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May 3rd, 2003, 04:11 PM
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Lieutenant Colonel
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Re: What new abilities would you like to see?
Quote:
Originally posted by Aloofim:
The good thing about cloaking its that it have the potential to make small ships valuables to the very end. When you make large ships capable of cloaking you throw that away.
I just don't like the "bigger it's better" aproach.
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Quote:
Originally posted by Graeme Dice:
The thing about it is that it's almost universally true that a bigger ship will be better at the same tech level, simply because you can fit more onboard.
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PvK has done wonders with the scale of Components with Proportions. The way he handled Cloaking for larger ship do appear realistic. With in the confines of se4.
Cloaked ships should always get first to shoot, in se5.
[ May 03, 2003, 15:13: Message edited by: JLS ]
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May 3rd, 2003, 04:16 PM
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Lieutenant Colonel
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Re: What new abilities would you like to see?
Quote:
Originally posted by Aloofy:
quote: Originally posted by orev_saara:
Yes. You'd have to make the basic cloaking device take up about 5000kT, or something equally unworkable, then put in a mount that shrinks it down to what you want that cannot be used on anything bigger than 300kT
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Thanks man, that's a great idea.
Will the AI use it?
Do I have to tinker with AI files to make them use it?
I've never touched an AI file. I'm a newbie, you know. AI should be fine with this as long as you add cloaking to the Race/ships you want them to cloak.
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May 3rd, 2003, 04:31 PM
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Sergeant
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Join Date: Feb 2003
Location: Finland
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Re: What new abilities would you like to see?
I think this has been noticed before, but I have not seen it said anywhere:
When you spy enemy/capture ship, you should have the knowledge of enemy's tech level (at least of those parts you have found out) so that when you propose trade with him, in your trading list of technology are NOT those technologies you already know enemy possess.
For example: I capture enemyship and see "Hey he has Level 3 PD, Emergency supply 2 and ion engines level 2". Then I make peace with him and propose trading. There should be removed those technologies.
Tech trading also needs correction. When I decide to trade with some player, I should be able to give him those techs I want, not the latest tech of that one branch he does not have.
For example: We agree that I trade him Level 3 engines and he gives me level 3 DUC. Naturally I assume that he has Level 2 engines and he assumes that I have level 2 DUC. And I know he has level 5 DUC and he knows I have level 6 engines. Now he has lied to me and he has level 4 engines already and he knows when we trade, he will get the "next engine level" which is level 5. I have been honest and I get level 3 DUC. That was not what I intended to trade. This is the reason I want in the tech trade that I can define explicitly that I give another player level 3 engines and not just "next engine level" to what he possess. This would not be very hard to implement. It would also be more clear when trading.
Same thing with starcharts. The trading list should not include those system maps I know enemy possess. How to define this? Simple: Remove those maps from the list, when enemy ship and my ship has been in the same system so, that I have seen the enemy ship. Naturally I know then that enemy knows this system. Also remove those system charts which include enemy colonies I know of. Also remove those charts when I have seen enemy ship in that system through partnership of another race. There are also few other definitions to this but you know what I mean (I hope so).
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But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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May 3rd, 2003, 04:47 PM
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Second Lieutenant
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Join Date: Jun 2002
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Re: What new abilities would you like to see?
Don't know if this has been mentioned yet but I think that a Space Yard should be able to re-supply as well. It isn't logical that it can't.
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May 3rd, 2003, 05:01 PM
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Lieutenant Colonel
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Join Date: Feb 2003
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Re: What new abilities would you like to see?
Quote:
Originally posted by Elowan:
Don't know if this has been mentioned yet but I think that a Space Yard should be able to re-supply as well. It isn't logical that it can't.
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YES, Agreed.
AI Campaign uses this, it is very helpfull for the AI all around and when it upgrades its engines, now we and the AI have fuel available to fill up there new retrofit engines.
Otherwise the AI crawls to the nearest depot after a refit 
[ May 03, 2003, 16:10: Message edited by: JLS ]
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May 3rd, 2003, 05:24 PM
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Colonel
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Re: What new abilities would you like to see?
More abilities for systems:
1.) Maximum speed: no ship can go faster than x sectors per turn.
2.) No stellar manipulation possible (like the effect of a system gravitational shield): no warp points open/close, no star destruction.
3.) Positive/negative influence on happiness and reproduction for all colonies in the system.
4.) Selective non-function of certain weapon types (e.g. missiles, torpedos, beams) in the system.
5.) No effect of all training/racial combat bonus for ships in the system.
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May 3rd, 2003, 05:35 PM
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Lieutenant Colonel
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Join Date: Feb 2003
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Re: What new abilities would you like to see?
Q,
Agreed now those would open great modding opportunities.
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