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April 8th, 2001, 10:58 PM
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Corporal
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Join Date: Mar 2001
Location: Sweden
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Re: Patch wishlist
Option for Orbiting planets/asteroids (sectors that are moving on the system map; circulating the star - very much like ships automatically do in a black hole system).
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The best way to seek help is to help the best seek the way.
-Philter
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April 8th, 2001, 11:45 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Patch wishlist
The only real-time game I've kept on my HD is Red Baron II. I think being forced to finish game-time months' worth of strategic planning in real-time minutes is absurd. Time limits are only useful to keep live human vs. human games moving. If MM wants to tackle adding real-time play, it definitely should be optional.
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Cap'n Q
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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April 9th, 2001, 12:13 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Patch wishlist
For the AI to be smarter when building ship componets or facilities that have more than one ability.
For instance, if you tell the AI to build a facility that has the abilities of a PORT and a facility with the abilities of a SHIPYARD, and you have a "multi"-facility with both abilities... it will build TWO of the "multi"-facilities, NOT one!
Same thing happens for componets (although care would have to be taken with supply storage and cargo space, perhaps adding new lines for both of these abilities).
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April 9th, 2001, 12:20 AM
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Private
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Join Date: Mar 2001
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Re: Patch wishlist
I just want all abilities to be available for components/facilities/etc.
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April 9th, 2001, 12:52 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Patch wishlist
Oh, yes and get restrictions (fully) working!
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April 9th, 2001, 05:23 AM
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Corporal
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Join Date: Nov 2000
Location: New Jersey
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Re: Patch wishlist
I saw RTS mentioned ...... NNooooooooooooooooooooooooooooooo
If this game series ever goes RTS that is the day I leave.... sigh.
Someone mentioned a race that is super xenophobic etc. etc. - have you played with the Rage yet  ? Very similar. Or the mod-packed XiChung or Sergetti??
Has anyone seen the AI use base ships??
If not, that would get my vote - with a general increase of the AI's overall strategy so it is more aggressive and makes more runs on your planets - glassing them of course.
Jason2
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Jason2
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April 9th, 2001, 06:45 AM
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Corporal
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Join Date: Dec 2000
Location: Sherman, TX, USA
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Re: Patch wishlist
1. Improved AI ship construction: The various races have a good initial ship component list, but no variety. Once you discover a race's ship building weakness it's a piece of cake and they don't adjust. Maybe add a tiered approach to the ship construction. Then an attack ship or fighter could have a primary ship design and at least 2 alternates with a percent set for each design. Then a race could be 40%, 30%, 30% in different attack ship designs with 10 ship increments. Do the same with defensive ship designs and you can get a very could mixture. In the above example, the AI would build 4 primary, then 3 1st alternate, then 3 2nd alternate, and then start again with 4 primary. This would require adding a percentage to the ship construction field. An example would be to have 40% have shields with beam weapons and 30% have armor with beam weapons and 30% have shield with missile; then a PPB would not be a race killer. Other examples would be 40 Organic, 30 missile, and 30 beam. The defensive ship could be PD 80%, smart bomb 10%, and plague bomb 10%. Various AIs could have different percentages and different designs, but the key point is the various ship designs could compensate each other's weakness and build on the strengths making a much more deadly fleet-like what a human does. Do the same with fighters. I think one of the reasons the AI gets easy is because ever ship it builds is the same with the same weakness. A mixture of different ship designs would increase the difficulty of the AI.
2. Improve the ground combat. See previous post.
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