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October 23rd, 2003, 01:48 AM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: Abilities for objects in SE5!
- detrimental Facility effects that are not easily combated.
lowers happiness of planet, all planets in sector, all planets in system
lowers value, same options
lowers ground combat bonuses for attacker or defender, same for weapon platforms, same options
Let them stack or "only best counts", but it should not be possible to resolve any number of these by simply including one facility that provides the opposite effect. Perhaps "only best counts" once for positive and once for negative.
- Ship components that generate research, intel, or allow carried population to count for something.
- Weapon ability that destroys it on use.
- Set the different weapon damage types like in CivII, an array of bits, so that most can be combined together.
- Componets that reuqire the destruction of certain types of cargo before they work (I want soul cannons!).
- ECM or CS abilities on seekers.
- Abilities range and fire rate on troop weapons really do stuff.
- Extend the possible range on seekers. I would liek to be able to mod slow seekers that will follow a ship around for the enitre duration of combat.
- Boarding and troop-drops from several combat squares distance. Give the poor trekies their transporters.
- Planets and other sector objects that can move, randomly or whatever
- Ruins that do more than just give tech, like destroy population, or maybe the whole colony, or change the conditions or resource values of the planet.
- Planets that give bonuses to population growth or research or combat or happiness or whatever, ruins should be able to change or add this too. Maybe that's the only way to get this.
[ October 22, 2003, 13:07: Message edited by: Loser ]
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October 23rd, 2003, 01:58 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Abilities for objects in SE5!
Destroyed on Use for Warp points. ie once you go through the warp point dissapears. Great for modding FTL type movement.
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October 22nd, 2003, 07:29 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Abilities for objects in SE5!
Quote:
Ship components that generate research, intel, or allow carried population to count for something.
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yeah. worldship ability.
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October 22nd, 2003, 08:34 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: Abilities for objects in SE5!
Ok, components that have an affect based on how many are in place, and for how long.
Basically, instead of stellar manipulation components that take years to build, then one turn to create a planet, star, warp point; you build several smaller, less expensive components and keep them safe in the area for a while to produce what you want.
No more, repair the component and do it again next turn.
Oh, and a repair cost flag. Most things would stay repairable for free, but a small or large cost would be added to, again, stellar manip. components.
Listen, I'm not saying this ideas are how it has to be. I'd just like these variables available for modding purposes.
I concede that the way things are now sacrifices "realism" in exchange for a set of game mechanics that are good for AI characters and turn a day PBW.
Think of how the Proportions mod really changed the game, and how much more it could do.
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October 22nd, 2003, 09:35 PM
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First Lieutenant
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Join Date: Apr 2002
Location: California
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Re: Abilities for objects in SE5!
Here's a few:
Prerequisite Components. For example, in order to have Quantum Engines, Quantum Torpedos, or Quantum Shields, you need to have a Quantum Generator on your ship.
Percent Required Tags. (Applies to Hulls - like what is currently done with Carriers and FighterBays). For example, in order to build a Missile Frigate, at least 50% of your components need to have the "Missiles" tag.
"Vehicle Type" and "Weapon Target" (components.txt) - use booleans instead of lists.
Self Destruct. Blow up your ship in order to do damage to all adjacent ships. (Ideally you would need some sort of SelfDestruct Strategy - ie under what circumstances do your ships blow themselves up? at x% hitpoints? When surrounded?)
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October 23rd, 2003, 12:51 AM
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Captain
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Join Date: Feb 2001
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Re: Abilities for objects in SE5!
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October 23rd, 2003, 01:15 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Abilities for objects in SE5!
All abilities should be modular and customizable, with as little forced in the hard-code as possible. 
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