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Old February 8th, 2001, 08:06 PM

Nethog Nethog is offline
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Default Re: Enemy movement (turn-based)

I am a newcomer to the SE series and have played only the SEIV demo for several hours (BTW I did purchase the game since I absolutely LOVED the demo but I haven't played the full Version yet). One of the first things that I noticed with the SEIV demo was the inability to view enemy movement during the enemy's turn. At first I thought that this was a bug or that there must be an option somewhere to turn it on, but after reading this thread apparently not! My history with turn-based games is Heroes of Might and Magic 3(HOMM3), and more recently Sid Meier's Alpha Centauri(SMAC). Both of these turn-based games allow you to see enemy movement. Reading this thread and thinking about the pros/cons of displaying enemy movement I think a good solution would be to display enemy movement that is within a certain range of your ships/planets/etc. That way even single square storms would still be useful if an enemy ship entered them out of range of your units. I really like the way that in SMAC you can still see all of the areas of the map that you have uncovered but cannot see past the sensor range of your units and bases (i.e. you can see the terrain but it is displayed dimmed). So if this were implemented in SEIV, once you enter a system the whole system would be revealed except that you would not be able to view enemy ship movement beyond the "sensor" range of your ships/planets/etc. Taking a quick look at the SEIV HTML help on sight I notice that there are 5 types of sensors used in SEIV. Forgive my "newbieness" but why not just display the movement of enemy ships when they are within range of your sensors?

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Old February 9th, 2001, 12:39 AM
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ColdSteel ColdSteel is offline
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Default Re: Enemy movement (turn-based)

Good questions, Nethog. I think this would be a very good solution to the problems we've discussed here. Especially since sensor range is pretty limited. Even more so early in the game.

With this idea, if you put a sensor satellite on a warp point you could watch enemy movements in and out of a system but not much else. You could still hide in storms that are out of sensor range. It adds more strategy to the game too.

I really like it.
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Old February 10th, 2001, 02:29 AM
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Default Re: Enemy movement (turn-based)

Anybody else got a take on Nethogs suggestion?
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