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April 25th, 2005, 07:16 PM
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Re: Suggestions for Space Empires V
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douglas said:
Quote:
Kid said:
I would like to see the component list scroll when I hold down the mouse. All the clicking is getting to me.
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Once you satisfy all the requirements of the design (bridge, CQ/LS, cargo/colony/fighter bay requirement, etc.), the mouse wheel scrolls the component list in SEIV.
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So it does. Thanks!
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April 25th, 2005, 07:19 PM
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Re: Suggestions for Space Empires V
henk brouwer
I like your idea. I think it could work.
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May 18th, 2005, 06:07 AM
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Re: Suggestions for Space Empires V
Partial damage to components. Say, a 400kT Space Yard can build with 400 resources of each type per turn (just as an example). A weapon hits with an impact force of 100. The Space Yard is still mostly intact, but it has received 100 points of damage and thus is less efficient - it constructs with 300 resources per turn. Then, it receives a hit from a weapon with 50 damage. This time though, since it's already damaged, the efficiency reduction will be more drastic - it can now only construct with 200 per turn.
This way, you can disable components without destroying them, which has an impact on boarding action and its importance - since the component is not yet fully destroyed, you can repair it even though you may not have the required race technology.
This could also balance out severely unbalancing components like the Talisman and, to a lesser degree, Combat Sensors/ECM, since they can now be damaged without actually being destroyed enabling you to repair them and either use them in combat or analyze them for better techs.
You could have weapons that specifically only damage components and do not destroy them. This way, you can simply use swarms of cheap Escorts with these damaging weapons and boarding parties to take on high-tech enemy Dreadnoughts using their defense bonuses to their advantage against an otherwise far superior enemy.
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May 18th, 2005, 07:19 AM
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Re: Suggestions for Space Empires V
Quote:
Partial damage to components. Say, a 400kT Space Yard can build with 400 resources of each type per turn (just as an example). A weapon hits with an impact force of 100. The Space Yard is still mostly intact, but it has received 100 points of damage and thus is less efficient - it constructs with 300 resources per turn. Then, it receives a hit from a weapon with 50 damage. This time though, since it's already damaged, the efficiency reduction will be more drastic - it can now only construct with 200 per turn.
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A better way to implement this would be to have "stackable" spaceyard components. Jusst as having 6x10kt engines on a ship rather than one big 60kt engine allows you to lose some (but not all) of your propulasion in combat, having 8x50kt spaceyard components (each one supplying one eight of the build rate) instead of a single 400kt component would allow you to lose some (but not all) of your construction ability.
What I'd like to see (and I've said it before) is to have the ability to use warp points brought out of hard-code and put into a component/ hull ability. This means we could mod interstellar fighters, warp-incapable system defence ships, and also allow 'uplifting' of neutrals and primitives who lack the technology to escape their own system.
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May 18th, 2005, 01:46 PM
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Shrapnel Fanatic
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Re: Suggestions for Space Empires V
Starfury has the components degrade in ability as they are damaged.
Eg: A 400-point shield generator which is 50% damaged will only put out only 200 points.
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May 18th, 2005, 04:11 PM
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Re: Suggestions for Space Empires V
Quote:
Suicide Junkie said:
Starfury has the components degrade in ability as they are damaged.
Eg: A 400-point shield generator which is 50% damaged will only put out only 200 points.
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Yes, but I meant also being able to mod in exponential efficiency decrease with linear damage. That way, if a powerful component (say, a Talisman) is damaged only, say, 10%, it would be rendered ineffective, yet if another empire who does not have Religious tech captures the ship, they would be able to repair, e.g. *use* it.
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