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May 19th, 2005, 12:24 AM
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Shrapnel Fanatic
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Re: Suggestions for Space Empires V
One thing that I find most frustrating is the fact that Torpedeos are added as a component. Torpedeos are not a component, they are weapon, and by there very nature, a weapon that is expended. They are not a beam weapon, thus rechargeable, they are use weapon that once used are gone and need to be restocked.
Would it not be a novel idea to have Torpedeo Tubes or Launchers instead?
Each Tube or Launcher would have a max limit of Torpedeos that could be restocked when the ship pulls in for supplies.
The more tubes/launchers you have, the more Torpedeos you have. You could even have a Torpedeo Storage Compartment that could additional Torpedeo's.
If the ship has a Q-reactor, the same would apply, they would still need to restock Torpedoe's.
And on the subject of Torpedeo's, they are a feared weapon amoung navy's around the world. A hit by one or two of them could destroy a ship and for the most part they cannot be intercepted or destoryed. I think that torpedeo's should act simularly in SE V. Armor and shields would begin to play a larger part in if this was the case.
And what about the ships that most often use Torpedoe's? How are they represented in SEV?
I offer this suggestion: Make a new class of ship, a subspace hunter class. The ship, varying in size, would work much like a modern day submarine but instead of being under water, it would be under a special cloak field - to simulate subspace. The ship would not be able to use shields while in subspace, but its armor would work. It would fire torpedeo's while in subspace, but have very poor manuaverablity in combat.
On the contrast, a standard ship could be equiped with subspace depth charges. These would work kinda like point defense cannons. Couple them with a specialized subspace scanner and you could target the subspace hunters and engage them.
I know this is an ambitious suggestion, but one that I think would add a lot to the game and would be the first time such a concept was used in this type of game.
Couple these suggestions with the suggestion that I have already made for Hull Strength abilities, and you could build ships with superior hull strength to hunt the subspace hunters.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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May 19th, 2005, 12:41 AM
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Shrapnel Fanatic
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Re: Suggestions for Space Empires V
From the IRC chat logs:
Quote:
[11:34:43-AM] Malfador: Limited Ammo will be through the use of Ordinance and Supplies. If you run out, you can't fire anymore.
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He meant "ordnance" though.
PS:
Surely you should know how easy it is to explicitly add "launcher" to the name of the component if it makes you happy and you don't mind the extra wordiness.
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May 19th, 2005, 01:55 AM
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Shrapnel Fanatic
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Re: Suggestions for Space Empires V
Thanks SJ.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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May 19th, 2005, 05:52 PM
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Captain
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Re: Suggestions for Space Empires V
Quote:
Atrocities said:
Would it not be a novel idea to have Torpedeo Tubes or Launchers instead?
The more tubes/launchers you have, the more Torpedeos you have. You could even have a Torpedeo Storage Compartment that could additional Torpedeo's.
If the ship has a Q-reactor, the same would apply, they would still need to restock Torpedoe's.
And on the subject of Torpedeo's, they are a feared weapon amoung navy's around the world. A hit by one or two of them could destroy a ship and for the most part they cannot be intercepted or destoryed. I think that torpedeo's should act simularly in SE V. Armor and shields would begin to play a larger part in if this was the case.
I offer this suggestion: Make a new class of ship, a subspace hunter class. The ship, varying in size, would work much like a modern day submarine but instead of being under water, it would be under a special cloak field - to simulate subspace. The ship would not be able to use shields while in subspace, but its armor would work. It would fire torpedeo's while in subspace, but have very poor manuaverablity in combat.
On the contrast, a standard ship could be equiped with subspace depth charges. These would work kinda like point defense cannons. Couple them with a specialized subspace scanner and you could target the subspace hunters and engage them.
Couple these suggestions with the suggestion that I have already made for Hull Strength abilities, and you could build ships with superior hull strength to hunt the subspace hunters.
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I like the ideas...except for the cloak, there are sort of ways to do this in SEIV, Unforuantely they are very broke. The Drones could be considered a from of expendable torpedo...they just don't work well in the combat engine. Seeking Weapons can emulate via supplies...but of course the replenishment of supplies is quirky. As for being feared...make any weapon that does a crap load of a damage, and people will be forced to defend against, or plan for it... It seems SEV will hopefully allow us to better mold our ideas into a playable format...
Kana
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September 28th, 2005, 02:12 AM
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Corporal
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Re: Suggestions for Space Empires V
In regards to Atrocities idea of Torpedo Launchers, I thought wouldn't it be cool that as you researched better torpedo launchers you could fire more than 1 torpedo/launcher. Therfore, the more advanced you get, you can reduce the number of launchers but maintain the same number of torpedoes fired (compared to a less advanced period) or keep on adding launchers and fire even more torpedoes.
Just my $0.02.
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Carter: Inertial dampeners.
O'Neill: Cool... and check. Phasers?
Carter: Sorry, Sir.
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September 28th, 2005, 03:01 AM
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Corporal
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Re: Suggestions for Space Empires V
Oh, one last suggestion before I forget.
If you put mines around your planet, it should decrease the amount of resources that gets exported from that planet.
Think about it. The more you mine a planet for its defense, you're basically cluttering up the space lanes that resource transports need to use to come and go. So with reduced lanes, there would only be so many transports that can come and go at a time.
This idea is just for balance, so that a defender doesn't mine all his planets with no down-side.
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Carter: Inertial dampeners.
O'Neill: Cool... and check. Phasers?
Carter: Sorry, Sir.
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