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January 22nd, 2001, 04:31 AM
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Sergeant
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Join Date: Dec 2000
Location: Des Moines, IA
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Re: Things you wish they kept from SE3
The starting RP's is a good idea, but I think it would have to be a heckuva lot in order to simulate 50, 75, even 100 starting tech levels. When playing the game at work (not that anyone does that) it helps speed the game up a bit by starting with the things you know you would be researching anyway. I REALLY like the way SEIII had it structured.
Just an opinion, of course.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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January 23rd, 2001, 12:05 AM
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Major
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Location: Northern Virginia, USA
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Re: Things you wish they kept from SE3
rdouglass - Samurai's right, we were talking about the "Halt" command from SE3, which set your ship movement to 0, which meant it stopped appearing in the "next ship/next fleet" series. And clearing a ship's orders doesn't set the movement for the rest of the turn to 0, it just clears the orders and the ship appears in the "next ship/next fleet" series.
One problem with using "sentry" is that the sentry command is cancelled anytime another empire moves into/through the system. This happens even when I set the options to keep the original orders when encountering allies/enemies.
Another problem with sentry, as samurai pointed out, is that it continues until you turn it off; sometimes I just want to ignore a particular ship for one turn.
And finally, sentried ships still appear in the "next ship/next fleet" series (I don't remember if there's an option to turn that off; and not certain I'd use the option if it existed, since I'd probably forget about the sentried ship eventually...)
So "sentry" just isn't the right replacement for "halt". Maybe "halt" could be replaced with a "skip" command. Takes the ship out of the "next ship/next fleet" series, but doesn't zero the movement points.
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L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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January 23rd, 2001, 07:00 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Things you wish they kept from SE3
I liked the ability to scrap facilities within the construction screen. I also liked the little arrows near the bottom that let you switch from planet to planet. Sometimes you have to go from planet to planet to add things and this would definitely be much easier.
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"What do -you- want?" "I'd like to live -just- long enough
to be there when they cut off your head and stick it on a
pike as a warning to the next ten generations that some favors
come with too high a price. I would look up into your lifeless
eyes and wave like this..." *waggle* "...can you and your
associates arrange that for me, Mr. Morden?"
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...can you and your associates arrange that for me, Mr. Morden?
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January 23rd, 2001, 07:18 PM
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Major
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Join Date: Nov 2000
Location: Biddeford, ME, USA
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Re: Things you wish they kept from SE3
Now I remember!! I think your right about it being SKIP (or HALT). I liked that too since it stops at fleets that have at least 1 ship with MP's remaining. You could then just choose SKIP and you wouldn't see the fleet / ship again.
Sorry 'bout the confusion on my part....
[This message has been edited by rdouglass (edited 23 January 2001).]
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January 23rd, 2001, 08:24 PM
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Private
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Re: Things you wish they kept from SE3
Sounds like SEIV took a few steps back. That's too bad. Though I'm definitely enjoying the game (primarily PBEM) I really don't feel it was worth the amount that had to be paid after postage, etc. For the same price you can get retail games like Age of Empires II, Master of Orion II (when it came out), etc., which I think are much more enjoyable games. In fact, I think I like MOO ][ better than SE4, though SE4 is definitely fun. I have to confess, more visual glitz would've made the $40 (or whatever it was) a better investment for me.
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Cheers!
Jeff George
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Cheers!
Jeff George
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January 23rd, 2001, 09:50 PM
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Sergeant
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Join Date: Nov 2000
Location: Somewhere on the wine-dark sea...
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Re: Things you wish they kept from SE3
quote: Originally posted by JeffG:
In fact, I think I like MOO ][ better than SE4, though SE4 is definitely fun. I have to confess, more visual glitz would've made the $40 (or whatever it was) a better investment for me.
I have to disagree. I think visual glitz is the biggest threat to game play going. The depth and customizing abilities offered by a game like SE4 are simply impossible when you start throwing in 3D animation, FMV, etc... You end up with a game that has fewer options/less depth because all the animations won't fit on the CD, and no ability for fan mods because nobody has access to the software tools you would need.
Plus, those sorts of games require big companies to produce. Big companies = dumbed down in search of that mythical "mass market", little after-release support because all the programmers are working on the next glitzy game instead of fixing the one the beancounters shoved out the door with unplayable bugs, projects cancelled when nearly complete because of corporate restructuring, a total lack of concern for player input, etc...
[This message has been edited by Barnacle Bill (edited 23 January 2001).]
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January 23rd, 2001, 09:56 PM
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Major
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Location: Northern Virginia, USA
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Re: Things you wish they kept from SE3
Don't misunderstand me; I miss some of the SE3 features, but SE4 is a great leap forward in terms of tech advances (especially the new stellar manipulation stuff & sensor types). Not to mention extra replayability due to the inclusion of racial techs, different quadrant types, the "finite resources" option, and the option to have warp points placed anywhere in a system (I LOVE this option!). Not to mention better fighters and troops (though mines could stand some more interesting options, and ground combat could use a bit more detail - or at least an explanation of the factors involved); and I like the idea of satellites, though I don't use them very often.
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