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  #1011  
Old May 7th, 2004, 10:36 AM

Paul1980au Paul1980au is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Good ideas re cloaking - with the unlimited tech levels proposed it will be itneresting to see how they do cloaking and possibly enhance it.
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  #1012  
Old May 7th, 2004, 10:46 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

For Planet Capture:

New Weapon - Planet Population Converter.

A weapon conponent that converts the population either over to the side of the attacker, or assimulatest them simular to the way the Borg do.

Can be two types of weapons.
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  #1013  
Old May 10th, 2004, 03:08 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I don't know if this has been mentioned before but here a few of my ideas:

1. Make population be more important to the ability to construct ships/units for example World A has a population of 400 million while world B has a population of 8 billion, YOU want to raise 400 troop units and a Base ship but in SEIV you'd only go by which world would build what faster...

Instead I was thinking maybe have troops and ships cost population as WELL as the money so say a base ship costs you 1 mil population while 100 troops costs you 1 mil

SO when world A builds the base ship it will have a population of 399 mil left

And when world B finishes the 400 troops it will have 7.6 billion people left because you hust raised 4 million people into your armies.

I don't know if I worded that correctly but I would just love to see a planet's population that actually matters to what you can do with it.

2. I would like to see TRACTOR BEAMS muahaha, no seriously I would like to see Non-combat tractor beam projectors so that you can rescue crippled ships or tow a crippled enemy ship back to your base so you can board and capture it. I mean I'm sure we've all seen that jewel of enemy alien technology that was crippled by another player and go "I WANT IT SOOO BAD!" but lose it because we can't two it to a base.

3. Better planetary militia: I mean I know they are not supposed to be able to stand up to troops but I really enjoy those planetary invasions where it becomes a real nail biter and I'm going "Can my troops pull it off" right up until the end.
I would also like to see planetary milita count as a certain percentage of the population.

4.Pirates!!! I mean random alien "or your own species" pirate ships come out of nowhere and raid a world or two and not have them tied to anyone, And say every now and then a pirate fleet comes out of the warp and invades a planet or two so that you can actually have to send out your military every now and then to retake your own worlds or just to counter the occasional pirate threat.

5. FTL drives: I'm talking short range warp point openers that you can place aboard your ships, say make this tech come along in the late game and only have a range of like 50 light years or something.
It's just that I'd like to see this because once you get warp point openers they can open anywhere in space unless you have those gravitic shields but that also ruins YOUR ability to warp so I think just making a short range ftl drive would be better for everyone.

6. Deathworlds! Okay maybe this sounds dumb to you guys but I'd like it if say every now and then you find a world where everything wants to kill your colonists from the animals to the plants and that this way you'll have to use some security force or something to help with the initial colonization and [b] okay if your colonists survive after a few years the population gets bonuses say in maybe reproduction and strength and the like....but anyway this is just a sort of random thing.

7. MEGA sphereworlds: Okay say you have a trinary system and you have all 3 stars with sphereworlds around them I'd love LOVE to be able to connect all three of those sphereworlds and make a mega structure that dwarves other sphereworlds and becomes something that would take dozens of troop ships to capture and all that fun stuff

8. Real TIME battles would just be a lot more fun in my oppinion depending on how they are run I mean i hate it when I have 3 troop ships loaded with soldiers but I can't capture a world because it kills off each troop one at a time and regenerates it's milita for the next force of troops coming in.
I want the ability to drop all 3 troop ships on a planet if I so choose.
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  #1014  
Old May 10th, 2004, 11:52 PM

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

I'd really like tactical combat to be more fun. I thought MOO2 did a much better job on tactical combat. I suggest making the ships significantly bigger, move faster (I don't mean more spaces, just not make it take so long to move), and an easy way to indicate range.

[ May 10, 2004, 22:52: Message edited by: joeljermon ]
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  #1015  
Old May 11th, 2004, 12:29 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

A couple of ideas that I'd like to see implemented:
1. Get rid of facility slots. They could be replaced with livable area concept for planet and area occupied for facilities. IE, livable area for breathable medium sized planet is 100000 units (acres, km2 or anything), then area occupied for SY could be 50000 (concurrently, it can be allowed to have 2 SY per planet, with 2 constr queues), research complex - 5000, etc. So you can build 2 SY or 20 research complexes, or 1 SY and 10 research complexes on this planet. That's right, it could function like ship designing in se4, with its tradeoffs and restrictions. Livable area should depend of planet size, atmosphere type and planet conditions.

2. Slightly different scheme for warp opening: you should have 2 ships(bases) to be able to open new warp - one for each end of the warpline. Also you have to keep both vessels in these sectors to bear the artificial warp point, if one of these vessels is destroyed - poof - no warp anymore.
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  #1016  
Old May 11th, 2004, 01:48 AM

Paul1980au Paul1980au is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Temporary wormholes the 2 ship concept but if the enemy captured or destroyed one of the ships the warp point would close

Also what about a device that opens a warp points for 3 turns only to a random system on the game map - you could have a fleet or ship waiting to go through but you would not know where the warp point had opened to until you went through - it could be one of youre systems, uncolonized system on the far map side or an enemy core system..

Perhaps though make this a unique alien tech like massive shield depletor or something - one per game ?
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  #1017  
Old May 11th, 2004, 02:08 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
3. Better planetary militia: I mean I know they are not supposed to be able to stand up to troops but I really enjoy those planetary invasions where it becomes a real nail biter and I'm going "Can my troops pull it off" right up until the end.
I would also like to see planetary milita count as a certain percentage of the population.
A fraction of your population IS militia. Not anything like a whole 1% though... that would just be crazy. One "division" of professional armed, armored militia with good tactics per X million people, rather than just ten million sidearm-wielding couch potatos running out as cannon fodder...

For good militia in SE4, go into settings.txt
1) Set # ground combat turns to 1.
2) Set population per militia to 1.
3) Set militia hitpoints to 30+
4) Set militia attack power to 1-10, depending on how difficult you want it.

Now try taking planets
Still too easy? Try SJmod... against a bloodthirsty race who enjoys it when you land troops for them to butcher
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  #1018  
Old May 11th, 2004, 07:30 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Big shipportraits. That way the effort of the people who make the models is better visible. Gives you the feel that everyone can see your ingenius design.
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  #1019  
Old May 11th, 2004, 08:54 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Ship Construction Idea:

Have the option for ship designs in the vehicle text file as we do for components. This way a ship may have multiple Version of its class and the obsolete Version can be hidden from view like Components.

Example:

Escort I
Escort II
Escort III (Or listed as Heavy Escort)
Escort IV (Or listed as Heavy Escort 2)

When Escort II becomes avaible then Escort I is not longer shown in the Vehicle Type window unless the player wishes to see it by turning off Only Current Designs.

By having this feature players could add several levels of ships to one class. Each class could boast additional improvements like stronger hulls, more KT, etc without having to go to a new class or have your ship list window filled with ships.

This would keep the ship list window neat and orderly while providing an extra level of moddability to the game.

The current ship lists would remain. Escort, Frigate, Destroyer, etc, but with each of these a player can add mulitiple design types in addition to new hull design types like Cutter, Scout, Juggernought.

If a player wanted to they could have 3 levels of Escort hulls, 3 levels of Frigate hulls, etc. Each hull being gained at X tech level or something.
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  #1020  
Old May 11th, 2004, 08:49 PM

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

hot-keys.
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