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Old July 5th, 2002, 03:02 PM

klausD klausD is offline
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Default Re: New Facility Idea- What\'s your opinion ?

"Guys, really. If you want all that, just play Outpost. Don't you think there is enough to keep track of as it is with SEIV?"

One of the reasons I play SEIV is the complexity and the micromanagement the game offers. If I want a game with fewer complexity I would play Reach for the stars or a similar simple game.

I would opt even for more economical options. Economic considerations are the most important in our modern society. Why should it be different in the future? Military is only a tool to achieve this.
In SE4 I really miss more complex trade options. In truth there are alot of different facilities but only few real strategies to settle planets.

For SE5 I would suggest the following colonization system:

a. The number of planet types should not be fixed (like now with rock, ice and gas). Number and features of planet types should be editable. Each planet type should have an own colonization tech like it is now.
Then you could have such wonderful worlds like jungle, ocean, steppe etc planets.


b. I would also carry over an idea from MOO2. The planet gravity. With low, normal or high gravity, this should be enough. You know, low grav races should not be able to live on high grav worlds and other constellation should have to pay some penalties. (except they have anti-grav technology)

c. The concept of a max population which depends on the planet size should be taken out. Instead each planetary body should have a population max. consisting of factors like size, friendly/hostile terrain, gravity, athmosphere and a generic number. (computer can calculate this during galaxy creation)
Special facilities should be able to provide more potential for population (for example if I create a "hivecity" facility, the max-pop could be increased by 1000m or such)

d. As well the concept of "space" for unit storage should also be taken out. Instead of this there should be facilities which can support certain unit types.
For example: a garrison facility which supports 100 space of troops, or a fighter garrison facility which supports fighter squadrons, or a planetary defense facility which provides space for weapon platforms.
This enables the player to make a planet either a pure military base or rather an economic center. (or a mixture of both)

e. Each planet should also have a number of "slots" for special orbital facilities.

f. Pre-requisites for facilities:
Certain facilities should have pre-requisites, like a certain usage of organic/radioactive points per turn. These could be from the same planet or imported from another. Certain facilities should also require a certain amount of population on the same planet to be effectivly operated.
If facilities dont have these pre-requisites they can only operated at a certain degree (emergency operation, maybe at 50% efficiency or so) or even not at all.

f. Freighters: Another idea from MOO2. Why not having a virtual freighter pool which transports the resources from one point to the other. The player needs not to manage the freighters, they are only virtual and collected in a pool.
But the player has to design and to build them and assign them to his imperial freighter pool. (Eg each cargo space can transport 100 resources or so - practical calculation will show it)
Freighters are also needed to transport trade goods etc.
In this form, also population could be transported. (like MOO2) This does not mean population transport in military transporters is not so important anymore. (but it could be alot faster than civilian freighters from the transport pool)

g. Piracy: Player press a shortkey and the freighter transport lanes he is able to know are coming up. If he moves warships on or near these lanes, he can destroy enemy freighters. If he has some boarding personnel on his warships there should be occasionally an increase in its own resource pools.
This would give a feeling like Cpt. Drakes Freebooters.

KlausD
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