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August 26th, 2004, 10:23 PM
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National Security Advisor
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Re: Designable facilities in SE5!
Quote:
Ed Kolis said:
Arcologies anyone? 
If you *really* want to prevent that, though, just make them something ridiculously (actually realistically?) huge, like 10,000,000 kilotons - IIRC Aaron said he was going to use signed long integers for everything, so that means EVERYTHING goes up to plus or minus 2 billion!
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Does it really matter? I mean we're talking empires that in the late game can blow up and re-build entire planets here, and can build sphere and ring worlds. Making a modular city (to be transported and assembled on site) sounds pretty trivial, and even a completely built one wouldn't be -that- bad.
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August 27th, 2004, 05:18 PM
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Corporal
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Re: Designable facilities in SE5!
Hmm,
Didn't Aaron say something about colonies on Worldships/Orbitals? If facililites are cargo couldn't a facility component that allows increased Pop make these into Colonies  . This could really make games much more complex and what about truely nomadic races, they could finally be implemented properly! [img]/threads/images/Graemlins/icon27.gif[/img] Though I think Malfador will probably use components on the vehicles directly for space bourne colonies.
Cheers 
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August 27th, 2004, 06:09 PM
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Major
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Re: Designable facilities in SE5!
I think it's a very good idea, because:
a) it will ad more complexity without excessive micromanagement. And complex things are best.
b) you'll be able to fit facility cost to your construction rate (no more wasted construction points).
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August 30th, 2004, 11:20 AM
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General
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Re: Designable facilities in SE5!
FYI, I gave Aaron the heads up about this thread. I thought this idea was worthy of deeper discussion and had interesting possibilities. But the thread seems to have died as fast as it sprung up.
Oh well, maybe it's just the weekend that pushed this thread back to page 2.
Cheers! 
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August 30th, 2004, 12:33 PM
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Re: Designable facilities in SE5!
Thanks David! 
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August 30th, 2004, 07:41 PM
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Private
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Re: Designable facilities in SE5!+cargo
something that was brought up breifly in the aaron hall chat sessions which comes to mind. there should be cargo with different types of flags and tags. Thus a fighter would have a certain cargo tag which gives them the following effects :in a fighter bay a fighter would have full cargo weight (mass), while in a cargo box it would take up 1/2 mass but would not be available during combat (due to the boxed nature of the fighters). Some facilities would have a flag or tag which would prevent them from moving off planet but would still take up cargo space (because their delicate or to bulky or cant be broken down to fit into regular cargo containers). no more worries about moving cities or facilities from planet to planet (although you could always make them mass hugely). This way it would make transporting populations harder as they would take up more cargo space if you didn't use proper life support cargo spaces. cryo freeze might lessen the space for pops but would not be good for anything else...
personally I think weapons should be modded the same way.
weapon flag#1 can target target types #2,3,4,6 thus blurring or taking out the traditional drone/seeker/etcc..
therfore you can create a seeker with a shipsized profile.
or a drone with a seeker sized profile.
anyways just some thoughts
ggm
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August 30th, 2004, 08:01 PM
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Shrapnel Fanatic
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Re: Designable facilities in SE5!+cargo
Makes sense.
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