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September 17th, 2002, 07:02 PM
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Major
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Join Date: Aug 2002
Location: Western Canada
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by DavidG:
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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I aggree with you. This shouldn't be a difficult fix! 
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Inscription at the Delphic Oracle.
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circa 650 B.C.
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September 17th, 2002, 09:17 PM
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Second Lieutenant
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Join Date: Jun 2002
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Re: Things we\'d like to see in the next patch
How about a staged strategy?
I don't see where you can create a list of 1st option, 2nd option, etc. Am I missing something here? 
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 'There are old space jockies and bold space jockies but there ain't no old, bold space jockies'
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September 17th, 2002, 10:32 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Things we\'d like to see in the next patch
Quote:
Posted by Geo
What's the difference between more chasing on a larger combat map, and more chasing on the strategic map? That would be the result of simply adding the ability to retreat from combat.
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Sort of, but the ship might be lucky enough to get to a defended planet or base!
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September 18th, 2002, 12:57 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Things we\'d like to see in the next patch
What we really need to solve this 'retreat' problem is a new movement system using coordinates instead of discrete 'boxes'. When ranges are absolute you'll know if you're in range or not and be able to keep hauling *** toward safety even if you are under fire. Maybe for SE V...
[ September 17, 2002, 23:57: Message edited by: Baron Munchausen ]
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September 18th, 2002, 06:06 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Things we\'d like to see in the next patch
What about the "don't get hurt" strategy being modified (i think this must be hard coded) to automatically retreat if its speed is the same or faster than all enemy ships?
Slick
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September 18th, 2002, 06:48 PM
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Sergeant
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Join Date: Apr 2001
Location: Minneapolis, MN, USA
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Re: Things we\'d like to see in the next patch
I would like:
1) Allow Planets and Bases to be in fleets to get the Fleet bonsus and to keep defenders by the planet or base.
2) Allow Simultaneous turns to be saved in partial form and finished later.
3) Allow a Sent Message to be edited.
4) Allow us to specify an optimal range value for a ship design and use that to determine where to move the ship.
5) Allow formations to be added without creating a Mod.
6) Allow the Ordinal Position in a game to be hidden so a player does not know what place they are in.
7) Fix Seek After fleets to move after all non Seek After fleets. This will prevent the situation where two equal speed fleets will pass through each other if one is Seeking the other and the other is moving past the seeking fleet.
8) Fix the Quad damage bug with Temporal weapons. Currently does Quad to everything, not just shields.
9) Allow Queues to start production of next item with left over capacity.
10) Store copies of prior turn Messages locally for future reference.
11) Add Combat Replay for Ground Combat in Simultaneous Games.
12) Update Technology Report to reflect what partners have, do not limit to their ship designs. Or at least allow players to send a message to allies that will automatically tell them all their technology levels. This will facilitate partner technology trading. Also consider added an All option for technology under Gifts, Demands, and Trades.
13) Allow the ability to colonize planets with matching foreign breathers in a game where colonization is limited to breathable atmosphere (Green plus only games).
14) Add component, troop, and facility deterrents to intelligence and eliminate Counter Intelligence. Add an advanced trait to give immunity to loyalty based intelligence attacks (call it Absolute Loyalty).
15) Make every Intelligence operation have a time delay after point level is reached. If you could make the time delay calculated based on sectors from the nearest int facility that would be great!
16) Allow targetting priorities to include ships with certain component types: Quantum Reactor, Colony Module, Talisman, Warp-Point creation, Star Destruction, Planet Destruction, Ship Yards, etc.
17) Allow targeting to include an option for Easiest (use for direct fire) and Hardest (use for missles) to hit.
18) Re-evaluate Weapon efficiency. Make Graviton Hellbore a weapon to consider. Make Phased Polaron less cost effective (2.0 Damage per kiloton at max range and skips normal shields). There are whole threads on this issue.
19) Make ship versus ship ramming have a % change to miss modified by ship experience on both sides. Apply size modifiers as well.
20) Show component damage during simultaneous combat replays.
21) Attack and Defense modifers during simultaneous combat replays.
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September 18th, 2002, 07:51 PM
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Sergeant
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Join Date: Feb 2002
Location: Canada
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Re: Things we\'d like to see in the next patch
I don't know if anyone has mentioned this yet. What I would really like to see is the order of planetary cargo damage to be reversed.
Currently, planets see their fighters, mines, troops, and satellites get wiped out before the weapon platforms even get touched. If they could reverse that so the largest units (the weapon platforms) get smoked first then you might actually be able to get some interesting ground combats (the defending troops not being previously wiped out to protect the weapon platforms).
Does anyone know why it was set up like this? In ship combat components tend to get damaged from largest to smallest and I can't see why it would be reversed for planets.
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