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September 6th, 2002, 09:38 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: Things we\'d like to see in the next patch
I've wanted to have auto-movement and auto-fire as seperate options, like they were in SE III. Still ask once in a while. You never know when MM might actually do something. I asked for the hotkeys to disable or enable all weapons at once for months before he finally did that.
Being able to individually tag ships as AI controlled is an interesting idea. I'll add that to my list. 
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September 7th, 2002, 08:53 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Things we\'d like to see in the next patch
This would be probably for SE V not for a patch but anyway:
1.) The possibility to give a weapon one or several families of component/facilities as target. You could then expand dramatically the special weapons you have now, e.g. a weapon that destroys only allegiance subverters or religious talisman.
2.) For every weapon a line of the shield level they can skip: 0 = no shield skipping; 1 = skips shield level 1 and so on.
3.) Introduce shield levels: you could create a almost never ending race of research for higher shield levels and weapons that can defeat them.
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September 7th, 2002, 10:03 AM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
Posts: 164
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Re: Things we\'d like to see in the next patch
I'd like to be able to research a small tech tree that enabled additional population growth on a planet that had reached it's maximum based on planet size. Super Skyscrapers, Underground or Orbiting population habitats, etc. that added a percentage increase or a fixed # of additional population...
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September 7th, 2002, 07:00 PM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Q:
This would be probably for SE V not for a patch but anyway:
1.) The possibility to give a weapon one or several families of component/facilities as target. You could then expand dramatically the special weapons you have now, e.g. a weapon that destroys only allegiance subverters or religious talisman.
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In a similar vien how about a way to aim a weapon. You could select targetting priorites for your weapons. ie aim for the engines or weapons. aiming could be done such that your chance to hit would be less but would increase your chance to hit a certain component
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September 7th, 2002, 10:43 PM
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Corporal
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Join Date: Jan 2001
Posts: 89
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Re: Things we\'d like to see in the next patch
I'd like to see a "Shield Damage Multiplier" added to every weapon. So if you wanted to do quad damage to shields, set it to four. Want to do 20% more, set it to 1.2 . That would allow the new Weapon Damage Types to be removed and let us use various levels of shield damage along side special Weapon Damage Types. You could make an engine damaging weapon that did half damage to shields, etc. Easy change too.
__________________
-Zan
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September 9th, 2002, 01:24 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
Posts: 1,498
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Re: Things we\'d like to see in the next patch
How about a way to edit a message that was sent in game! How many times have you sent a message only to realize later in your turn you want to add or change something in it.
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September 8th, 2002, 03:00 PM
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Corporal
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Join Date: Sep 2002
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Re: Things we\'d like to see in the next patch
More features I'd like to see:
Upgrading facilities. Upgrading a facility should only reduce the cost by one half of the old facility rather than decreasing the new facility cost by half. Furthermore, when upgrading you should be able to choose from different levels along the same tree, which can be toggled by the "show latest" checkbox.
Space yard construction. Apparently the minimum a space yard can construct per turn is 2000 of each resource. I would like to see this minimum removed to reflect large penalties, such as those found in Proportions.
Additional building/facility traits: Extra living space (adds set amount or percentage to maximum population) and production bonus. Both these options (and perhaps many of the other facility traits) should be optional whether they stack or not. Thus, a planet with two cities (Proportions Mod) could build faster than a planet with one or none and reflect the additional development.
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