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November 16th, 2001, 12:59 PM
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Private
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Join Date: Nov 2001
Location: England
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Re: New features I would like to see>>>>
The three things I would really like to see are the following:
1 break-off or retreat option for space combat - it really gets on my nerves always having to accept combat and then spending the whole tactical phase trying to run away from the other side - even when your ships are much faster and should have been able to refuse combat sue to their speed. Obviously, you would have to accept combat in certain circumstances eg transitting a warp point into the teeth of an enemy blockading force;
2 some tactical advantage for defenders in warp point assualts, for example, the attackers being disorientated for the first few combat phases or not being able to bring all their ships through in one wave - this would really add to the power play of the game as a smaller defence force with mines and satellites could effectively hold off the larger force;
3 ground battles, I would like this on a hex map similar to the tactical map, maybe a random relief of the world you are invading - you would then have more room for strategy an tactics, siting of defence bases, troops etc and the strategy options mentioned below would be really worthwhile.
Lord knows how any of this would be effected but as it is Christmas, may be MM could some or all of these up in the next patch or SEV or whatever
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sodomis non sapiens
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sodomis non sapiens
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November 16th, 2001, 04:31 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>>>>
I would like to see sats have capability to have engine/whatever, in order to move more where you want it on the tactical combat screen once deployed. A lot of times their so far from your planet they become ineffective and you planet gets glazed and they don't even get off a shot
just some ideas mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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November 16th, 2001, 09:59 PM
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Re: New features I would like to see>>>>
Components that modify other componenets on a ship. X increases value A by amount B when installed on this ship, etc.
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November 19th, 2001, 03:34 PM
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Corporal
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Join Date: Oct 2001
Location: La Coruña, Spain
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Re: New features I would like to see>>>>
DOCUMENTATION!!!  A complete and correct user manual, and a explanation of every aspect and concepts of SE4. The tactical and estrategical depth and the complexity of this game makes it really necessary, IMO. Nearly all that i know about SE4 came from experiments, from Dubious Strategy guide (Thanks, dude  ) and from this forum.
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So it shall be written...
So it shall be done...
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November 19th, 2001, 04:22 PM
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Corporal
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Join Date: Apr 2001
Location: UK
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Re: New features I would like to see>>>>
1. Tech requirements for CompEnhancements.
So, one race might research "Longer Range" and gain that comp enhancement on all their direct fire weapons, but another race might focus on "Autofire".
(Also think of the Unique Ruins techs we could invent!)
2. Qualifiers on Events and Intel operations
Each event/intel operation to have a Type and a Severity.
For instance; Political, MiningDisaster, Slavery, Experiment, etc...
New abilities for races, ships, facilities, system etc... to prevent, aid, hinder or permit these types.
So, race A might not get any Politcal events because they don't have a politial system (maybe drones), but they use forced labour so they get slavery events (like revolts)
This would be quite a big change though, and probably require that many facilities be re-written.
3. Add way to create components with any ability type, which only function when activated. So you could make an "emergency repair" kit using the repair components ability, but it can only be used once and is then destroyed.
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November 19th, 2001, 05:46 PM
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Corporal
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Join Date: Oct 2001
Location: La Coruña, Spain
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Re: New features I would like to see>>>>
quote: Originally posted by Mark Walton:
1. Tech requirements for CompEnhancements.
2. Qualifiers on Events and Intel operations
3. Add way to create components with any ability type, which only function when activated.
These are very good ideas. Science become useless once researched all technologies, so in very long games you must scrap all laboratoires to make room. I think this is senseless. Science is always necessary for any race, in any moment of its History. In MOO you could research "hyper-advanced" techs which were useless except for score.
I think that some kind of infinite science development is needed. For example Mark Walton's idea of component enhancement.
Examples:
- Long-range direct-fire weapons I,II,III...
- High-energy (Increased damage) I,II,III...
- High-Speed seekers I,II,III...
- Extra strong armor
- High Speed engines
- Shields
- Sensors
- Miniaturization (Same capability but less spce)
etc.
And for facilities:
- More efficient resource-extractors
- More efficient system-wide and planetary abilities
- Better space academies
- Bigger Warehouses
etc.
With gradual (And big) increments of research point cost (What amount? That's the question).
IMO this will make you research all time, running in a scietific race against your enemies. I think this is a better system, and more logic.
What do you think?
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So it shall be written...
So it shall be done...
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November 19th, 2001, 05:59 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>>>>
quote:
"emergency repair" kit
Or emergency weapons: One really big gun that's destroyed on use. "In case of combat, break glass."
Generally, I'd like to be able to mix & match of abilities and also have them applied to weapons (ie weapon damage is an ability). Then you could have one-shot weapons, facilities which have a positive AND a negative effect, regular engines with an emergency propulsion ability (burn them out for a quick burst of speed)... the possibilities would be practically endless.
quote:
I think that some kind of infinite science development is needed.
Mod it. OK, you can't mod _infinite_ research trees but you could certainly make some bloody big ones that would outLast any reasonable game.
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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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