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Old June 30th, 2004, 10:39 AM

Paul1980au Paul1980au is offline
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Default Re: Pirates, Marauders, Smugglers (A possible SEV Suggestion).

How abuot a borg type race that pops up from a unidentified system or from another galaxy - they begin taking over fringe systems and their growth can be exponential but you would have to conqueor them - they would beomce "one" as they took over planets

Space monsters have also be considered for this game - a great idea in my view. I would like to see the "spatial anomoloy event" able to be beefed up though i have maxed it as much as possible in my events file on SE4 as it allows other empires ships to come into youre backyard but there is only so much i can do with it.

Perhaps a ability to set certain events to a much higher probability as a game setup option (ie high plague but low chance of planet destruction) to make specialised games possible.

But yes pirates marauders and smugglers are a great idea.
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Old June 30th, 2004, 11:28 AM
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dogscoff dogscoff is offline
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Default Re: Pirates, Marauders, Smugglers (A possible SEV Suggestion).

I'd like to see the game's definition of an "empire" and the diplomatic model made more flexible to allow ideas like these to be included.

Each pirate fleet would be an "empire", even though it had no planets. That way you could try to buy them off using the diplomatic options, you could ally yourselves with them (and sic 'em on the enemy=-) and even conquer them. Tying it into the existing diplomatic optins like this would also simplify the interface for dealing with them.

Extra-galactic visitors could be handled in a similar way, the only change necessary in the code would be to allow spontaneous creation of new empires mid-game (this can already happen with planet rebellions, but that seems to be handled as a bit of an afterthought in se4.)
All you'd need to do is spontaneously create a new empire, hand them a few high-tech warships/ colonisers/ troop transports and then just let the game do what it already does.
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Old June 30th, 2004, 05:02 PM
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psimancer psimancer is offline
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Default Re: Pirates, Marauders, Smugglers (A possible SEV Suggestion).

try this on for size

marauders and other such appear form unknown space

say you make the galactic map capable of hiding systems

then add a new science "astronomy"
and a new component "stellar cartographer"
it would have a range like wrp point openers do
then it becomes a truely interesting game as everything is actually hidden and some systems like those darn nebula systems can actually have planets and such but cant be mapped until you find a warp point into them or you get high enough sensors with your cartographers/astronomers thus you can have hidden systems and wormholes and your marauders / pirtates can actually have bases or base ships or planets to operate from

and an even more fun item is to create the ability to interface one game to another with a galaxy gate that allows the movement from one game map to another that would trulyy make an interesting situation as you have your galaxy penetrated by another super empire (somebody elses save game ) at a random location
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Old June 30th, 2004, 10:30 PM
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Starhawk Starhawk is offline
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Default Re: Pirates, Marauders, Smugglers (A possible SEV Suggestion).

Well see I would prefer these guys not having planets under their control (the marauders can capture them and pirates wouldn't want too) because it would make them to easy to hunt down and destroy and they wouldn't be any better then having a neutral race in existance now would it?

But I like the whole hidden systems idea because that would add a true bit of exploration to the overall game.

Any more ideas suggestions?
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