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  #51  
Old May 5th, 2003, 01:01 AM

HEMAN HEMAN is offline
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Default Re: What new abilities would you like to see?

What new abilities would you like to see?
1)INTELL > Add % to field on the (active intell project) menu.
2)INTELL > Wouldnt it be a good idea to give them flat percentage of success in case of counterintel?.
3)INTELL > Expand Ais Intell reponses trade solutions/ treaty.

4)INTELL > I'd like to see PPP give some sort of warning as the political movement builds towards declaring independence. Surely you would notice the political movement even if there is a 'hidden hand' guiding it that you cannot see?.

5) Plague on planet/Planet will explode ,I would like a tab for all planets with this to identify. Because after 1 turn that message dose not reapear.
All these for se4gold. Whata guys think of these ideas?.
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  #52  
Old May 6th, 2003, 06:32 PM

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Default Re: What new abilities would you like to see?

edit: This topic has gone quite a ways since I started to reply to Aloofi -- sorry for the delay.

Aloofi said:
No Battleship have been built after WW2. The Last american Battleships comisioned during WW2 were scrapped and the hulls used for Carriers. The largest warship in any fleet today its a Cruiser size.

Actually, no US WW II era BB was converted to a CV, but 2 WWI era BC were ( Lexington & Satatoga ) and served with distinction in the Pacific. Most BB were either scrapped or are floating museums today. There is an initiative to reactivate 1 or 2 Iowa class, primarily driven by the US Marine Corps' desire for a larger fire support platform for Naval landings. I would also note that 2 modernized BB fired over 1000 rounds of 16" shells in Gulf War 1 -- basically destroying 5 Iraqi army divisions in the process. The missile capability is an ADDED feature, not the primary rationale for the modernization of the 1980's.

More BB info

[ May 06, 2003, 17:37: Message edited by: kalthalior ]
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  #53  
Old May 6th, 2003, 06:46 PM

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Default Re: What new abilities would you like to see?

I would like to see added the capacity for a component to require certain cargo to work, with the option of destroying that cargo.

"This is the Soul Render, a immensely powerful weapon that requires 30 million souls to power it. These are the newest additions to our empire, the Phong, 30 million of them."
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  #54  
Old May 7th, 2003, 02:19 AM
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Dingocat85 Dingocat85 is offline
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Default Re: What new abilities would you like to see?

Quote:
Originally posted by Baron Munchausen:
9) Warp gates (artificial warp points)
...Can't you already make Warp Points with Stellar Manipulation?

Quote:
Originally posted by Loser:
I would like to see added the capacity for a component to require certain cargo to work, with the option of destroying that cargo.
Quote:
Originally posted by orev_saara:
Please, please implement the 'can drop troops' ability!! I want to have drop pods!!!
How about a Missile Weapon - Small, Medium, and Large Drop pods? Require 50, 100, or 200 Troops to launch, have lousy range (so you have to orbit a planet to deploy them), very high damage resistance (so any punk with some PDCs can't shoot 'em down before they "land"), and are relatively small - so you could fire, say, 10 Large Drop Pods, if you wanted to deploy 2000 Troops.
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  #55  
Old May 7th, 2003, 03:24 AM
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Dingocat85 Dingocat85 is offline
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Default Re: What new abilities would you like to see?

My ideas:
1) The option to setup Empires that start on a Sun, instead of a Gas, Rock, or Ice planet.

2) Instead of the "modified ground combat defense by X percent for rock/gas/ice races" as proposed by dogscoff, "modified ground combat offence by X percent" would provide more options. For example:
>>Rock troops get +25% bonus attacking Rock planets
>>Rock troops get -33% bonus attacking Gas planets
>>Ice troops get -95% bonus attacking Suns
>>Gas troops have +10% bonus attacking Rock planets
.....and so on. This would provide a whole nother element to ground combat - you might have to borrow some troops from your different-planet-type ally, if your current troops are extremely weak on the planet you plan to invade.

3) The ability to give components fleet-wide abilities.
Examples:
Provides unlimited supplies for fleet
Gives fleet combat bonus
Gives fleet defence bonus
Reduces fleet maintenance costs by 10%

4) Option to modify existing/add new culture modifiers - maybe it could work on a point system, as do Characteristics?

5) Ability to give a component a negative combat movement bonus

6) Ability to make a component that gives Satellites X movement per combat turn

7) 3 Different Engine types:
Intra-system Engines (can't warp)
Sub-Light Engines (can warp)
Light Engines (Available only to Propulsion Experts, ship can instantly travel to a system X light years away, although the coordinate arrived at in the system would be random, and the ship would likely get damaged)

8) Delayed-action weapons (after identifying target, weapon must 'Charge' for 2 turns before it can fire)

9) Modifier: Weapon cannot fire without sufficient supplies

10) Modifier: Platform/facility cannot function on population 0 planet (i.e. the option to keep Resupply Depots, Weapons Platforms, etc. from working when the population is at 0 - Just like the way you are restricted from building anything on a pop-0 planet)

11) Modifier: Ship cannot move for X turns after firing this weapon

12) Weapons can temporarily disable some components
Examples:
Weapon disables enemy engines for X turns
Weapon disables target's shield generators for X turns - after that, shields are re-activated
Weapon causes target's defense/offense modifiers to be set to 0% for X turns

[ May 07, 2003, 03:10: Message edited by: Dingocat85 ]
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  #56  
Old May 7th, 2003, 09:55 AM
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dogscoff dogscoff is offline
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Default Re: What new abilities would you like to see?

Quote:
-Can warp:
Can be modeled now (per Vehicle hull) in se4, but once opened it allows all size hulls to pass.
No, you misunderstand. Perhaps a better name for it would be a "can use warp points" ability for ships, units and components.
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  #57  
Old May 7th, 2003, 03:15 PM
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Xaren Hypr Xaren Hypr is offline
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Default Re: What new abilities would you like to see?

I know that it's probably been proposed many times, but I'd like the ability to mod new abilities into the game, or at least be able to use the existing ones however the modder chooses...like giving a component Solar Resource Generation or Intelligence Point Generation, or making a facility that Cloaks, etc...

Just a thought...
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  #58  
Old May 7th, 2003, 03:23 PM
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Default Re: What new abilities would you like to see?

Quote:
Originally posted by Dingocat85:
6) Ability to make a component that gives Satellites X movement per combat turn

[/QB]
I am not sure, but I think it is posiible to make a component like fighter' afterburner for satellites. I have a fleeting recallection somebody made this for some mod some time ago. Or am i dreaming ?
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  #59  
Old May 7th, 2003, 03:43 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: What new abilities would you like to see?

Quote:
9) Modifier: Weapon cannot fire without sufficient supplies
This already happens for all weapons.
When you are totally out of supply, you can only fire weapons that use zero supply.
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  #60  
Old May 8th, 2003, 02:07 PM
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Dingocat85 Dingocat85 is offline
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Default Re: What new abilities would you like to see?

Quote:
Originally posted by oleg:
quote:
Originally posted by Dingocat85:
6) Ability to make a component that gives Satellites X movement per combat turn

I am not sure, but I think it is posiible to make a component like fighter' afterburner for satellites. I have a fleeting recallection somebody made this for some mod some time ago. Or am i dreaming ? [/QB]
Somebody did, in the Devnull Mod...but in the mod, it says 'this component does not work yet. Please complain to MM'
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