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November 25th, 2004, 06:55 PM
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Captain
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Join Date: Apr 2003
Location: Burnaby
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Re: SE5, Tell Aaron what\'s on your Wish List
I could see how an emergency slow/fast toggle might be a bit interesting. Emergency slow would cause your ship(s) to move at 1/2 speed, so a ship that normally had 8 moves would have 4, but the advantage is that you only use 1/4 the supplies. Might be a good for long range scout ships.
Emergency speed on the other hand would give you 50% more movement, so our 8 move ship would then have 12, but it would use double the supplies & run the risk of damaging or destroying engines. But it'd sure be helpful if you needed to get ships to the defence of another planet that was about to be attacked & said planet was just outside your normal range.
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November 25th, 2004, 08:17 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
There advantage would most likely be in their subduing weapons. Instead of nuking a planet into submission they would simply use an allegance subverter on them. They would have a very high cultural advantage over other races and by that I mean other races populations would want to be more like them. So if they colonized a planet in a shared system the other planets in that system would grow unhappy with their own government and rebel. The planets would ask to join the pasifist race.
Their ship weapons would be shield depleters, weapon destroyers, engine destroyers, and advanced boarding and allegance subverters.
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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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November 26th, 2004, 03:00 AM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
[Stars! joke]And their populations would grow at half the speed on a transport, allowing you to build up a potentially near-infinite population and over-run all the other races in the galaxy with colonists.[/joke]
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November 26th, 2004, 01:53 PM
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First Lieutenant
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Join Date: Jul 2002
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Re: SE5, Tell Aaron what\'s on your Wish List
Hey! i loved to play Inner Strength races in Stars!
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Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
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November 26th, 2004, 04:35 PM
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General
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Join Date: Apr 2001
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Re: SE5, Tell Aaron what\'s on your Wish List
Hey, Aaron said there would be space colonies... maybe that will be doable
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November 26th, 2004, 06:45 PM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
Has anyone thought of a way to implament a crew. As in you would need to actually assign X number of crew\enlisted people to each ship and you could have certian building be like recuriting offices and the more advanced those become the more crew\people generated per turn. I mean you all can really think that the people on board ships come from no where. This would sort of be negated with the advent of the Master Computer for ships as they would no longer need a crew really.
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November 26th, 2004, 07:18 PM
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Captain
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Re: SE5, Tell Aaron what\'s on your Wish List
I'd like to see some ships with 'innate abilities'. These would be things such as 'Comes equipped with 200kT of Cargo Space' or '500kT extra space for missiles only'. I don't think they'd come into play much in the stock game, except maybe in derelict ships you find as you explore, but it would open up a lot of interesting options for modders. Which is always a good thing.
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November 26th, 2004, 08:09 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
There has been discussion about crew, but many feel that it adds an extra layer of confusion to the game.
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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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November 26th, 2004, 08:11 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
You know, you could mod in crew right now to SE IV.
Make a new component, give it the crew quarter ability and require 5 for small ships, and more for larger ones. Then with the crew component, set it to like 1kt and have it use a lot of organics. Remove the Crew Quarters component as to avoid conflict.
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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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November 27th, 2004, 10:41 PM
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Captain
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Join Date: Apr 2003
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Atrocities said:
There has been discussion about crew, but many feel that it adds an extra layer of confusion to the game.
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What's confusing? Ships have crew. Iddy-biddy lil' fellas that run around and make the ship do what you want. Kill them, and the ship doesn't work so good. Crew comes from planets, where there are many, many iddy-biddy lil' fellas running around all over the place. You round up a few, stick 'em in fancy uniforms, and voila! Crew!
Simple concept, no?
Well, you all know which side of the fence I'm on.
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Suction feet are not to be trifled with!
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