|
|
|
 |

November 19th, 2001, 04:22 PM
|
Corporal
|
|
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
|

November 19th, 2001, 05:46 PM
|
Corporal
|
|
Join Date: Oct 2001
Location: La Coruña, Spain
Posts: 112
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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?
__________________
So it shall be written...
So it shall be done...
--------------------
|

November 19th, 2001, 05:59 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
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.
------------------
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.
|

November 20th, 2001, 01:58 AM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New features I would like to see>>>>
I think having an unlimited tech tree would be very nice i hate scrapping all those science labs in the late part of the game. Problem is what tech to infinitely research. Some of the areas listed are a good start.
|

November 20th, 2001, 02:06 AM
|
 |
Sergeant
|
|
Join Date: Sep 2001
Location: Oklahoma, USA
Posts: 216
Thanks: 4
Thanked 16 Times in 11 Posts
|
|
Re: New features I would like to see>>>>
Previously mentioned ground war would be nice, but when you start factoring in orbital bombardment and other concepts, it can get rather hairy. "Nuke 'em from orbit" seems to be SOP.
--
TAZ
[This message has been edited by zircher (edited 20 November 2001).]
|

November 20th, 2001, 09:19 AM
|
Corporal
|
|
Join Date: Sep 2001
Location: PALMDALE ,CA ,US
Posts: 162
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New features I would like to see>>>>
BY THE POWER OF GREY SKULL!!!. I would like?,& be very scared of
(1) Star trek machine planet eater, whind it up and watch it go, chumping only enemy planets of course, wha hahahah.
(2) A energy zapper weapon that can stop ship movement & gun fire in (very short)combat turns.
(3)Mine launchers, NARN INDUSTRIES,babylon 5, a mine projectile when launched at target blows up at a wide range area. 2,4,6,square range?. I HAVE THE POOOWWWEEERRR???. What do you guys think?.
|

November 20th, 2001, 12:41 PM
|
Corporal
|
|
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New features I would like to see>>>>
Area effect weapons sound good in theory, but until we get better control over fleet formations, and AI combat, they would be a real risk.
Other ideas;
More interesting Warp Points
Allow auto-generation of one-way WP, or cloaked WP. I like the idea (which seemed to be thought of but not implemented) of periodic warp points, which open, close, open, close, some randomly and some on fixed periods.
WP PERIODIC
(Warp Point opens and closes at various times)
1: Time till WP closes
2: Time till WP opens
WP PERIODIC RANDOM
(Warp Point opens and closes at random times)
1: Minimum time between changes
2: Maximum time between changes
WP CLOAKED
(One or both ends of Warp Point are cloaked and require sensors to be present to use. Origin is system generating WP; ie system whose "wp style" was used)
1: Origin cloak level
2: Destination cloak level
Different WP sizes... small WP only allows smaller ships through.
WP NARROW
(WP will cause damage to vessels above a certain size, due to narrow warp conduit)
1: Maximum safe size in kT
2: Damage per multiple of safe size
[This message has been edited by Mark Walton (edited 20 November 2001).]
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|