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  #241  
Old October 30th, 2002, 02:56 AM
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Default Re: Things we\'d like to see in the next patch

Okay, so no responses to that yet...

Here's what I want for warp point types, five different abilities to add to abilities.txt:
Edit: and by the way, none of these are my original ideas, they've all come from other people at this site

1) ability open warp point
- opens a normal warp point
Value 1 : max distance it can open
Value 2 : 0

2) ability open periodic warp point
Value 1 : max distance it can open
Value 2 : # of turns it appears open then # of turns it appears closed

3) ability open delayed warp point
Value 1 : max distance it can open
Value 2 : turns it takes a ship to get through to other side.

4) ability open "single use" warp point
Value 1 : max distance it can open
Value 2 : # of ships that can pass through before it closes.

5) ability open sieving warp point
Value 1 : max distance it can open
Value 2 : largest ship size that can pass through in kT. Larger ships just excluded, not damaged.

Edit: 6) ability open vampire warp point
Value 1 : max distance it can open
Value 2 : number of resources used per ship that travels through the warp point.
Okay, this one's mine

The number of uses of these abilities are almost limitless - especially if we were able to have more than one ability to each warp point -- can we have multi ability warp points though??

[ October 30, 2002, 01:00: Message edited by: jimbob ]
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  #242  
Old October 30th, 2002, 03:44 AM

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

I like 'em a lot! This would add quite a bit to the game, as far as making it represent different types of Sci-Fi universes.

As for you being a hack, I will remind you that what you submitted for the B5mod was added almost untouched - other than stuff that had already been done without your knowledge - hardly a hack IMHO
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  #243  
Old October 30th, 2002, 01:53 PM
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Default Re: Things we\'d like to see in the next patch

I think the best type would be:

7) ability open "Temporary" warp point
Value 1 : max distance it can open
Value 2 : # of turns it stays open

I think this would be a great way to simulate warp drive or Hyperspace drive. All ships could get a warp drive component and then open their own warp point which would then close behind them.
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  #244  
Old October 30th, 2002, 01:59 PM
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Default Re: Things we\'d like to see in the next patch

And yes I love the Plantinum thread. I've been thinking about starting Platinum II thread. I just need to find time to browse through this thread to pick up other's ideas. I've got a list of bout 10 things myself.
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  #245  
Old October 30th, 2002, 09:43 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
I think this would be a great way to simulate warp drive or Hyperspace drive. All ships could get a warp drive component and then open their own warp point which would then close behind them.
So the warp point would have to have three abilities total
Ability 1 : # turns open
Ability 2 : max distance
Ability 3 : max # ships that pass through

Of course Ability 3 could be hardcoded into "Open Temporary Warp Point" so that only 1 ship can pass through. y'know what I mean?
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  #246  
Old October 31st, 2002, 04:50 AM

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

Actually, I'd just like to see the next patch...



(That "drones 'attack' warp point by going through it and attacking anything on the other side" looks very useful. Hope the AI can do it.)
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  #247  
Old October 31st, 2002, 05:28 AM

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

Yes JIMBOB, i like the warp editions & DAVID G satilite placements too? a definite vote on me.
Hey JIMBOB are you going to make a new poll?. with new ideas from others that made a post too.??

[ October 31, 2002, 03:30: Message edited by: HEMAN ]
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  #248  
Old October 31st, 2002, 03:20 PM

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

I would like to see some improvements for the AI and AI-modding. Forgive me, if I repeat ideas mentioned before:

Fleets:
I would like to decide for myself which design-type can join a fleet. More influence on composing the fleets (numbers of ships AND types) would be nice, too.
The standard training facilities are a great advantage for human players. They are useless for the AI which is too busy sending its ships around. Systemwide effects would help. Training works fine for a psychic AI and makes it a much more challenging opponent. I know that renders one of the main advantages of psychic races pretty useless but it should be possible to compensate for that.

Design
A distinction between the abilities of cloaking devices, ECM and stealth armor. I prefer maximized defensive equipment for my races (ECM plus Cloaking plus stealth plus scattering armor) but so far I found no way to handle it.
The construction vehicles file allows calling for names but the numbers (must have...) are still referring to types only.

Mines
Minefields and mine sweeping should be much more unpredictable. In the current Version mine sweeping is just a matter of mathematics.
The AI tends to forget mining warp points to systems without planets or does it much too late.
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  #249  
Old November 1st, 2002, 04:56 AM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by jimbob:
Perhaps if someone opens a new thread - Platinum II -
Done.

[ November 01, 2002, 02:56: Message edited by: DavidG ]
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  #250  
Old November 1st, 2002, 05:38 AM
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Default Re: Things we\'d like to see in the next patch

David: Thanks for the new poll. I went and voted first thing.

Heman: Good to see you've joined the dark side my friend Remember, the more warp types, the better the FTL modelling!!! While I may have voted for one type of new warp point type, I'm really hoping for a kettle full.
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