarily better. You have to keep the game accessible to new players. This would seem to be another layer of complexity.
Wildcard [img]/threads/images/Graemlins/icon46.gif[/img]
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August 26th, 2004, 07:14 PM
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Re: Designable facilities in SE5!
Quote:
wildcard06 said:
I think that more complex isn't necessarily better. You have to keep the game accessible to new players. This would seem to be another layer of complexity.
Wildcard [img]/threads/images/Graemlins/icon46.gif[/img]
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From the way he described it this would be something introducted purely in a mod.
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Phoenix-D
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August 26th, 2004, 07:19 PM
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General
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Re: Designable facilities in SE5!
Quote:
FLX said:
This could mean that you can build some "facilities platforms" in a construction yard, load them into a transport and deploy them into a just created colony... and that's quite strange.
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Arcologies anyone?
If you *really* want to prevent that, though, just make them something ridiculously (actually realistically?) huge, like 10,000,000 kilotons - IIRC Aaron said he was going to use signed long integers for everything, so that means EVERYTHING goes up to plus or minus 2 billion!
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August 26th, 2004, 09:41 PM
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Lieutenant General
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Re: Designable facilities in SE5!
This is a wonderful idea.
I kind of like the possibility of loading every facility from a planet onto a big transport and plunking them down on a new planet. It will sure speed up the time it takes to fill up those sphere worlds. [img]/threads/images/Graemlins/icon26.gif[/img]
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August 26th, 2004, 10:23 PM
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Re: Designable facilities in SE5!
Quote:
Ed Kolis said:
Arcologies anyone?
If you *really* want to prevent that, though, just make them something ridiculously (actually realistically?) huge, like 10,000,000 kilotons - IIRC Aaron said he was going to use signed long integers for everything, so that means EVERYTHING goes up to plus or minus 2 billion!
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Does it really matter? I mean we're talking empires that in the late game can blow up and re-build entire planets here, and can build sphere and ring worlds. Making a modular city (to be transported and assembled on site) sounds pretty trivial, and even a completely built one wouldn't be -that- bad.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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August 26th, 2004, 10:37 PM
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Re: Designable facilities in SE5!
Although facilities and cargo will take up the same space on a planet - I don't think that facilities will be treated as cargo.
I'd prefer not to see designable facilities in SE:5 myself.
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August 27th, 2004, 12:37 AM
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General
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Re: Designable facilities in SE5!
With some slight changes to the game this could be very interesting. We'd need to factor in things like efficiency of extraction and 'pollution' so you could have a choice of various techs that produce more ore/radioactives but also pollute more vs. less effective but 'safer' techs, and also special techs to compensate for pollution. Then you could design facilities according to your personal approach. Eco-friendly and expensive, or cheap & dirty, etc.
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August 27th, 2004, 11:02 AM
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Major
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Re: Designable facilities in SE5!
Couldn't "Designable Facilities" as weapons platforms be modded in now with SE4? Especially with the new generate points abilities.
Just make the Facility weapons platforms much larger than the regular platforms and the resource generating components larger too.
Too bad we can't add a lot of the more advanced facility-only abilities, but we could at least make basic resource, research, and intel facilities.
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August 27th, 2004, 01:18 PM
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Shrapnel Fanatic
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Re: Designable facilities in SE5!
Pretty sure that generate point abilities do not work in cargo.
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