.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old September 12th, 2000, 11:43 PM

Iron Giant Iron Giant is offline
Corporal
 
Join Date: Sep 2000
Location: The Earth, same as everyone.
Posts: 192
Thanks: 0
Thanked 0 Times in 0 Posts
Iron Giant is on a distinguished road
Default Re: Wormholedrives and stardrives

Its an interesting idea, but I do like fighters the way they are now: powerful but limited. I think allowing fighters to jump would take away from the game, imho.
Reply With Quote
  #2  
Old September 13th, 2000, 01:25 AM

Klauss Klauss is offline
Private
 
Join Date: Sep 2000
Location: Vienna
Posts: 21
Thanks: 0
Thanked 0 Times in 0 Posts
Klauss is on a distinguished road
Default Re: Wormholedrives and stardrives

General Hawkings:
As your borders expand, how much defense is required for the home system.

Good point. Of course everybody has to decide for hisself if a in-system ship/freighter has any value in a later game.

I mean: yes. (especially if point 3 is true)
Because
1. you can update older ship designs
2. you can mothball the system defense ships for emergency use
3. I hope MM will introduce a tractor beam technology which allows to transport such in-system ships and space stations trough warpgates.

Iron Giant
Maybe you played not much with fighters untill now. As they are presented now, they are somewhat underrated. But in the full Version they will be much more powerful, I think.

In SE3 it was only possible to use them from carriers, so I see its an advance if you give fighters a further function like travelling trough systems. (as it is in SE4) But we should not forget that they was also very useful in SE3 as short range fighters.

New (old) SE4 variants like short range fighters (without moving in system) or intersystem fighters (with possibility to warp) give a player more possibilities and ways to design his game strategy. (which is one of the basics of a good 4x game)
If everybody would be satisfied with the already existent the SE series would have been stopped by SE1.

klaus
Reply With Quote
  #3  
Old September 13th, 2000, 06:00 AM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: Wormholedrives and stardrives

"Intra-system" and "Inter-system" ships are a good idea, but the way you suggest implementing it is slightly out of focus. The difference between these two types of ships is the ability to use warp-points. I don't think that ENGINES are involved in using warp points. What would work better, I think, is to change the use of warppoints to require a special "warp activator" component in the ship that allows it to pass through. Without it, the warp point is just empty space like any other sector. This component could be reasonably large to make it relatively costly in supplies/weapons capacity for a ship to have warp-point capability. This would also explain why fighters cannot warp. They are too small to carry the component (the tech would have a 'minimum' size).

This does immediately bring up the idea of ships which can carry/tow other ships through warp points. Maybe you could let a fleet with at least ONE warp-activator pass through a warp point, leaving the interesting possibility of ships getting stranded if their "warp helpers" get bLasted. Or maybe we could have some sort of genuine towing rig added to the components in the game. I'd like to see this regardless of whether the use of warp points is changed.

The next step in excitement is controllable warp points - i.e. "Jump Gates"! I hope those get implemented for the final release. Properly used, they would let you accomplish many things with smaller numbers of ships than you would otherwise need.
Reply With Quote
  #4  
Old September 13th, 2000, 06:02 AM

jars_u jars_u is offline
Sergeant
 
Join Date: Jan 2000
Location: behind the keyboard
Posts: 225
Thanks: 0
Thanked 0 Times in 0 Posts
jars_u is on a distinguished road
Default Re: Wormholedrives and stardrives

I like a lot of Klauss engine ideas. But, the cost issue is the big thing if you have to spend the time researching so many different tech trees what you save in actual resources off sets that. However, I do think it does add another strategic aspect to the game forcing players to pick their techs more carefully. I think fighters should always been short range/in system travel only but I think the in game engines (i.e. your worm hole drives) and in system engines already cover this base. But, the stardrive is an interesting idea if you have ships that can bypass wormholes totally and jump across more then one system at a time then in would be really stupid to leave your home systems un-defended no matter how large your borders/empire is.
Reply With Quote
  #5  
Old September 13th, 2000, 02:03 PM

Dweeb Dweeb is offline
Private
 
Join Date: Aug 2000
Posts: 18
Thanks: 0
Thanked 0 Times in 0 Posts
Dweeb is on a distinguished road
Default Re: Wormholedrives and stardrives

This reminds me of the "System Ships"/ "Warp Ships" idea from Metagaming's WarpWar. That game also featured "Warplines" connecting systems. For ship design, a "Warp Generator" cost more than some "System Ships" did altogether, and "Warp Ships" could be outfitted with "Systemship Racks" for transport. Warpwar is a great game with an elegant and logical design. I have actually played it in the past year.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:37 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.