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September 13th, 2006, 03:47 PM
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General
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Join Date: Feb 2001
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Re: Official SE5 release date announced
Quote:
NTJedi said: Any reason why Dominions_3 and SE5 are being released around the same time?
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Because they are being released by two entirely different publishers who have no incentive to coordinate their release schedules, which may not even be legal anyway.
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Cap'n Q
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September 13th, 2006, 04:33 PM
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Lieutenant Colonel
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Re: Official SE5 release date announced
Or, it just so happens that they both ended up being at some stage of "ready" at around the same time, and add in that a release around mid- to late-October is good for sales leading up to the holiday season, and interest in computer games increases towards the beginning of the winter season because our northern friends are more likely to stay inside for entertainment than to brave the snow
And while I think that there is some overlap between potential players for SEV and potential players for DomIII, I don't see one cutting in on the sales of another. If anything, there would be a mutual increase, as the crossover players evangelize to the other player base.
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September 14th, 2006, 01:27 PM
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Private
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Re: Official SE5 release date announced
Regarding the different ship/ unit classes, will there be only one class of fighter, mine or troop?
Because that seems to be the matter, link:
http://www.malfador.com/se5empstyle.html
Any idea, anyone?
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September 14th, 2006, 01:32 PM
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National Security Advisor
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Re: Official SE5 release date announced
There's Small, Medium, Large versions of all Fighters, Troops, Freighters, Weapon Platforms, Satellites, and Mines.
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September 14th, 2006, 01:43 PM
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Re: Official SE5 release date announced
Wohoo! 
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September 14th, 2006, 04:01 PM
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First Lieutenant
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Re: Official SE5 release date announced
I've been wondering; is there, or will it be possible to mod in, optional weapon properties in the design window, ala MoO2&3? I.e., you first research the weapon, then additions to the weapon; miniaturization, continues fire(improved accuracy), weapon improvement, etc. In the design window you can enable the ones you want for an increase in cost, increase/decrease in tonnage used by the weapon, range, damage, etc. Same goes for missiles and such( i.e missile shield). I thought it a pretty neat option in the MoO games, unfortunately lacking in SE except for the limited 'mount' feature.
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September 14th, 2006, 04:30 PM
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National Security Advisor
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Re: Official SE5 release date announced
To be fair, all these items were possible in SE:IV with its "limited" mount system to the point where they could be applied on individual weapons or vehicles.
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September 14th, 2006, 04:47 PM
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Major
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Re: Official SE5 release date announced
I think these can be represented by different pictures, but a single pic, just magnified, can suffice.
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September 14th, 2006, 05:18 PM
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Shrapnel Fanatic
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Re: Official SE5 release date announced
As far as I know, weapon values are the result of formulas in SEV.
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September 14th, 2006, 05:18 PM
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General
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Re: Official SE5 release date announced
Yeah, speaking of mounts - a while back someone said that mounts can change a lot more about a component than they could in SE4. Would it be possible for you to go into a bit more detail? I'm itching to make mounts that change the target type of a weapon (like the Heavy and PD mounts in MOO2 - heavy weapons couldn't target fighters and PD weapons could target missiles automatically), or mounts that change the move points generated by an engine (Massive Mount C-T Engines anyone?  ), or a plethora of other options... I already know that mounts can be levelled, by looking at some of the latest screens (ooh, level 100 Heavy Mount... wonder how powerful THAT is?  ) Is it possible to make mounts that affect seekers properly? How about applying multiple mounts to a component, with boolean restrictions (You can have a Heavy Continuous-Fire Laser Beam in MOO2, but not a Heavy Point-Defense Laser Beam!)???
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