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  #1  
Old January 10th, 2001, 08:29 PM
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Default Re: Compiled Questions/Bug List/Wish List

Volume II:

11. Perhaps a tac-combat toggle to highlight all squares a selected unit/ship could reach in one turn of movement. For the lazy. ;-)

12. Re-using a race gives misleading info in 'Tech Used in Our Ships' since it apparently is based on designs, not ships. Should be changed or re-named.

13. Perhaps hull-based abilities, like non-warp capable, low maintenance, reduced refit cost, weak innate cloaking, etc. In case somebody wants to make parallel hull lines (modular ships, in-system ships, etc).

14. A new ability should be added -- Stellar Bonus Movement, so Solar Sails actually need stars to function.

15. Do all players who 'see' a system get Messages relating to events there (e.g. battles, colonization)? They should, if only coarse ones (e.g. no detailed damage report for battles they didn't participate in).

16. Master Computers, perhaps, should give Psychic Cloaking -- since there are no crew minds to detect. Cloaking/sensors deserve a reworking, anyway; active/passive differentiation etc.

17. Perhaps a ship with no Master Computer and no Life Support should become an unowned derelict, since nobody's left. Repair it and bring it to your nearest shipyard to get some tech, or bring a mobile shipyard and analyze it there.

Related, perhaps an option to Abandon a Ship (if another of your, or an allied, ship is in the same sector), in case you have an immobilized ship, don't expect to be able to repair it soon, and don't want to pay the maintenance cost -- the abandoned ship becomes a crewless derelict.

18. Perhaps Quantum Reactors should also get the Self-Destruct ability.

19. Probably silly idea -- Armor that absorbs energy, up to a limit ala Emissive, and converts it into Supply.

20. An option to skip Minister-controlled ships, same way we skip fleets, damaged ships, etc.

21. Greater Minister configurability, e.g. ability to tweak colonization priorities, ability to specify minefield size and priorities (warp points, colonized planets, uncolonized planets, stars, random space), and so forth.

That's enough for now.

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Old January 10th, 2001, 08:50 PM
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Default Re: Compiled Questions/Bug List/Wish List

Taqwus, some good ideals there. I assume you e-mailed this to MM?
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Old January 10th, 2001, 08:53 PM
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Default Re: Compiled Questions/Bug List/Wish List

Tampa:

Will do so.

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Old January 10th, 2001, 10:18 PM

General Hawkwing General Hawkwing is offline
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Default Re: Compiled Questions/Bug List/Wish List

quote:
Originally posted by Grognard:
Change the "Retrofit" button into a "Refit" button.

Retro- means backward, so retrofit would be a backward move in technology. For a long time, I could not upgrade my ships because I wanted to use new technology rather than old tech.

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The dictionary defines retrofit has modifying an item (car, jet, factory) with parts not available when originally constructed.
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Old January 11th, 2001, 03:34 AM

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Default Re: Compiled Questions/Bug List/Wish List

This idea was posted a while ago, and I've lost track if it's in the works with MM.

We really need a way to allocate a percentage of avaiable resources to ministers for production. As it is now, my ministers will spend everything I have to upgrade facilities, leaving nothing for me to manually build (fleets, etc.), or for emergencies.

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  #6  
Old January 11th, 2001, 06:28 AM
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Default Re: Compiled Questions/Bug List/Wish List

In the various screens for planetinfo it'd be great if I could sort them by type, ie rock, ice or gas. Not possible at the moment. I also want a function where I can exclude all planets in systems not claimed by and add a level between claimed and not claimed called "interested in" (or something better) so the colonization screen isn't so cluttered with planets on the other side of the galaxy. I want to filter out planets in systems I am not interested or have marked as avoid for my ships. If the AI could somehow do this as well and be told not to send colonyships into systems hevaily defended by enemies (me) it's ecenomy wouldn't be overly burdened with building a bunch of colony ships that will only get killed. The AI would first look in all the systems it consider safe and see if there are any empty planets it can colonize not already having a colonyship on the way. If no build no ship, if yes, build ship.

But that means the AI would first have to be coded to understand safe and unsafe....

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Old January 11th, 2001, 07:49 AM

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Default Re: Compiled Questions/Bug List/Wish List

Wishlist (let me know what u think)

More complex, active populations:
Give each planet population abilities in different areas that can improve as they learn from having facilities on the planet. Populations would gain Science ability from Research Centers, Engineering ability from Space Yards, Worker abilities (Miner, Farmer, Refiner) from the production facilities, etc. Their best abilities would determine their Occupation. A player could, for example, select the best Scientists to populate a new Research Compound.

Same for Crews: Give the Crew Quarters or Bridge component an ability to hold a dozen or so population members, then the player could handpick crews from different Occupations to pilot the ship. The crew members would each chip in their unique abilities as bonuses to combat, ship repair, whatever.
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