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  #121  
Old September 7th, 2002, 08:53 AM
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Default 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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  #122  
Old September 7th, 2002, 10:03 AM
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Default 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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  #123  
Old September 7th, 2002, 07:00 PM
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Default 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.
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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  #124  
Old September 7th, 2002, 10:43 PM

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Default 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.
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  #125  
Old September 8th, 2002, 03:00 PM
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Default 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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  #126  
Old September 8th, 2002, 03:08 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Mylon:

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.
Me confused. What do you mean by this? Space Yards can construct with less than 2000 if they are on slow build or if you take a negative in Construction for your Race.
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  #127  
Old September 8th, 2002, 03:49 PM
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Default Re: Things we\'d like to see in the next patch

In Proportions, when I build a space yard II my production shoots up from about 500 or so per turn to 2000.
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  #128  
Old September 8th, 2002, 07:48 PM
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Default Re: Things we\'d like to see in the next patch

Perhaps the spaceyard 2's are just that much better than not having a space yard.

Space yards ARE affected by the population modifiers.
Take a look at the abilities tab, and add up all those modifiers to SY rate, then multiply by the base rate of your yard.

What you might be seeing is:
Empire Base Planet Mineral Usage Rate := 500 instead of 2000.

So you only get 500 build rate until you finish your spaceyard...
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  #129  
Old September 8th, 2002, 10:20 PM
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Default Re: Things we\'d like to see in the next patch

Actually, it seems that if the modifiers would set the space yard rate to less than 2000 resources per turn, it is set to 2000 resources per turn. When I have 40M population or so I have a -60% modifier. The modifier is still there after building the space yard, but the production still makes a dramatic jump. Thus, bonuses apply quite well, but only limited penalties actually apply in that the space yard constructs 2000 instead of the advertised 2500.
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  #130  
Old September 8th, 2002, 10:35 PM

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Default Re: Things we\'d like to see in the next patch

Again, I'm not seeing this in my Proportions game. Planet with SY II, 80m people- 1370 build rate.

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