.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 December 18th, 2001, 05:07 AM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Facilities

Transporters are useless against shields, and maybe even useless against EMC.
Boarding parties would still be needed, and spent in the boarding operation. The only difference wold be that instead of being at point blank the boarding ship can be a few sectors away.
Transporter bombs wouldn't be different than a direct fire weapon there's no need for that. Other uses such as food replicators may already be being in use without our knowledege.

I'd also like to have boarding shuttles combined with starwars ion cannons, if not your shuttles would be killed by pdc before getting close


And about component and facility pictures. You seem to suggest that we should make pictures first and then let modders choose and add the ones they need.

That will not work. I don't want to make a pic no one will ever use, or if some picture looks really good, force modders to use it.

The point is that everything starts with modders requesting the pictures they need.
I'm not sure if a small Version of the picture is needed, since small Versions of all default pics are just re-sizes of the big ones.

I also suggested that some modders may need help editing those bitmaps that contain all minis.
Reply With Quote
  #2  
Old December 18th, 2001, 06:51 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: Facilities

quote:
Transporters are useless against shields, and maybe even useless against EMC.
If you're referring to trek style transporters. Definitely ECM is effective. Even certain common ores can prevent transporters from operating, and you don't have to be buried under it either.

I think the main problem with the transporter is that even if you can't materialize anything at your destination, you've still got one hell of a "High Energy Discharge" Weapon. Remember that E=MC^2, and you've moved six people worth of mass (in the form of energy!) in under six seconds from one point to another.

E = MC^2
= 500KG x (300,000,000 M/S )^2
= 4.5*10^19 J
= 11,000 Megatons TNT

So, 500KG -> 11,000 Megatons of TNT, all dumped into a small room over a five second period...
Who wants to purchase a shuttlecraft capable of cracking a planet?
Reply With Quote
  #3  
Old December 18th, 2001, 06:56 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Facilities

I always wondered why the Trek shows didn't make heavy use of the obvious powers of the transporter as shown (e.g. if an enemy vessel's shields have been downed, you could beam a bomb *inside* the enemy ship, say, into their warp core... likewise, the pattern storage system would also seem to encompass cloning. An army of Data clones, perhaps?).

Much more powerful than the rest of SE4 tech, with the possible exception of warp point manipulation, unless we presume that for dramatic purposes all the races in the SE4 galaxy are too inane to take advantage of them.

Speaking of facilities, it occurred to me that perhaps radioactives production should be negatively correlated with climate / colony survivability. Unless we're positing radiation-immune races, or some "clean" method of living on, say, a 180%-rad planet. It'd might be rather difficult to implement reasonably without a whole Stars!-like system of environmental preferences, 'tho.

And for some REALLY rambling ideas, perhaps more efficient construction yards (e.g. reduce actual building cost -- say, takes computers and space yards... and maybe resource manipulation?) would be nifty. Right now, all we can do is influence the production side of things; we can't ever lower actual resource costs.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #4  
Old December 18th, 2001, 07:47 PM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: Facilities

quote:
Originally posted by Taqwus:
And for some REALLY rambling ideas, perhaps more efficient construction yards (e.g. reduce actual building cost -- say, takes computers and space yards... and maybe resource manipulation?) would be nifty. Right now, all we can do is influence the production side of things; we can't ever lower actual resource costs.


True from the facility side we can't affect the production cost. That would be a nice ability.

You can do this in a roundabout way from the component side by extending the tech tree and adding higher level components that are cheaper, but have the same abilites. Already done in the stock game with engines. No reason other than extra complexity the same thing couldne't be done with other components.

Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #5  
Old December 18th, 2001, 07:56 PM

Mark Walton Mark Walton is offline
Corporal
 
Join Date: Apr 2001
Location: UK
Posts: 117
Thanks: 0
Thanked 0 Times in 0 Posts
Mark Walton is on a distinguished road
Default Re: Facilities

quote:
Originally posted by geoschmo:

You can do this in a roundabout way from the component side by extending the tech tree and adding higher level components that are cheaper, but have the same abilites. Already done in the stock game with engines. No reason other than extra complexity the same thing couldne't be done with other components.

Geoschmo



This is one reason why I put on my wishlist, a tech requirement for "CompEnhancements".
Imagine being able to create an "Construction Efficiency" tech which allows a compenhancement entry giving a % reduction in costs (amng all the other possible benefits such a system could bring)
Reply With Quote
  #6  
Old December 18th, 2001, 10:57 PM

Andrés Andrés is offline
Major
 
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
Andrés is on a distinguished road
Default Re: Facilities

About creating new pictures for components and facilities used in mods.
I didn't see modders as interested as I expected.
If some modders such as s_j, the starter of this thread, would post a list of pictures required by their mods I'd like to help with a some pictures. And I'm sure other artists would do the same until all custom components and facilities in his mod have good custom pics.

There are some comments about a new mod with some interesting variations of standard techs instead of new tech trees.
There's potential to make a great mod here. And the idea of spicing it with more variation in graphics is good.
Again when someone starts actually working on this mod he can request artists the pics he needs.

quote:
Speaking of facilities, it occurred to me that perhaps radioactives production should be negatively correlated with climate / colony survivability. Unless we're positing radiation-immune races, or some "clean" method of living on, say, a 180%-rad planet. It'd might be rather difficult to implement reasonably without a whole Stars!-like system of environmental preferences, 'tho.
There're planet conditions in se 4. Even if they only affect reproduction and ground combat (never verified that one).
It shouldn't be too difficult to make high rad value planets have poor conditions.

Trek transporters are scientifically impossible. So what? I already knew that. They are sill cool. FTL travel and shields are also impossible. Are you going to say that all standard technologies in se iv are scientifically realistic??
Some theories about transporters suggest that they don't transform energy into matter, but do some limited manipulation of matter at a molecular level. (you cannot replicate latinum, and even some complex organic proteins are difficult to replicate, however they can be easily transported...)
Who cares? Their main use, if they are ever included in se iv should be as its name indicates TRANSPORT.
Reply With Quote
  #7  
Old December 20th, 2001, 01:44 AM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Facilities

quote:
Unless we're positing radiation-immune races
I'm reminded of a short story I read a long time ago (long enough to not recall the title or author) in an SF mag, which involved a radiation-dependant race that would die in an environment without enough background radiation.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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 11:39 AM.


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