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November 15th, 2001, 03:08 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: New features I would like to see>>>>
Flee option would be nice. If that went in, it would be nice to make it so that you can't skip warp-point defences.
For example, If I have 50 satellites sitting a few combat squares from a warp point, you'd think that any enemy ship trying to pass through would have to fight / evade them in order to get through the WP. You can cheat, however by initiating combat, staying out of range and then after combat just warping through.
It should be so that using the warp command initiates combat, and the only way through the warp point is to fly up to it in tactical and "flee" through it, bringing you within range of all those static WP defences.
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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November 15th, 2001, 04:55 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>>>>
Any attacker coming thru a defended wormhole should have to do some fighting before it can proceed. This is especially true if defender is only sats. In games i've played I've had AI ships come thru defended with only sats and never fired a shot and got into my systems, this doesn't seem right. Some type of combat should be initiated otherwise its worthless to defend with only sats. Or is this a bug??
In addition to everything mentioned in this thread. I would also like to see a choice when you have/want to destroy minefields, sats, etc, where you can choose the number similiar to when you launch them. Example, you have minefield w/100 mines, you want to destroy say only 50, (to build elsewhere), It would be nice to be able to destroy the 50 and leave the rest the same with sats, you have 30 over a planet, you want to scrap or destroy only 15 leaving the rest in place, etc.
just some ideas mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
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November 15th, 2001, 11:10 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: New features I would like to see>>>>
Quote "you have minefield w/100 mines, you want to destroy say only 50, (to build elsewhere), It would be nice to be able to destroy the 50 and leave the rest..."
Would laying mines in say Groups of 25 overcome this problem. Perhaps it would be a pain to squirt them out 25 at a time when laying mines, but then you have finer control over 'decommissioning' them later. Of course I never use mines or sats so I could be talking out my butt...
-jimbob
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
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November 16th, 2001, 02:24 AM
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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>>>>
quote: Originally posted by mac5732:
In games i've played I've had AI ships come thru defended with only sats and never fired a shot and got into my systems, this doesn't seem right. Some type of combat should be initiated otherwise its worthless to defend with only sats. Or is this a bug??
just some ideas mac
If the enemy ships or your sats are cloaked then no combat will take place.
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November 16th, 2001, 03:03 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>>>>
quote: uote "you have minefield w/100 mines, you want to destroy say only 50, (to build elsewhere), It would be nice to be able to destroy the 50 and leave the rest..."
Would laying mines in say Groups of 25 overcome this problem. Perhaps it would be a pain to squirt them out 25 at a time when laying mines, but then you have finer control over 'decommissioning' them later. Of course I never use mines or sats so I could be talking out my butt...
You could have done that in older Versions of SE4, but since v1.35 or so, all units deployed into space go into the same group. The only divisions are between sats/fighters/mines.
It is possible to have multiple independent Groups of fighters in the same sector, but that requires that they are launched at different places/times, then flown to one spot.
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November 16th, 2001, 07:25 AM
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Corporal
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Join Date: Sep 2001
Location: PALMDALE ,CA ,US
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Re: New features I would like to see>>>>
What I'd like to see added...
1)A retreat order for combat.
Besides good ideas from others, How about a teck of a generater or high teck engine accellerater componet, that allows for this retreat from combat, besides these two,the ship or ship fleet must be on the outer edge of combat and stay there for 3 turns, before finally leaving combat?.
2) Overjoyed overpopulated population, When these two cryteria are affected for at least 10 turns = year , then pop will give player a duplecate of the best ship / units / troops?.
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November 16th, 2001, 12:17 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: New features I would like to see>>>>
Here's another wish lister: Troop strategy. It would require some changes to the way ground combat works, wth the addition of facility/ population damage and troop capturing.
Invading / defending troops are set to defensive, neutral or aggressive. This affects their performance on the battlefield:
Defensive - troops are harder to kill, (30% defence bonus) but they do much less damage (-50% attack modifier). Troops fighting defensively have a good chance of capturing enemy weapons platforms and even enemy troops intact. They will do very little damage to population and facilities.
Neutral - Troops fighting neutrally get on additional combat modifiers. They will very rarely capture enemy troops but may well take other units intact. There may be some damage to facilities or civilian mortalities.
Aggressive - Aggressive troops get a +30% attack modifier and a -30% defence modifier. They will not take any enemy troops intact and will inflict severe damage on other units, population and facilities.
This would enable all kinds of new strategies: set your first troop drop to defensive, so that the battle will Last longer and you will have time to deploy another transport full.
Outnumber the enemy and want a quick resolution? Set your troops to aggressive for a fast and brutal battle, but be prepared for heavy losses and severe collateral damage.
A defending force might set their strategy to defensive in order to minimise losses in the face of a massive assault force, but that will prolong the battle.
I'm not sure what the bst way to set the strategy would be though: A button to click when deploying troops? A component built into each troop cockpit? Perhaps even have it set permanently for each race? (ie bezerkers are always aggressive.)
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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.
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