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May 7th, 2004, 10:36 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
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Re: SE5, Tell Aaron what\'s on your Wish List
Good ideas re cloaking - with the unlimited tech levels proposed it will be itneresting to see how they do cloaking and possibly enhance it.
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May 7th, 2004, 10:46 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: SE5, Tell Aaron what\'s on your Wish List
For Planet Capture:
New Weapon - Planet Population Converter.
A weapon conponent that converts the population either over to the side of the attacker, or assimulatest them simular to the way the Borg do.
Can be two types of weapons.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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May 10th, 2004, 11:52 PM
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Private
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Join Date: May 2004
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Re: SE5, Tell Aaron what\'s on your Wish List
I'd really like tactical combat to be more fun. I thought MOO2 did a much better job on tactical combat. I suggest making the ships significantly bigger, move faster (I don't mean more spaces, just not make it take so long to move), and an easy way to indicate range.
[ May 10, 2004, 22:52: Message edited by: joeljermon ]
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May 11th, 2004, 12:29 AM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: SE5, Tell Aaron what\'s on your Wish List
A couple of ideas that I'd like to see implemented:
1. Get rid of facility slots. They could be replaced with livable area concept for planet and area occupied for facilities. IE, livable area for breathable medium sized planet is 100000 units (acres, km2 or anything), then area occupied for SY could be 50000 (concurrently, it can be allowed to have 2 SY per planet, with 2 constr queues), research complex - 5000, etc. So you can build 2 SY or 20 research complexes, or 1 SY and 10 research complexes on this planet. That's right, it could function like ship designing in se4, with its tradeoffs and restrictions. Livable area should depend of planet size, atmosphere type and planet conditions.
2. Slightly different scheme for warp opening: you should have 2 ships(bases) to be able to open new warp - one for each end of the warpline. Also you have to keep both vessels in these sectors to bear the artificial warp point, if one of these vessels is destroyed - poof - no warp anymore.
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May 11th, 2004, 01:48 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
Posts: 538
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Re: SE5, Tell Aaron what\'s on your Wish List
Temporary wormholes the 2 ship concept but if the enemy captured or destroyed one of the ships the warp point would close
Also what about a device that opens a warp points for 3 turns only to a random system on the game map - you could have a fleet or ship waiting to go through but you would not know where the warp point had opened to until you went through - it could be one of youre systems, uncolonized system on the far map side or an enemy core system..
Perhaps though make this a unique alien tech like massive shield depletor or something - one per game ?
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May 11th, 2004, 02:08 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
3. Better planetary militia: I mean I know they are not supposed to be able to stand up to troops but I really enjoy those planetary invasions where it becomes a real nail biter and I'm going "Can my troops pull it off" right up until the end.
I would also like to see planetary milita count as a certain percentage of the population.
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A fraction of your population IS militia. Not anything like a whole 1% though... that would just be crazy. One "division" of professional armed, armored militia with good tactics per X million people, rather than just ten million sidearm-wielding couch potatos running out as cannon fodder...
For good militia in SE4, go into settings.txt
1) Set # ground combat turns to 1.
2) Set population per militia to 1.
3) Set militia hitpoints to 30+
4) Set militia attack power to 1-10, depending on how difficult you want it.
Now try taking planets
Still too easy? Try SJmod... against a bloodthirsty race who enjoys it when you land troops for them to butcher
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Things you want:
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May 11th, 2004, 07:30 AM
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Brigadier General
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Join Date: Jun 2002
Location: Kleigat Pampercity
Posts: 1,804
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Re: SE5, Tell Aaron what\'s on your Wish List
Big shipportraits. That way the effort of the people who make the models is better visible. Gives you the feel that everyone can see your ingenius design.
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I can only please one person per day, and today is not your day. And tomorrow isn't looking too good either.
Gabriella in Blood 2
Men may control the free world, but women control the boobs.
Brent in Plaver vs. Player
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May 11th, 2004, 08:54 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: SE5, Tell Aaron what\'s on your Wish List
Ship Construction Idea:
Have the option for ship designs in the vehicle text file as we do for components. This way a ship may have multiple Version of its class and the obsolete Version can be hidden from view like Components.
Example:
Escort I
Escort II
Escort III (Or listed as Heavy Escort)
Escort IV (Or listed as Heavy Escort 2)
When Escort II becomes avaible then Escort I is not longer shown in the Vehicle Type window unless the player wishes to see it by turning off Only Current Designs.
By having this feature players could add several levels of ships to one class. Each class could boast additional improvements like stronger hulls, more KT, etc without having to go to a new class or have your ship list window filled with ships.
This would keep the ship list window neat and orderly while providing an extra level of moddability to the game.
The current ship lists would remain. Escort, Frigate, Destroyer, etc, but with each of these a player can add mulitiple design types in addition to new hull design types like Cutter, Scout, Juggernought.
If a player wanted to they could have 3 levels of Escort hulls, 3 levels of Frigate hulls, etc. Each hull being gained at X tech level or something.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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May 11th, 2004, 08:49 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
Posts: 1,727
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Re: SE5, Tell Aaron what\'s on your Wish List
hot-keys.
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