.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old April 25th, 2005, 07:16 PM
Kid's Avatar

Kid Kid is offline
Private
 
Join Date: Apr 2005
Location: FL
Posts: 20
Thanks: 0
Thanked 0 Times in 0 Posts
Kid is on a distinguished road
Default Re: Suggestions for Space Empires V

Quote:
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.
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.
So it does. Thanks!
__________________
Pressure, it makes diamonds and it makes dust. Do you sparkle in the sunshine, or just blow away with the wind?
Reply With Quote
  #2  
Old April 25th, 2005, 07:19 PM
Kid's Avatar

Kid Kid is offline
Private
 
Join Date: Apr 2005
Location: FL
Posts: 20
Thanks: 0
Thanked 0 Times in 0 Posts
Kid is on a distinguished road
Default Re: Suggestions for Space Empires V

henk brouwer
I like your idea. I think it could work.
__________________
Pressure, it makes diamonds and it makes dust. Do you sparkle in the sunshine, or just blow away with the wind?
Reply With Quote
  #3  
Old May 18th, 2005, 06:07 AM
Strategia_In_Ultima's Avatar

Strategia_In_Ultima Strategia_In_Ultima is offline
Major General
 
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
Strategia_In_Ultima is on a distinguished road
Default 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.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
Reply With Quote
  #4  
Old May 18th, 2005, 07:19 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default 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.

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.
Reply With Quote
  #5  
Old May 18th, 2005, 01:46 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default 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.
Reply With Quote
  #6  
Old May 18th, 2005, 04:11 PM
Strategia_In_Ultima's Avatar

Strategia_In_Ultima Strategia_In_Ultima is offline
Major General
 
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
Strategia_In_Ultima is on a distinguished road
Default 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.
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.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:54 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.