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  #1  
Old February 16th, 2003, 12:25 AM

Andrés Andrés is offline
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Default Re: What new abilities would you like to see?

Right allow negative values in the combat bonus ability or add a strat bouns one.
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  #2  
Old February 16th, 2003, 08:13 AM
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ZeroAdunn ZeroAdunn is offline
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Default Re: What new abilities would you like to see?

I would like to see the ability:

"Can warp" as well.

However, I would like to see it as an ability for both hulls and components. Also, I would like it to have a value, corresponding to a value tagged to warppoints. So you would have to have a level equall to or greater then a warp points to be able to warp through it.
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  #3  
Old February 16th, 2003, 10:01 PM
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Default Re: What new abilities would you like to see?

It would be very nice to see passive and active cloaking behave like active and passive.

It would also be nice if one component on one ship could provide sensor info to an entire fleet. Sort of an ELINT thingy.

Many abilities in the game would benefit from the scaled approach like cloaking. Scanning. Colonizing. Shielding. Armor. All of those specialty damage types. Allegiance Subverter vs some type of countermeasure? Lots of possibilities here.

Some way of mandating multiple master computers for larger ships or something similar would be nice. Even if it is all computer run, it doesn't make sense to me that you need the same size computer to run an escort that you need for a dreadnaught.

Please, please implement the 'can drop troops' ability!! I want to have drop pods!!!

And do something with the self-destruct model, like give it a failure rate or make it component specific or something!
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  #4  
Old February 17th, 2003, 05:20 PM

Aloofi Aloofi is offline
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Default Re: What new abilities would you like to see?

-I would like to get rid of all the warp points. Hyperspace Jumps should be possible only to the nearest system (to the fringes of the system), so you'll still need to make several jumps to reach an enemy homeworld.
-Hyperspacing should be both component and hull based.
-Fighters should only travel as far as to a location where they can be retrieved. Not fighter should be in flight at the end of a turn. And no Hyperjumping, of course.
-Every time a ship or fleet hyperjump there should be a small hyperjump flash and sound, so it doesn't feel like now, when the warp points are barely a door to the next room.
-The ability to limit cloaking to a maximum size. If cloacking could be limited to small hulls the life of such hulls will not only be enlarged, but we could simulate submarine warfare with cloakers capable of launching spies, virus and nuclear bombs on planets without being detected unless the right sensor was in the sector. A cloaked vessel in combat should be detected only when it fires its guns, and then for a brief moment. And the best anti cloacker defense should be another cloaker.
-The ability to retrieve fighters in combat to rearm those "fire rate 30" weapons.
-Fighters shouldn't have shields (too small to fit)
-Some sort of diference between bombers and fighters. Bombers should need escort from fighters.
-Underground facilities and bunkers, that can't be destroyed from orbital bombing.
-Stealth Spy satelites to check on planets. (Deployable by cloakers)
-Exploration: Systems shouldn't be explored by just jumping to it. Visiting a system should only reveal the number of planets, size and location, but not resorce value or ruins. To explore a planet a vessel should visit the planet, and have a planet scanner component or explorer party on board.
-Ruins: should only be a random event happening some time after a colony have been stablished. (to simulate buried ruins that need to be excavated after found by chance by farmers or something)
-Diplomacy: First contact shouldn't mean combat! The lack of treaty shouldn't mean war. To attack a vessel there should be first an state of war, and if not, attacking that vessel would be a declaration of war.
-Trade: we should be able to see what the AI or other players have. And to know how much they want.

Oh my, i forgot that this thread its not for wishes.......
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  #5  
Old February 17th, 2003, 05:47 PM
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Default Re: What new abilities would you like to see?

Quote:
I would like to get rid of all the warp points. Hyperspace Jumps should be possible only to the nearest system (to the fringes of the system), so you'll still need to make several jumps to reach an enemy homeworld.
I don't think it would be a good idea to do away with warp points cmopletely, since they provide interesting tactical situations and they have been at the core of SE for a long time.

However, the option to mod them out in favour of other ftl types or to combine various ftl methods all in the same game would be a good thing.
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  #6  
Old February 17th, 2003, 09:50 PM
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Graeme Dice Graeme Dice is offline
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Default Re: What new abilities would you like to see?

Most of these do not actually require new abilities, and can be easily modded with what we currently have available.

Quote:
-Hyperspacing should be both component and hull based.
A hull can already have just about any ability that a component can have.

Quote:
-Every time a ship or fleet hyperjump there should be a small hyperjump flash and sound, so it doesn't feel like now, when the warp points are barely a door to the next room.
Special graphics and sounds for routine events are kind of pointless.

Quote:
-The ability to limit cloaking to a maximum size.
See the pirates and nomads mod, where all ships have gravitic cloaking based on ship size. Beyond that, there's no reason why cloaking should be limited to small ships, as all ships are small when compared to space.

Quote:
-Fighters shouldn't have shields (too small to fit)
Then mod them to not have shields. Of course, if you do so, then you then you are making them pretty much useless without some major changes to their stats and abilities.

Quote:
-Some sort of diference between bombers and fighters. Bombers should need escort from fighters.
This is another modding problem, and not a required ability. It's also a simple one. Make larger weapons that can only fit on larger fighters, then make these fighters easier to hit, and with lower to-hit than other fighters. You now have bombers that need escort.

Quote:
-Underground facilities and bunkers, that can't be destroyed from orbital bombing.
For this, all you need to do to create something close is raise the amount of damage needed to kill a unit of population, as facility damage is directly related to population damage.

Quote:
-Stealth Spy satelites to check on planets. (Deployable by cloakers)
Put a cloaking device on a satellitte, and you have exactly this.

Quote:
-Exploration: Systems shouldn't be explored by just jumping to it. Visiting a system should only reveal the number of planets, size and location, but not resorce value or ruins. To explore a planet a vessel should visit the planet, and have a planet scanner component or explorer party on board.
This is kind of a pointless and silly requirement. Any group that can send a ship across a solar system in a month can perform spectroscopy on a planet to see what it's made of. Just think of ruins as what Earth would look like with all the cities abandoned.

Quote:
-Trade: we should be able to see what the AI or other players have. And to know how much they want.
This is a terrible idea. Allowing others to see what I've researched or built is the same thing as free intelligence.

Quote:
Oh my, i forgot that this thread its not for wishes.......
Sure it's for wishes, but you should really check out what the game is capable of already supporting before asking for new abilities that already exist.
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  #7  
Old February 17th, 2003, 10:30 PM

Aloofi Aloofi is offline
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Default Re: What new abilities would you like to see?

Quote:
Originally posted by dogscoff:
quote:

I don't think it would be a good idea to do away with warp points cmopletely, since they provide interesting tactical situations

That's the whole point. Eliminating all those warp point defenses.
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