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  #1  
Old March 1st, 2004, 11:09 PM
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Intimidator Intimidator is offline
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Default Re: SE5: Trade, Colonization and Trading Posts?

Agree with the both of you

But my wish list:

Stellar:
-Orbiting planets.
-FTL-movement, Keep the WarpPoints but also make it possible to leave your system at the edge and come in the next square and move through it. It will take a lot longer to move to another system, but hey! you will get there.

Combat:
-Tactical ground combat.
-More simultanious space combat (when you move to enemy ships, you don't get a round of their defensive weapos and thatr should be)(you should be able to put your weapons on defens or attack)

Trading:
Agree with the trade options described below, But I liked to see one (extreme) option: transportable rescources
So NO SPACEPORTS but make the transports yourself and get those rescources to your spaceyards and factories the hardway (CONVOYS)(it should be an option, so you can shut it OFF)

Traits:
-Tradeable Traits, you can not invent them but you can get them by trade,gift or capture.

Colonies:
-Colony component for ships/bases, so you can let people life and expand IN space.
-Colonizable astroids.

Had some more ideas but let anybody fitt in some more.

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Old March 2nd, 2004, 02:15 AM

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Default Re: SE5: Trade, Colonization and Trading Posts?

Orbiting planets yeah has some good points - you would have to orbit the warp points in outer system also though to make it compatible.
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Old March 2nd, 2004, 02:20 AM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: SE5: Trade, Colonization and Trading Posts?

make that an option. changing strategy as your planets rotate.
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Old March 2nd, 2004, 08:22 AM
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Default Re: SE5: Trade, Colonization and Trading Posts?

I like the idea of being able to travel to other systems more slowly without using warp points. It makes sense that you should be able to do that; after all it's just empty space in between and it's just a matter of traversing the large distance. But it should take a long time to do it.
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Old March 3rd, 2004, 02:36 AM
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Default Re: SE5: Trade, Colonization and Trading Posts?

*****Harumph...snort...wheeze....awakes from long hibernation*****

Another idea - Bring back the option of retreat/escape from combat. In SEIII this tended to be annoying...making it difficult for attacking ships to close on cowardly defenders, and resulted in too many extended chases. If worked properly, however, it could add a little more variety and a lot more realism to combat (why must every battle be a fight to the death?...or a struggle to live till turn number X?). It would also make role-playing somewhat more satisfying.

Maybe add this feature as a component trait - those ships with an emergency propulsion pod or similar item could make a quick boost away from combat? Or some other way of moderating it...making it possible but not inevitable?
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