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  #1  
Old June 24th, 2004, 09:16 PM

BlackRose BlackRose is offline
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Default A Few Ideas for SEV

Probably too late but here goes!

I'd like to see a few 100 Minor races that dont go past the planet level, ie the develop and use a planet but dont expand past that.

Each race would have one of the demeanors.

Each demeanor would have a positive/negative reaction to how that race views you (because of your demeanor). (IE violent and aggressive would have more in common that wiolent and serene)

Planets would have two Ratings, Loyalty and Fear. Planets could be effectively governed either way, a high fear rating would suffice to increase production as would a high loyalty rating. This would be dependant on how that race views your race (or how your own people view you). Troops on a planet would increase teh fear rating, sending positive things would increase loyalty.

Captains: Its been modded in but i'd like to see more of it. You could make a facility that would train and produce captains (only a certain amount of captains per ship or per planet or per population would be allowed). Captains would be 0kt and are allowed on any ship. Captains would provide different bonuses depending on race and design. Depending on your races demeanor Captains would radiate either FEAR or LOYALTY while in orbit or stationed on a planet. Captains could gain experience just like ships thus increasing their tactical bonus and thier Fear/Loyalty bonus.

Admirals - Function the same way as captains do yet provide their bonus to a fleet rather than a ship. (fewer would be available, possible have to be trained from captain level?)

Capital Ships - Depending on how many planets/population/ships you have you can commision any 1 ship to be a capital ship. (you would be limited in the overal amount you could have). This ship would gain Tonnage, Deffensive/Offensive Bonus and would also radiate Fear/Loyalty.

Flag Ship - Only one ship at any given time can be designated the Flag Ship. This would have massive bonuses and added tonnage. Would also generate lots of Fear/Loyalty (depending on your race and who your dealing with).

Captains/Admirals can be captured and intterogated (just like ships can be anaylized).

Losing a Captain or Admiral or Flag Ship would have bad affects on your planets.

Diplomats - Unit like the captain that travells on a ship or stays at a planet. Diplomats serve to increase either loyalty or fear depending on how that race (or your own race) is governed or vews your race.

Loyalty/Fear Buildings that could be put on planet to increase either of those values.

To further describe what I mean but Loyalty or Fear here goes:

A loyalty Bar, A fear Bar, and an (undecided?) bar.

A planet could have 5 Loyalty, 35 Fear, and 60 (undecided?) This planet would be in danger of revolt.

A ship comes into orbit containg a captain level 3 that radiates 10 Fear because he is violent and the race is serene. The planet goest to 5 Loyalty 45 fear and 50 undecided. The planet is no longer in serious danger to revolt so it can now build troops.

During this time the minor race fires of a meaningless (but game fun) message about sending away one of your 'butchers'. They promise to behave!

(just adds atmosphere!)

If the captain leaves the planet woudl maintain that bonus for lets say 5 turns. Each turn he stays would mean two turns taht it would maintain the bonus without him.


Anyhow just a few thoughts for SEV, i'm sure others may have come up with similar things but that thread is soooooo long!

[ June 24, 2004, 20:22: Message edited by: BlackRose ]
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  #2  
Old June 25th, 2004, 08:17 PM

PeterD PeterD is offline
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Default Re: A Few Ideas for SEV

Some good ideas. I've always liked the idea of
having named captains on ships to enhance its
ability to move or fight. The Flag ship is
another good idea.

I don't think its too late but we just have to
hope that enough of these ideas are read and
included in SE5 to make it a great game.

I'd be surprised if it wasn't.
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  #3  
Old June 25th, 2004, 10:58 PM
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ZeroAdunn ZeroAdunn is offline
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Default Re: A Few Ideas for SEV

definately a huge fan of the fear/loyalty/undecided bar. This could completely replace the current happiness system.

Maybe make it fear/loyalty/hatred. If your hatred ever outpaced your fear and loyalty by a certain amount, the planet would revolt. Each rating could give pluses and minuses to various things, production, reporduction, defense, etc.

To incorporate the captains and admirals idea (really I am all for admirals, but not captains, just too much micromanagement) a high loyalty rating could give you a better chance to produce admirals. Or the various Ratings could determine what kind of admirals your empire produces.
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Old June 26th, 2004, 01:16 AM

BlackRose BlackRose is offline
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Default Re: A Few Ideas for SEV

Quote:
Originally posted by ZeroAdunn:
definately a huge fan of the fear/loyalty/undecided bar. This could completely replace the current happiness system.

Maybe make it fear/loyalty/hatred. If your hatred ever outpaced your fear and loyalty by a certain amount, the planet would revolt. Each rating could give pluses and minuses to various things, production, reporduction, defense, etc.

To incorporate the captains and admirals idea (really I am all for admirals, but not captains, just too much micromanagement) a high loyalty rating could give you a better chance to produce admirals. Or the various Ratings could determine what kind of admirals your empire produces.
Hatred is a great substitution for the third bar, good thinking

Great point about the different advantages for Fear vs Loyalty, that is how I envisioned it as well. I dont think one should be overall better than the other, but they SHOULD be different I like the idea about a high loyalty advantage being able to produce admirals (I would still love to see captains!)

As far as to much micro management goes I dont see there being too many of these little guys running around. I think they should be few but they would radiate a bonus making them invaluable.

That's also why I brought up having the Minor-Minor race that does not expand past the planet level, you could gain a bonus by sending these captains to the planet to help negotiations either to surrender or join It would be interesting as well if these Minor races had bits and peaces of unusual tech or buildings that you could only access by taking over or having thta race join you. No game breakers to be sure just minor, useful things.

I'd also like to see all the various populations have a greater role in the game, offering different bonuses than your own race. It would be also cool if they were an interactive part of the empire as well (ie sending Messages even after being conquered)

Just little things added to increase 'flavour'. If i'm not mistaken that was one of the levels the game was critized for (one of the few) and I happen to agree with the critics. Space Empires has an incredibly race diverse structure with tonnes of shipsets and the like roving around but not enough to truly distinguish them from the others.
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  #5  
Old June 26th, 2004, 08:05 PM
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Ed Kolis Ed Kolis is offline
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Default Re: A Few Ideas for SEV

I like the fear/loyalty/hatred thing too... send it to MM
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  #6  
Old June 26th, 2004, 09:25 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: A Few Ideas for SEV

I definitly love the idea of having several (douzens or more) minor races. I enhance your idea:
Minor races are divided into several "classes". While the lowest class will only develop its homeworld and construct bases to defend it, the higher classes will colonize their homesystem or even advance one or two systems in each direction. That would be very cool imho!
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Old June 26th, 2004, 10:36 PM

LonghornXtreme LonghornXtreme is offline
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Default Re: A Few Ideas for SEV

I really like the idea of training admirals, captains, yada yada yada

Could be an offshoot of military science... Like make one planet your service academy... I'd love the ability to train command structures for my navies..

Would like to train the equivalent of a Patton
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