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September 5th, 2002, 09:11 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: Things we\'d like to see in the next patch
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b) More varity on mines like; Mine damage only
weapons or engines on enemy ships.
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This is moddable. I think Pirates & nomads might include it. S_J?
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Discovered ruins should give the the ability to research a new tech area that leads to reproducing and modifying any artifacts recovered.
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Also moddable. Check out Proportions mod.
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Analysing enemy ships would give a bonus to researching technology the ship uses.
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Ummm... it does. Or do you mean that the analyse button should be less powerful, and give you a bonus rather than a full tech level for each tech?
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Resources. I found this a bit deeper it the thread and I would also like to see limited resoruce production, though probably based on a per turn basis rather than a mineral conVersion basis.
Population immigration. Another idea deeper in the thread that would make sense. Given that alliances between races, particularly trade alliances, would involve these races mingling, it would make sense to see more than one race on a border planet near an ally.
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Agreed.
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Partial retention of captured race stats. The idea is that a captured race would probably be enslaved for purposes of the owning empire. Certain aspects of the race might not apply under enslavement, and revolts might turn the planet into an independant or back to the hands of the empire the race belonged.
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No one (except MM) is quite sure about this, but it is rumoured that captured races have a happiness modifier that makes them prone to rioting and therefore revolt. Still doesn't happen very often though.
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The problem with using mounts is that it would not apply infinitely. That is, someone would have to create each individual level, and probably even different modes of miniaturization,
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True, but as far as I'm concerned this is just fine. It wouldn't take too long for one of us to mod in a few dozen levels of miniaturisation, but it would probably take up many hours of Aaron's time to hardcode it. The tech tree doesn't have to be infinite, just big enough that no sane person could usefully research it in a real game. That can be modded.
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Is there a patch still coming before SEV? I was told by shrapnel that SEV was due mid next year...
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I think there probably will be more se4 patches. We certainly haven't heard that there won't be, and patch suggestions to Malfador are still being accepted with a "we'll add it to the to-do list". As for SEV, the release is a long way off yet and is probably subject to a lot of other factors, including (but not limited to=-) the success/ failure of the impending 3D combat thing.
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September 5th, 2002, 12:05 PM
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Corporal
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Join Date: Oct 2001
Location: La Coruña, Spain
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Re: Things we\'d like to see in the next patch
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Originally posted by Mylon:
I'd like to see an infinite research tree. Something one can pour excess research points into for marginal improvements of resource production, weapon damage, supply storage, armor/shield use, ect. The levels of course get progressively more demanding of research points and only provide marginal improvements, but it'd be something for a research based race to go on late in the game. A single mineral producing facility that changes production based on tech might be more appropriate than a separate type of facility for each level.
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Im interested in this feature too. Take a look to my post in this thread. All thoughts are welcome 
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September 5th, 2002, 07:57 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 to be able to suppress the abiltiy of a player to know their score ranking (game setup option) when all scores information is not shared with other players.
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September 6th, 2002, 12:22 AM
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Brigadier General
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Re: Things we\'d like to see in the next patch
The SS Dedicated has served your nation well.
It has fought in many major battles, and always survived to see another day.
But the ship itself is now heavily outdated.
The crew, however, is still willing to command a starship.
You send the dedicated into a fight with a high tech dreadnought.
An option to transfer crew experience.
In order to do that:
You must have a ship that has 0 experience.
It must be younger than 50 turns
it must be mothballed.
In order to stop the transfer whenever it wants to:
The Transfer must take in a space yards.
Or the crew *experience* is lost due to the lack of Environment suits.
In order to prevention of abuse Ie: a battlemoon with 50 experience:
The transfer is only allowed once.
The transfered ship has no movement points for 2 turns.
The transfer is only allowed with crews with 25-30 experience. (0-25: too young. 30-50: Too old. Admiral status)
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September 6th, 2002, 12:42 AM
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Lieutenant Colonel
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Re: Things we\'d like to see in the next patch
How about this one:
(perhaps more of an SE V possibility)
The ability to upgrade a ship that contains componets you can't build yourself. Then you could for example buy an organically armoured vessel from your allie and then just put your own weapons engines etc. on it. Could make for an interesting game with lots of trading going on as races trade their unique techs.
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September 6th, 2002, 02:02 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Things we\'d like to see in the next patch
Terran: Brilliant thought about the transfer of skilled crews. Instead of limiting the number of times a crew could be transfered, or on the basis of their skill level, what if you assign a specific # of crew needed per ship mass (this is clumsily represented by the number of crew quarters needed).
Then, if you wish to do a transfer, you would select how many crew members would be transfered between the ships. The new skill level of each ship would then be recalculated.
You could therefore load up a planet sized ship with a veteran crew from a scout, but their skill level would be diluted out by the new recruits who make up the majority of the crew. Likewise you could split up a veteran crew from a huge vessel between many smaller ships and bring up their skill levels considerably.
Some people may even start overcrewing their ships so that as the ship gains experience, it can be slowly bled of officers who can now command new ships.
DavidG: I think this would be best accomplished through plug-N-play components. Just buy and trade the individual components from others. If you capture a ship with interesting plug-N-play components, disassemble for it's components instead of analysing it for the technology.
That's just my 2 peso's.
[ September 06, 2002, 01:06: Message edited by: jimbob ]
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September 6th, 2002, 03:36 AM
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General
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Re: Things we\'d like to see in the next patch
Keeping track of 'crews' is a bit difficult since a 'crew' is actually a composite of hundreds or possibly thousands of people/creatures. And the number of crew required for each given size/class of ship is going to be different, not to mention differences caused by changes of the equipment in use. An 'experienced' crew of a missile ship is not going to be nearly so competent if you transfer them to a carrier. How do you track the 'type' of training that the crew has? And anyway, the AI cannot use the current system. How will it handle a more complex system?
I think that what is required is some sort of 'pool' of crew experience based on the number of ships in you have in service and how long they are in service. A sort of 'accumulated hours of operation' measurement, averaged over the number of ships you have. As this pool grows larger relative to fleet size, the default experience of your ships can increase because you can assume a better general level of training in your 'armed forces'. But ships getting destroyed in combat means dead crew, so you should also suffer losses from your pool due to combat losses. Ship and fleet training facilities will still have a use, but they should just add to the 'experience pool' and all ships just rely on the global 'average' experience/training level. This would be much more usable by the AI then the current system.
Ships should still gain experience individually for success in combat, but this system would tend to 'even out' the difference between ships and make your fleet have a similar level of effectiveness. I suppose some people will not like this feature of the system. But isn't that how it works in real life? Do navies in our world generally have radically different levels of crew competence among their ships? If you still want to have 'elite' units than maybe you should be able to give some ships a special designation as 'elite' and pay extra maintenance costs for their extra training so they can be above the fleet average. The AI could also deal with this more easily than having to park ships over a given planet until they are trained.
[ September 06, 2002, 02:49: Message edited by: Baron Munchausen ]
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September 6th, 2002, 04:17 AM
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Corporal
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Re: Things we\'d like to see in the next patch
I really like the crew xp ideas floating around. I'd like to add that I personally feel crew should be treated as a resource. You just cannot instantly train the crew for 10 baseships every month. Combined with Baron Munchausen's global crew experience system, you could do something like:
You have X crew in your empire. You have Y experience evenly divided among them. Each crew quarter carries 1 (moddable) crew. Whenever a ship dies, your total experience becomes Y/X*(X-n) where n is the number of crew that ship carried. You total crew in the empire obviously becomes X-n.
Training facilities add crew every year. The base experience of these new crew members varies based on the level of the facility. Lower ones add 0 xp crew to your empire, reducing the overall experience. You could also have the ability to draft crew, which requires no facilities but the drafted crew have negative experience and therefor more strongly reduce the overall experience of your fleet.
Further, you could still track individual ship experience. Say the system worked just like now. Only every year, each ship has its experience "harvested" out of it to add to the empire pool. So any given ship's actual combat ability would be determined by Empire Experience per Ship plus the ship's own Experience. Losing ships before their earned xp could be harvested out could obviously be rough.
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September 6th, 2002, 08:59 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Things we\'d like to see in the next patch
In Tactical Combat, I'd like to be able to set individual ships on auto, rather than it being all or none the way it is now.
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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
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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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