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July 10th, 2002, 11:29 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Thanked 14 Times in 12 Posts
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Re: Space Empires 5
Some items I would like to see for Space Empires V include:
- 3D Map of Galaxy and increased maximum # of systems
- Several levels of zoom for maps
- Larger or scalable (with zoom feature) mini images for ships
- More types of abilities
- Optional starting tech levels
- Improved interface
- Improved diplomacy
I would like the game to remain turn based and not use real time 3D engine garbage.
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July 11th, 2002, 02:53 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
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Re: Space Empires 5
Editors, more and user friendly.
The excisting map editor is great, but incrediably time consuming.
A couple of fellows are working on component or mod editors that are starting to make modding much more friendly to the computer illiterate types, such as me.
If perhaps one big editor where compiled so that an individual could easily create new maps, new planets, new components, facilities, ships, scenerios(so one wouldn't have to actually play the computer player to get them advanced and established while keeping everyone else at bay) ect.
Yeah, that would be nice. 
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July 11th, 2002, 07:03 AM
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Second Lieutenant
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Join Date: Jul 2002
Posts: 442
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Re: Space Empires 5
[quote]Originally posted by geoschmo:
Quote:
Ooo, I like this idea now. I don't want to wait for SE5. And not just for space yards, do it for planetary yards as well. You actually wouldn't need to allow multiple yards, just allow the person to move a project down in the queue without losing acculumlated work done on it.
Originally SEIV had something like this where you could move a project up and the work already done would get applied towards the new project. That was taken out because it was considered a way to cheat because you could start work on an expensive ship that you never intended to build, and then switch it at the Last minute to an expensive ships that you wanted, but didn't have the tech for when you started. This would eliminate that cause you couldn't change the design once it's in the queue, but still allow flexibility. As long as you didn't take the project completely out of the queue it could keep the work accumulated while you work on other projects that you start from scratch. Much like intel or research quese now operate.
And if you could have the excess construction left over after one ship was done to go towards the next ship in line...
Geoschmo
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Better yet: change the Construction Queue interface to mirror the Research and Intelligence Project queues. Instead of a list of Research Topics, you get a listign of your current ship / base designs, or facilities, or units. Same 12 slots, the option to repeat build projects, and the option to divide construction capacity evenly.
Possibly even allow only 4 build projects for Shipyard I's, 8 for Shipyard II's, and all 12 for Shipyard III's. (maybe 8, 12, and 16 for the Emporal Shipyard I, II, and III respectively ... ?).
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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July 11th, 2002, 02:18 PM
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Private
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Join Date: Apr 2001
Location: St Paul Mn USA
Posts: 12
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Re: Space Empires 5
SE5
NO 3D, NO REALTIME
Would like to see
Game startup 0ptions:
Ability to scramble Race/characteristics ie: When you meet the Norak, early on you know its missles, missles, missles and plan accordingly.
Darleks you know intell is coming, It would be interesting to not always know what the race you met was like.
Trade: It would be nice to have something for transports to carry back to the home system. Dilithium chrystals, EEEE spice, stuff like that.
Research: Occasional blind alley research, Physics doesn't always lead to PPB, maybe its astrophyiscs or stellar harnessing. Have it as a variable if this option selected. It would make research more interesting.
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July 11th, 2002, 03:39 PM
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Private
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Join Date: Jul 2002
Posts: 10
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Re: Space Empires 5
Nice ideas, but I think there are more key features:
- Citizens that eat and can starve.
- Governments, please: different types of politics, economy, religion, etc. that can be changed during the game (revolution problems and anarchy included). Political factions and the like.
- Allied victory.
- Retreating from combat (with the possibility of being caught depending on speed and crew experience).
- A form of currency along with the 3 resources.
- A peace treaty.
Facilities, technologies... all can be done editing txts. I think the above is more important.
greetings

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July 11th, 2002, 11:38 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
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Re: Space Empires 5
I agree with:
- changing the squares to hexes (in all map levels)
- adding turning radius (and maybe firing arcs)
- making asteroids colonizable again
- components that generate resources
- jump engines (or jump reactor, or something); along with at least an option (or racial ability) to have a jump-capable ship carry other ships through the warp point
I'd also like to see more uses for sensors; maybe special sensor components that can improve offense/defense for an entire fleet (or even just ships within a given radius); sensors that can disrupt (or enhance) targetting systems on seekers; and require special sensors to look at a ship's design during combat. That Last could be tricky, since it should also include the option to "fill in" information as the ship performs certain functions (firing a weapon is a pretty obvious indicator that the weapon exists & what Version/mount it's using).
I'd like to see the ability to tow ships/bases around the map (using a special "tug" hull, maybe).
Along with diplomatic options mentioned by others, add options to have races get angry about the use of certain weapons (star destroyers, black hole generators, etc.), angry toward races that "glass" planets, angry at particular races just because of history/racial abilities/demeanor/culture; have races get happy towards races that destroy black holes/storms/nebulas or create stars/planets.
Improve the AI so it actually takes advantage of training facilities, remote mining and ring/sphereworld generators. (I think this is more hardcoding than AI scripting, since it's easy to mod the AI to build the above items, just hard to make the AI use them effectively).
Components that allow for population growth, and have that population affect the efficiency of components that generate resources (and affect efficiency of space-borne shipyards).
Since SE4 already requires spaceports AND a path back to the rest of the empire to make generated resources available to the empire, add two things: first, the ability to store those generated resources locally and either transfer manually (freighters) or automatically once a spaceport/path is available. Second, add a requirement for at least one space station or colony in all intervening systems for a "path" to be established. In other words, you'd have to build a space station in a nebula system in order to gain resources from the colonies on the other side of that nebula. This would make black hole systems a problem for everyone, not just the AI...
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July 12th, 2002, 02:57 AM
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Sergeant
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Join Date: Mar 2002
Location: Milwaukie-Home of the Norwegian World Domination Party
Posts: 279
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Re: Space Empires 5
Weapons that have an area effect damage. Something to break up tight formations, screw up fighter swarms, and just plain wreak havoc. 
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