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May 7th, 2003, 03:24 AM
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Corporal
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Re: What new abilities would you like to see?
My ideas:
1) The option to setup Empires that start on a Sun, instead of a Gas, Rock, or Ice planet.
2) Instead of the "modified ground combat defense by X percent for rock/gas/ice races" as proposed by dogscoff, "modified ground combat offence by X percent" would provide more options. For example:
>>Rock troops get +25% bonus attacking Rock planets
>>Rock troops get -33% bonus attacking Gas planets
>>Ice troops get -95% bonus attacking Suns
>>Gas troops have +10% bonus attacking Rock planets
.....and so on. This would provide a whole nother element to ground combat - you might have to borrow some troops from your different-planet-type ally, if your current troops are extremely weak on the planet you plan to invade.
3) The ability to give components fleet-wide abilities.
Examples:
Provides unlimited supplies for fleet
Gives fleet combat bonus
Gives fleet defence bonus
Reduces fleet maintenance costs by 10%
4) Option to modify existing/add new culture modifiers - maybe it could work on a point system, as do Characteristics?
5) Ability to give a component a negative combat movement bonus
6) Ability to make a component that gives Satellites X movement per combat turn
7) 3 Different Engine types:
Intra-system Engines (can't warp)
Sub-Light Engines (can warp)
Light Engines (Available only to Propulsion Experts, ship can instantly travel to a system X light years away, although the coordinate arrived at in the system would be random, and the ship would likely get damaged)
8) Delayed-action weapons (after identifying target, weapon must 'Charge' for 2 turns before it can fire)
9) Modifier: Weapon cannot fire without sufficient supplies
10) Modifier: Platform/facility cannot function on population 0 planet (i.e. the option to keep Resupply Depots, Weapons Platforms, etc. from working when the population is at 0 - Just like the way you are restricted from building anything on a pop-0 planet)
11) Modifier: Ship cannot move for X turns after firing this weapon
12) Weapons can temporarily disable some components
Examples:
Weapon disables enemy engines for X turns
Weapon disables target's shield generators for X turns - after that, shields are re-activated
Weapon causes target's defense/offense modifiers to be set to 0% for X turns
[ May 07, 2003, 03:10: Message edited by: Dingocat85 ]
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May 7th, 2003, 09:55 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: What new abilities would you like to see?
Quote:
-Can warp:
Can be modeled now (per Vehicle hull) in se4, but once opened it allows all size hulls to pass.
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No, you misunderstand. Perhaps a better name for it would be a "can use warp points" ability for ships, units and components.
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May 7th, 2003, 03:15 PM
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Corporal
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Join Date: Mar 2003
Location: Tempe, AZ
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Re: What new abilities would you like to see?
I know that it's probably been proposed many times, but I'd like the ability to mod new abilities into the game, or at least be able to use the existing ones however the modder chooses...like giving a component Solar Resource Generation or Intelligence Point Generation, or making a facility that Cloaks, etc...
Just a thought...
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May 7th, 2003, 03:23 PM
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Lieutenant General
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Location: Oxford, UK
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Re: What new abilities would you like to see?
Quote:
Originally posted by Dingocat85:
6) Ability to make a component that gives Satellites X movement per combat turn
[/QB]
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I am not sure, but I think it is posiible to make a component like fighter' afterburner for satellites. I have a fleeting recallection somebody made this for some mod some time ago. Or am i dreaming ? 
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May 7th, 2003, 03:43 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: What new abilities would you like to see?
Quote:
9) Modifier: Weapon cannot fire without sufficient supplies
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This already happens for all weapons.
When you are totally out of supply, you can only fire weapons that use zero supply.
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May 8th, 2003, 02:07 PM
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Corporal
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Join Date: Apr 2003
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Re: What new abilities would you like to see?
Quote:
Originally posted by oleg:
quote: Originally posted by Dingocat85:
6) Ability to make a component that gives Satellites X movement per combat turn
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I am not sure, but I think it is posiible to make a component like fighter' afterburner for satellites. I have a fleeting recallection somebody made this for some mod some time ago. Or am i dreaming ? [/QB] Somebody did, in the Devnull Mod...but in the mod, it says 'this component does not work yet. Please complain to MM' 
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May 12th, 2003, 11:06 AM
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Corporal
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Re: What new abilities would you like to see?
I was thinking of an interesting variation to the ancient ruins that I wouldn't mind seeing...
Derelicts (Space hulks,abandoned ships/stations, odd techie bits of space debris, etc...).
They would be seeded like Ancient Ruins, but would be in open space instead of on a plante's surface. You would probably have to have a particular tech to salvage/detect them, but if you salvage them you would get either a unique/regular tech advance (only working device on board the debris, or something), or you would be able to get another ship or station (but with a tech or two that you wouldn't have) with the option to fleet/use it, or analyze it for the unique/new technology.
It would put an (IMO) interesting spin on the whole "colonize planet with Ancient Ruins, get tech" situation.
Just an idea.....but one that I particularly like...
[ May 12, 2003, 10:07: Message edited by: Xaren Hypr ]
__________________
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-Xaren Hypr, Night City cybertech
My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+
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