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Old December 13th, 2006, 12:19 AM
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Default SE V: Unique Abilities And Ideas

I was wondering, mainly because I lack indepth knowledge of how SE V works, if the ability "One per Empire" is present?

I cannot over emphesis the importance of having such an ability and would hope that this is an ability that SE V does employ.

I would also like to see the ability "Can Fire While Cloaked." This ability could be used to facilitate a new breed of ship class much like a modern day submarine navy.

I put forth a while back a concept for a subspace fleet, I even went so far as to offer up a model of this concept for use with SJ's CB mod.

Having the ability available to give a ship the power to fire its weapons cloaked would inspire a great degree of creative and imaginitive modding possiblities.

Recently I put a lot of thought into how to make ships of every class unique on to their own.

While I am uncertain as to how many people have actually adopted many of the ideas that I am about to list, I am certain that great minds do think alike that most are already in play.

Each hull size would have specialized abilities such as better armor than any other class, better shields, longer range weapons, faster engines, more manauverablity, greater weapons capacity, better stealth, specialized "only this hull" cloaking, "only this hull" cloaking detection, superior electronic warefare technology, etc.

For example, Cruisers would have better armor than other ships, while destroyers would be faster and cheaper to build. Carriers and Dreadnoughts would be expensive to build, hard to kill, and extremely valuable prizes to either capture or destroy.

While SE V regrettably doesn't seem to not set itself apart fighter wise from SE IV, the concept of modern day fighter superiority in naval and world military doctrine would be especially appealing.

The ability to seperate standard movement from combat movement is vital to the success of any fighter based superiority modding concept. In SE IV, and I am not sure if this is so for SE V, standard movement does give combat movement thus a ship will always have combat movements even if the modder does not desire them or wishes to severely limit them.

Case in point a true Star Wars type mod where larger ships stand off and let their fighters attack. The larger ships can engage each other, as in Episode III and VI, but overall fighters care they bulk of the fighting responsiblities.

Fighters should be very fast compared to capital ship. So in combat they should move away from the capital ships with great speed and determination. Fighters should be by their very nature deadly to larger ships thus fighter on fighter tactics and strategies would be required. Unfortunetly I don't see this being possible in SE V. While I am sure it can be implament in some small degree via clever and adaptive mods, presently in stock it is not so.

The way I have been looking at it is that each hull, regardless of escort or carrier, should possess a unique ability that prompts the player to desire them.

How do current world Navy's determine the value of a ship? What is the value and purpose and unique qualifications of an Escort, a Destroyer, a Carrier, a Battlecruise (Such as the Russan ship Peter The Great)?

If each hull has a defined purpose than having a need for each hull becomes more meaningful.
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