|
|
|
 |

August 26th, 2004, 05:45 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Designable facilities in SE5!
Actually... stick a cloaking storm in the same sector, and the planet is invisible. I believe the bugs associated with that were fixed as well. 
|

August 26th, 2004, 06:35 PM
|
 |
Brigadier General
|
|
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Designable facilities in SE5!
I'm having trouble thinking of how this would be used... Wouldn't you need "facility components" added. Lessee... wood, nails, doorknobs...
Also, most facilities just kind of have only one ability, so what design aspects would you add or upgrade. About the only things that come to mind are increased capability, and damage resistance - both of which can already be done by creating levels for each facility and upgrading as desired.
What am I missing?
Slick.
__________________
Slick.
|

August 26th, 2004, 06:52 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Designable facilities in SE5!
He explicitly mentioned Proportions cities. He was not speaking of basic facilities such as Mineral Miners, Organics Farms, etc., but far more complex things. Certainly, you could make basic facilities. Or you could make more advanced ones. The choice would be yours.
|

August 26th, 2004, 06:57 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Designable facilities in SE5!
Components exclusively for facilitie design. Now that is an interesting idea. I can see the learning curve for newbies becoming a lot higher. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

August 26th, 2004, 07:09 PM
|
 |
Major
|
|
Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
Thanks: 1
Thanked 2 Times in 2 Posts
|
|
Re: Designable facilities in SE5!
I think that more complex isn't necessarily better. You have to keep the game accessible to new players. This would seem to be another layer of complexity.
Wildcard [img]/threads/images/Graemlins/icon46.gif[/img]
__________________
Caduceus
|

August 26th, 2004, 07:14 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Designable facilities in SE5!
Quote:
wildcard06 said:
I think that more complex isn't necessarily better. You have to keep the game accessible to new players. This would seem to be another layer of complexity.
Wildcard [img]/threads/images/Graemlins/icon46.gif[/img]
|
From the way he described it this would be something introducted purely in a mod.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|