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  #91  
Old February 11th, 2003, 12:35 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Something little... but you know how trade grows by 1% per turn up to 20%, where the 20% is moddable (like in P&N it's 10%)? Well, how about if the rate was moddable too, and could be set for each of the individual resources and points - so you could have Minerals, Organics, and Radioactives trade growing by 1%/turn up to 10%, say, and Research and Intel trade growing by half a percent a turn up to 5%.
Also, MOO1/2 had this and I think it adds a bit of realism - establishing trade or research treaties doesn't initially produce a profit - in fact it initially costs money to set up trade routes, but after a few turns you start making money.

(I wish I could be on the design team for the next SE game... too bad Aaron does most of this himself! )
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  #92  
Old February 11th, 2003, 04:37 PM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

Note to self:
-Mod out Self-Destruct devices.
-Mod in Crew Quarters with the Security Station values (60 turrets for anti-boarding defense)
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  #93  
Old February 11th, 2003, 05:57 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Another good thing would be if the devices were connected to specific components. Suppose you have some shield technology that you don't want to fall into enemy hands, so you put a bomb in the shields so that they'll be blown up if the ship is boarded.
A self destruct mount! 2x the price, but that component becomes uncapturable.
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  #94  
Old February 12th, 2003, 09:38 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

The ability to analyze units and facilities for tech, not just ships!
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  #95  
Old February 13th, 2003, 03:02 AM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

1) Better implementation of TCP/IP
2)Making a new component call it a warp generator, with the abilites of the gravitational condenser and the grav. quantum resonator. Open and close your own warp points, maps would not need stars interconnected (If you wanted it like that) This would better simulate, babaylon 5 type movement.
3)Ability to choose square to square movement. Forget warp lines/points altogether. Better to simulate Warp speed (Star Trek) type movement. This might be mutually excludable with other Light speed styles upon choosing which to use on game start.
4)When ground combat was initiated, switch to a small hex map and play a simple board wargame with ground "counters" with odds rations, zones of control etc.. Make this a different scale of play--- Ten round of ground combat for every 1 "space" turn. Also adding a ground unit logistics model of some sort, so that every "space turn" could effect the ground supply situation. Create ground counter type units instead of the component type units with size Bn, Rgt, Div etc.
5)Allow for a component called "system ship racks" allowing for the piggy-back ride of ships not equiped with warp generators on ships with them.. Makes for interesting strategies.
6)Allow for map editing with name tags with possibly a dashed line, that would appear on the map-- neutral zone--Romulan border--etc.
7)Allow map editing for more than one starting point for each race--like homeworld:fully developed--Colony:minor development--outpost-- minimum development. allow for starbases to start the game already built in the map editor.
8) Create an AI that will use the "proportions " mod effectivly.
And do this all underbudget and ahead of schedule
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  #96  
Old February 13th, 2003, 05:52 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I second larrybush's suggestion of conducting everything on a hex map instead of a square grid. It makes no sense to me how a ship can travel along a hypoteneuse and end up with the same x & y offsets that would otherwise take two turns to accomplish by moving directly along the x-axis and y-axis for one turn each...

--Raynfala
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  #97  
Old February 13th, 2003, 07:05 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

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Allow for a component called "system ship racks" allowing for the piggy-back ride of ships not equiped with warp generators on ships with them..
I'd like to further this by suggesting a new way of defining ships, planets, fighters, satellites, weapons platforms, asteroids etc.

If all these objects were derived from the same basic "object", then modders could blur the lines between one and another: Fighters could be given warp abilities, bases could produce research and intel, ships could be stored in cargo, planets could require supply, ships could have "crew" (ie population)... the modding possibilities would be endless.

To implement it (in vague terms), a planet would be an "object" just like a ship, except that it's flagged to disallow movement, supply usage and components while allowing population growth and facility construction. A ship would be a similar, smaller object with different flag/ ability settings. Modders could tweak these settings to create (for example) nomad ships with living populations, or true battlemoons that have facilities and weapons platforms as well as core mount weapons, and can be taken over with ground combat... Think about it...
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  #98  
Old February 13th, 2003, 07:17 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

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Eugenics....a much maligned science.
Thats selective evolution, i mean evolution through time/enviroment/space travel, maybe even races? i like to see the human-EEE cross-bred ...

Anyway, i like to see a tech-list that go on indefinatly, like it does more damage every level and gets smaller, same for buildings.

Gouverment types, that make some things easier... dictatorship or maybe an advanced form of technocracy? and each give you a benefit and disadvantage..

more abilities, like create pocket dimension?

ok,ok,ok i'll keep on dreaming

R.
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  #99  
Old February 13th, 2003, 07:18 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

dogscoff, I think this is the best solid idea I've heard yet. I'm all for it!
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  #100  
Old February 14th, 2003, 12:10 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
I second larrybush's suggestion of conducting everything on a hex map instead of a square grid.
It would be even better to shift to polar coordinates (angle and radius) rather than cartesian (x,y).

Figuring positions this way would also eliminate the "edges" of the combat map.
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