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October 27th, 2009, 10:36 AM
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Major
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Join Date: Dec 1999
Location: Wilmington, NC, USA
Posts: 1,085
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Re: A favor...
Quote:
I wonder if Mr. Brooks found what he was looking for.
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Still finding it. Thanks for asking. We are trying to compile this into some orderly fashion... We will continue to monitor this thread. Any questions for me?
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Tim Brooks
Shrapnel Games
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October 27th, 2009, 11:05 AM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
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Quote:
Originally Posted by Tim Brooks
Quote:
I wonder if Mr. Brooks found what he was looking for.
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Still finding it. Thanks for asking. We are trying to compile this into some orderly fashion... We will continue to monitor this thread. Any questions for me?
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Yep. Three questions and two suggestions:
1) With the ideas gathered here and other ideas, is Shrapnel actually going to develop SE 4.5 (I guess Shrapnel has the legal rights)?
2) Barring complications, could this product be out by Christmas 2010-2011?
3) Will you let us know when you will stop taking ideas en masse (when the code gets 'nailed down')?
Suggestion One: Diplomatic affinities (moddable) at beginning of game. Example: Race X likes race Y but hates race Z at beginning, but can change as the game progresses...
Suggestion Two: Ability to determine home system and planet in aigeneral.txt
Just my .02
GB
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October 27th, 2009, 05:45 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: A favor...
Less bloated, more secure turnfiles!
That is, instead of sending all players everything in the game every turn and relying on the client to filter out stuff that the player can't see, create an individualized savegame for each player with only that stuff IN it in the first place! This would save lots of bandwidth and eliminate even the remotest possibility of cheating!
Also, integrated PBW support and working TCP/IP play
edit: oh, along with that, how about sane combat replays which can be calculated client-side... don't save the position of EVERY bullet 20 times per second in the savegame!!!  OK, that's a SE5 thing, not SE4, but I suspect SE4 worked the same way and we just never noticed because of the granular nature of turn-based combat as opposed to real-time!
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The Ed draws near! What dost thou deaux?
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October 27th, 2009, 09:25 PM
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First Lieutenant
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Join Date: May 2005
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Re: A favor...
Yea, Tim. I was wondering if the hot redhead in the red dress  from the "Dom 3" ad works for Shrapnel? And if she does, how in the world do you get any work done over there!!!!!!!!
 Savor the moment....
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October 31st, 2009, 10:42 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A favor...
Quote:
Originally Posted by Ed Kolis
That is, instead of sending all players everything in the game every turn and relying on the client to filter out stuff that the player can't see, create an individualized savegame for each player with only that stuff IN it in the first place! This would save lots of bandwidth and eliminate even the remotest possibility of cheating!
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To go along with that;
- An open PLR/orders format.
That way, people can write their own AIs which act just like real players.
__________________
Things you want:
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October 28th, 2009, 08:50 AM
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Colonel
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Re: A favor...
Three small items I would like to see:
1.) Hexes instead of squares for the system map.
2.) Possibility of objects to occupy more than one field (sphere worlds).
But keep the possibility to have one planet and nine moons in the same field without any graphics flickering as in SE V.
3.) Retain partial damage of components, units, facilities after the end of combat and make repair work on kT per turn not on components per turn.
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October 28th, 2009, 09:09 PM
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Private
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Re: A favor...
Quote:
15. GROUND COMBAT that looks good and is effective.
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This is a big one for me... I'd like to see Tactical ground combat and ground units like space faring units... different weapons / damage types etc.
And intelligence seems way too much to me.... I mean how do spys from one race really steal info from others? They might not even breathe the same atmosphere let alone look even vaguely similar... Not really a good option for sneaking around is it?
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October 29th, 2009, 10:48 AM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
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Re: A favor...
Another suggestion...get rid of the circles as system on the galaxy map. Replace it with a grid (which can be toggled on/off) and stars (and other features as needed) instead of circles. Much more aesthetically pleasing without hogging resources.
GB
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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October 29th, 2009, 08:28 PM
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First Lieutenant
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Join Date: May 2005
Location: Outter Glazbox
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Re: A favor...
Actually Mac, the best part of SG is the ground combat.
Your trying to create two games in one. While I agree that the ability to design your own ground units should be accompanied by a playable sytem. The stats for xp's and rank really aren't needed. Artillery and air units will just over complicate the system and require more time on the user part to finish battles. Not to mention the AI resources added to the program to run the AI controled races. Some simple combat system where you can just watch your units roll over some enemies 'or not' would be nice.
Cosmic Balance used a system where you could fight your battles in Breach 3 and import your results into the game. If you didn't want to go that route, the game would just use some simple algorithms to resolve it.
An idea for a game add on!
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October 29th, 2009, 12:34 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: A favor...
Don't let petty realism get in the way of game mechanics.
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