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  #1  
Old May 12th, 2005, 02:55 AM
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Default Re: Suggestions for Space Empires V

That ability would also be very useful for system gravitational shield facilities.
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Old May 18th, 2005, 07:52 AM
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Default Re: Suggestions for Space Empires V

Not just for SYs, for all components. Say, a 10kT Bridge. A weapon hits the bridge with damage 5. The Bridge component is still there, but it does not have the Bridge ability any more and as such the ship will resort to using an Auxiliary Control or will lose its movement.

Or, a component with double Crew Quarters ability and one Life Support ability - one component - and that it loses one Crew Quarters ability when it is damaged slightly. Also, you should be able to mod components to actually lose efficiency when damaged or that it does not lose efficiency or does not get damaged at all.

Plus, besides the combat gimmick of damaging all comps on an enemy ship without destroying a single one, thus capturing a ship essentially intact, it adds great roleplay elements IMO.



DS, I fully concur with what you say, though I believe that with the moddable hull definitions you could create jump-capable satellites and non-jump-capable courier ships. JOY!

I really hope we will be able to mod vehicle types in SEV.....
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Old April 28th, 2005, 09:30 PM

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Default Re: Suggestions for Space Empires V

Well im new to these forums so forgive me if this is a stupid question. Ive looked at many threads and websites and cant find out if SE5 has multiplayer or not? Ive been playing Star Fleet Command 2 for the last 5 years many hours every night, and absolutley love it its the best space tactical game i can play with and against my buds online. I was liking the way SE5 sounds but again cant find out if its
multiplayer or not. Seeing as in 5 years ive never even played the single player of star fleet multiplay is where the real thrill of the kill comes in. If anyone could answer this id appreciate it. Thanks from a fellow tactical gamer.
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Old April 29th, 2005, 12:38 AM
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Default Re: Suggestions for Space Empires V

It will have multiplayer, but it will be turn-based, not real-time combat like SFC2. I play SFC2 and OP from time to time as well. Both games are great, but I don't think it's fair to compare them. The SFC series is based on Star Fleet Battles and simulates combat ship-to-ship with possibly a couple of wingmen. The SE series is about managing an entire empire. Combat (in the SE series so far) doesn't have the detail of SFC (weapon arcs, hit&run raids, shield facings, transporter bombs, etc.) but it isn't meant to.
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Old April 29th, 2005, 01:26 AM
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Default Re: Suggestions for Space Empires V

Instead of the details of arcs, shield facings and one-off special attack tactics, you have the details of designing the ships, picking strategies to follow, fleeting them together in the right combinations, and retrofitting them as technology improves.

Then you hope they're outfitted well enough as fleets, easily over 20 per side and sometimes hundreds or a thousand per side, clash in space.
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Old April 29th, 2005, 01:53 AM
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Default Re: Suggestions for Space Empires V

The primary suggestions I have are:

1. Larger galaxies or multiple galaxies.
2. Larger tech tree. - I believe all technology is infinite in SE5 so that solves that problem. Now to find some clueless low-tech computers to plunder...
3. In addition to all the yummy modding abilities in SE4, I would have liked there to be a way to control supply generation. As it was, it was either infinite ot dependent upon the number of stars. Rather clunky.
4. A stronger AI. I know they are a LOT of work to code properly but a decent AI should be included. As it was, even on hard with high bonus I could *usually* beat the AI at least 8 times out of 10. And usually the only times I lost were when my starting position sucked. Or I had it set for teams.

I'm sure there are a few more but that's really my wishlist.
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Old April 29th, 2005, 03:10 AM

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Default Re: Suggestions for Space Empires V

Thanks slick for the answer, i will keep my eye on this one, cant wait to try the demo, hope the demo lets us test the multiplayer part of it. looks like could be a cool game to play with a friend. I am wondering if maybe the turn mode in multiplayer will have a speed setting or something so it plays at which ever speed is set the lowest on the folks all playing together, like maybe slow, medium, and fast. but it would only go as fast as the lowest setting. Just an idea.
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