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  #1  
Old November 19th, 2001, 04:22 PM

Mark Walton Mark Walton is offline
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Default 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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  #2  
Old November 19th, 2001, 05:46 PM

Shyrka Shyrka is offline
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Default 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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  #3  
Old November 19th, 2001, 05:59 PM
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dogscoff dogscoff is offline
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Default 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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  #4  
Old November 20th, 2001, 01:58 AM

chewy027 chewy027 is offline
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Default 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.
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  #5  
Old November 20th, 2001, 02:06 AM
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zircher zircher is offline
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Default 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.
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[This message has been edited by zircher (edited 20 November 2001).]
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  #6  
Old November 20th, 2001, 09:19 AM

HEMAN HEMAN is offline
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Default 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?.
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  #7  
Old November 20th, 2001, 12:41 PM

Mark Walton Mark Walton is offline
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Default 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).]
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