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  #1  
Old February 12th, 2004, 11:06 PM
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gregebowman gregebowman is offline
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Default Re: SEV: Any info yet?

I like your list of suggestions. Some very good points. Sounds like you play Galactic Civilizations also. I wouldn't mind seeing some if not all of those things incorporated in SEV. But it's all up to Aaron, and what he likes from our suggestions. I can't imagine being disappointed in the final product, but it may not match our expectations. Too bad we got to wait up to 2 years to find out.
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Old February 12th, 2004, 11:44 PM
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Default Re: SEV: Any info yet?

I want hero units to emerge from ship and units with lots of combat experience sorta like they do in Civ III. The hero ships/units would get a bonus beyond what experience can get them.
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  #3  
Old February 13th, 2004, 12:01 AM
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Default Re: SEV: Any info yet?

Quote:
Originally posted by atomannj:
Make torpedos and missiles a viable weapon choice.
Make ALL weapons a viable choice. It just doesn't make sense to implement weapons that are less effective while costing more to build, like now. Such kind of weapons can be left out without changing the game.
Generally, any choice that is no real choice should either be improved or thrown away. There are enough pseudo-complicated boring games with dozens of choices, but one and only one possible way to play.
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Old February 16th, 2004, 02:52 AM
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Default Re: SEV: Any info yet?

I have some ideas for the Galactic Councils:

-The power of the councils in their military, political, and technological power depends on the members in them.

-Councils shall be created on occaision, with varying goals.

-Councils already in existence may change over time, depending on the traits it already has.(The "traditional" ones may change slowly, others change their attributes rapidly and randomly, ect.)

-Laws may effect research, allowable ship designs, taxes(Galactic, Regional, and Local.), restriction of various technologies, allowed alliances.(or disallowed)

-Players max place various taxes upon their planets if they wish, but they may have to alter them to satisfy council regulations.(100% would be standard, but taxes may not be lower then 25%, or higher then 175%.)

-The amount of punishment a council may place upon violators of regulations may vary, from harassment to a unified war. What they deem punishable might be different from another council.(Insulting the "head of the council" for example may be punishable by war, but destroying Earth, a low-ranking council member, would just introduce minor taxes...in a different organization, it may be the opposite.)

-The place where the council is established may vary, and is usually influenced by what the "head" prefers, like a planet in the center of the Galaxy, or a space-station/starship.(Which may be under the control of the current "head")

Multiple councils may exist.

-There may be sub-parties that influence the current changes to the council.
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  #5  
Old February 16th, 2004, 06:05 AM

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Default Re: SEV: Any info yet?

I wonder if morale could be effectively added to the game. like shogun or medieval total war.

if it wasent done properly it could ruin the game, might be verry tricky to do....
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  #6  
Old February 16th, 2004, 10:16 AM
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Default Re: SEV: Any info yet?

I have to say, I'm seeing a lot of rquests for some sort of "galactic council" but I don't like it. SE4 already has the basis of an excellent political system (if the AI could just be taught to use it properly) - These "coucil" things seem a bit contrived imho- . Presumably they would only appear after first contact..? I guess I wouldn't mind if you were able to switch them off.
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  #7  
Old February 17th, 2004, 01:39 AM

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Default Re: SEV: Any info yet?

You know that the improved AI political idea sounds better - a council is a bit off target. By allowing it much more freedom and smarts in terms of their political goals that would surfice.
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