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November 6th, 2001, 10:08 PM
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Captain
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Join Date: Jan 2001
Location: Dallas, Texas
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Re: New features I would like to see>>>>
Yes if the ship is lost then the history for that ship would be deleted and the counter in the total file would be increased by 1.
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November 6th, 2001, 10:50 PM
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Corporal
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Join Date: Nov 2000
Location: Ann Arbor, MI, USA
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Re: New features I would like to see>>>>
It wouldn't be any larger than the game file. Figure:
1000 ships. 20-30 lines per ship. Each line 10-12 bytes (once you compress the information into numbers). That's 300 kB or so.
In a 20-player game, the .gam files *starts out* around that size and gets bigger
LL/Eric
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November 6th, 2001, 11:10 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: New features I would like to see>>>>
The date stamp is doable and I agree it would be a good idea at least for colonies. All you'd need is an extra word because you only need to record the turn number. I doubt anyone is gonna play 65,535 turns on SE IV.  Besides being informative for the player, this could be used in the game code. A 'new' colony would be much more susceptible to panic when bad events happen, but stability would increase as the colony aged. An 'old' colony would be a more severe morale loss to the empire if it was destroyed.
The other ideas might be 'cool' but others have already observed that they might become nightmares in memory and disk space usage, not to mention bookkeeping code in the game itself.
[This message has been edited by Baron Munchausen (edited 06 November 2001).]
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November 6th, 2001, 11:15 PM
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Private
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Join Date: Oct 2001
Location: Perugia, Italy
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Re: New features I would like to see>>>>
This feature could be done in a separate file (like other .trn files), and it musn't be send to the other players in the .gam file.
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November 7th, 2001, 05:27 PM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: New features I would like to see>>>>
Back in the old days, Star General used to have a section where it showed how many total ships, ground units, etc, each race built and the total number destroyed. Maybe something on this order could be done taking up less space then breaking it down in more individual staticitics.
They broke it down according to ship and unit types.. ie; battleships, cruisers, etc
They would show say 5 battleships built, 4 destroyed, 10 cruisers built, 7 destroyed, etc
just some ideas mac
[This message has been edited by mac5732 (edited 07 November 2001).]
__________________
just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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November 8th, 2001, 12:28 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New features I would like to see>>>>
Some new abilities:
- "Explodes when destroyed"
When this component takes enough damage to be marked as destroyed, it will apply an extra [Value 1] points of damage to the ship, of damage type [Value 2].
With this ability, you can have supply storage tanks and/or weapons explode when they are hit, and even "StarTrek" style warpcores that usually destroy the ship when the enemy gets a lucky hit.
- Planet - Tractor Beam
All ships within a distance of [Value 2] have an increased maximum movement of [Value 1].
This ability would allow you to move engineless crippled ships back to base for repairs, if they are close enough to the tractor beam facility. You could also launch interceptor ships faster than their normal movement, to help defend against enemy incursions.
A long chain of planets with Tractor beam facilities would form a sort of highway, moving ships across your empire quickly, at the expense of many facilities.
__________________
Things you want:
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November 8th, 2001, 03:05 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: New features I would like to see>>>>
quote: Originally posted by suicide_junkie:
Some new abilities:
- "Explodes when destroyed"
When this component takes enough damage to be marked as destroyed, it will apply an extra [Value 1] points of damage to the ship, of damage type [Value 2].
With this ability, you can have supply storage tanks and/or weapons explode when they are hit, and even "StarTrek" style warpcores that usually destroy the ship when the enemy gets a lucky hit.
- Planet - Tractor Beam
All ships within a distance of [Value 2] have an increased maximum movement of [Value 1].
This ability would allow you to move engineless crippled ships back to base for repairs, if they are close enough to the tractor beam facility. You could also launch interceptor ships faster than their normal movement, to help defend against enemy incursions.
A long chain of planets with Tractor beam facilities would form a sort of highway, moving ships across your empire quickly, at the expense of many facilities.
I remember someone was posting a while back that he had suggested the 'additional damage when destroyed' ability to MM and it was promised in an upcoming patch. Must be one of those things that gets forgotten in the rush of bug fixes.  So, suggest it again. It would be a cool ability to have. Especially as a balancing factor for some bad-*** weapon. If your ship/fleet manages to wipe out the enemy quickly, no problem. But if combat goes on for a while and you start taking internals, ouch...
Planet tractor beam is not necessary if the existing tractor beam could work on the strategic map. Some sort of 'rule' for fleets could be created that would save a lot of complicated interface additions. Movement averaging between ships that have at least one tractor beam and ships that are slower than the average value for the entire fleet, for example. Even a simple +1 movement to damaged ships if there's at least one 'partner' ship in the fleet that is faster and has a working tractor beam. As long as they can have some sort of effect it's good.
[This message has been edited by Baron Munchausen (edited 08 November 2001).]
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