.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 August 9th, 2001, 03:42 AM
Lord Kodos's Avatar

Lord Kodos Lord Kodos is offline
First Lieutenant
 
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
Lord Kodos is on a distinguished road
Default Re: Some of my ideas and questions

HEY HEY i just read the claoking planet thread exxcellent things their witch makes me wonder how many engines per move should me Planetoid need and how much should it be allowed to move one space or three?? pelase reply asap

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
Reply With Quote
  #2  
Old August 9th, 2001, 04:04 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Some of my ideas and questions

Sheesh! Four Posts in 2 hours, and you're expecting answers in the middle of the night?!?

- You could give the ship hull a LARGE NEGATIVE "value improvement" ability. This will probably reduce the value of any planet in the sector, but watch out for the value going negative and screwing up the resource extractors (or crashing the game). The effect will only trigger at the end of a year's presence, (and hit in one lump sum), I believe.
-same thing with conditions.

-Interceptor, or PD missiles are a good idea, but you'll have to playtest them carefully; they will not start moving right away, and can take some time to hit the target. If the fighters are fast, the could be shooting at you already.
-Decoy missiles could also seriously affect the play balance of missiles; be careful.
NOTE: weapons will not fire if they do zero damage. Your decoys will have to do one damage at all ranges as a minimum.

-I used:
Bridge = Nerual Core (brain)
Crew Quarters = Neural Tendrils (Nervous system)
Life Support = Homeostasis organs (basically your organic lifesupport as in creatures on earth)

With these descriptions, you can have any combination of bio and mechanical stuff.
EG: Brain, Crew Quarters, Homeostasis organs.
The ships brain has no neural tendrils, so the crew must aim and fire and fly manually. Homeostasis is lifesupport already, it just includes the extra responsibility of lighting the interior for the crew.

I like all of your other items, but Wings and spines.
Organic missiles are already in the game, and you should probably copy them (seeking parasite)
Wings wouldn't work well in space, but you could have an "Explosive Flatulence" rocket-type propulsion system.

-Stealing hitpoints. No. What you could do, is create a weapon that uses NEGATIVE supplies, and always hits. Then, you gain supplies when you fire it. A "vampire tooth" or something.
You can't make the enemy ship loose supplies or be poisoned, but you could disrupt reload time or something.

-Planet Value changes are permanent.

-Planetary movement. I have absolutely no idea what it'll be like, it is all theory right now.
I really hope that there will be a "Planetary engines per move" setting, so you can make large planets require more engine facilities, and stuff like that.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.1b>- (Now with EZ-Install, just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)

[This message has been edited by suicide_junkie (edited 09 August 2001).]
Reply With Quote
  #3  
Old August 9th, 2001, 04:48 AM
Lord Kodos's Avatar

Lord Kodos Lord Kodos is offline
First Lieutenant
 
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
Lord Kodos is on a distinguished road
Default Re: Some of my ideas and questions

first there was battlemoons,then i got jealous and made my Version the plenetoid.now to outdo the others i am proud (but if this dosent work out im not proud and i knew it was a bad idea)to introduce Battlesuns (provisnal name please be mercifull)its a 100,000KT Sun with the built in ability to go supernovea and destroy a system,a low maintenence cost,a quantem reactor, even enough of the stuff you need to build a sphereowrld!and radioactive resource generation
costswell around 10,000 minerals to RESAEARCH!and about 10,000 of everything to build it also just like a plentoid screws up planets and has no weapons (or maybe it will i dont know can i give it built in weapons like i dont know solerflares?)the mere site of this monstrasity would stirke fear into 5 planetoids! what do you think maybe to balence it out give it a racial trait only tech? well thats all ciao

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
Reply With Quote
  #4  
Old August 9th, 2001, 06:41 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Some of my ideas and questions

You can't make weapons an inherent ability of a hull.
You can only use abilities as in abilities.txt.

Other than that, it should work, and be very imbalancing.
You've got your costs way too low. 10K research takes less than a year for your homeworld alone. 10K minerals is the price for a decent Dreadnaught.
Multiply your costs by at least 100 times, or nobody will ever use anything else.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.1b>- (Now with EZ-Install, just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)
Reply With Quote
  #5  
Old August 9th, 2001, 08:58 PM
Lord Kodos's Avatar

Lord Kodos Lord Kodos is offline
First Lieutenant
 
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
Lord Kodos is on a distinguished road
Default Re: Some of my ideas and questions

well for one thing its gonna have no weapons( do you think it should?)and how much should it cost and the same for my 9,000kt planetoid(has weapons its a bigger battlemoon??

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
Reply With Quote
  #6  
Old August 9th, 2001, 10:21 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Some of my ideas and questions

quote:
(or maybe it will i dont know can i give itn built in weapons like i dont know solerflares?
I was just saying that you can't give the vehicle a built-in weapon.

Players will always be able to add massive mount meson bLasters on the vehicle, as well as shields, armor & engines.

To determine price, do this:
Design a reasonable fighting battlemoon (eg. All shields, armor and normal weapons, with some cloak, sensors, repair bay, and other typical stuff. No shield-skipping or anything, just something simple such as antiproton beams.

Now, design some Dreadnaughts to fight back with. C&C, antiproton beams, shields, and sensors/ECM.
Tweak both designs until they are elite war machines. You don't want any DeathStar-esque design flaws

Do a strategic combat simulation with ten Dreadnaughts vs the Battlemoon
Add or remove dreadnaughts until the teams are roughly equal. (eg. Battlemoon dies, one dreadnaught survives)

Now, compare the price of the dreadnaughts to that of the BattleMoon, and tweak the hull cost of the BattleMoon until the prices are equal.

As for research, I simply made my battlemoon require max tech in ship construction AND base construction. You may want to add a third requirement of stellar manipulation tech.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.1b>- (Now with EZ-Install, just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, with EZ-Install, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
Visit My Homepage

Other Links:
-<Play By Web>-
-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
-<8-bit Theater>- (fun comic with the pixellated FF1 characters)
Reply With Quote
  #7  
Old August 10th, 2001, 12:36 AM
Lord Kodos's Avatar

Lord Kodos Lord Kodos is offline
First Lieutenant
 
Join Date: Apr 2001
Location: NY
Posts: 794
Thanks: 0
Thanked 0 Times in 0 Posts
Lord Kodos is on a distinguished road
Default Re: Some of my ideas and questions

while both the planetoid and battle sun will have special weapons (ie weapons so big only they can fit them) i resolved the battlesuns problem.i will give it a minus 100 for all weapons normally and the only way a weapon will work is if you give it a sun exclusive mount (heat resitint mount) witch improves their range and makes them a plus 100 evening out

------------------
Some rule some serve
some declare wars some
fight them
i declare wars i rule
you serve you fight
wars.....
we are not the same.....
never forget that..
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 01:16 AM.


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