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  #1191  
Old July 16th, 2004, 09:58 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

This has probably been said before.

I would like to see the Repair system changed so that the Space Yard and Repair components repair by tonnage, not by component. It would lead to a more effective and relevant repair trait and be more reasonable. After all, does it make sense that you could have 8 100kt components repaired in the same time as 8 10kt compenents?

On the flip side, I imagine that would be far more difficult for the game to track and maintain.
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  #1192  
Old July 17th, 2004, 02:31 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

No, not by tonnage... by a NEW field, called Complexity! So a tiny but highly complex alien device would be harder to repair than a huge simple factory yard.

What, I'm serious!
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  #1193  
Old July 17th, 2004, 03:21 AM

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

Multi-Hit weapons

Such as:

Super Machine Gun
Range: whatever
Damage: 5x30(150)

So, it would do 150 damage total. But for the purposes of emissive armor, or some new kind of armor that just reduced damage done (see a post below about damage/weapon types), it would be severly reduced or not damage at all. to better give the clue, lets look at two weapons:

BIG CANNOn
Range: whatever
Damage: 100

fired at a ship with emissive armor that takes off 25 damage. 75 damage is done to ship.

BIG MACHINE GUN
range: whatever
Damage: 30x4(120)

fired at ship with emsisve armor that takes off 25 damage, it winds up doing 4 hits of 5 damage.20 damage. So even though it has more raw firepower vs a target with no armor. It winds up doing less overall.


Cloaking with different devices to hide from different types (already moddable in SEIV). Perhaps racial abilities to give free sensor types (as in a a race with the ability to sense gravitationl disturbances would get lvl 1 gravitic scanning on all ships)
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  #1194  
Old July 17th, 2004, 06:55 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by Cheeze:
This has probably been said before.

I would like to see the Repair system changed so that the Space Yard and Repair components repair by tonnage, not by component. It would lead to a more effective and relevant repair trait and be more reasonable. After all, does it make sense that you could have 8 100kt components repaired in the same time as 8 10kt compenents?

On the flip side, I imagine that would be far more difficult for the game to track and maintain.
Good idea!
A new line for each component like:

Repair amount = 5

could make this pretty easily.
This component would then count as 5 components for repair.
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  #1195  
Old July 17th, 2004, 07:48 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Masses (actually, me) want full-featured simulator, with all types of game's nuances and manual starting points placement.
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  #1196  
Old July 17th, 2004, 10:25 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by HP Delron:
Multi-Hit weapons
(snip)
Combat in SE5 will be real-time. So instead of arbitrary, discrete combat turns, you can specify a weapon's fire rate in milliseconds. Thus, you could do something like the machine gun effect you want by specifying a very rapid fire rate, such as 50 ms, which would give 20 rounds per second. Granted, there would be no reloading between clips of ammo, but it's a start... heck, for an example of how this works, check out SJ's P&N mod for Starfury, which also uses real-time combat. (Not his P&N mod for SE4, that's something completely different!)
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  #1197  
Old July 19th, 2004, 11:00 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Someway to make plug-ins like in VGA planets.
I e a plugin that adds for example a new type of space monster, a new type of weapon, a new type of aliens.
Not modding, but a way to incorporate new effects and commandos into the GUI.
Maybe a MISC button with a settable code, that can be sent to a plug-in that then generates a response, wich effects the hostrun.
The Modding capabilities are great, but the plug-ins of VGA planet was much more versatile (But harder to make than modding though), even though it became a hassle to keep track of hundreds of diffent "friendly-codes" to send to plug-ins and that plug-ins generated as response.

There wehere plug-ins with aliens that took over population and ships and spread, plug-ins with new space anomalies that transformed ships, multiplied ships.. Plug-ins that made it possible to travel with a ship between different games, connecting them (I,e a ship from player 1 in NGC4 warping into Adamant 009 for player 1 there for example..) and much more...

[ July 19, 2004, 10:02: Message edited by: Ruatha ]
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  #1198  
Old July 19th, 2004, 11:27 AM

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

Here is a possible in between way to do plug ins - perhaps MM could call for the would be programmers to do plug ins - and those that get put into the game (best ones etc - the author could be paid a small amount and aaron could put out monthly realises of the best plug ins perhaps as a pay per download on the website (ie best 20 plug ins for $5 US perhaps and the authors get paid 20% of all revenues with the rest going to MM and the plug ins then becoming the property of malfadour as the contributors have been paid off - perhaps a legal agreement to cover this also)

Could get some interest adn quality contributions at the same time making money for those that contribute useful ones and making some extra money for MM.

Just some brainstorming to play with

AI scripts are another area this could be worked at. Perhaps offical ones included for download via MM can be paid for and lesser quality un-offical ones can be put up on seperate websites

Or perhaps this is to offtrack and should be ignored and considered a bad idea.
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  #1199  
Old July 19th, 2004, 02:17 PM

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

getting rid of combat turns? NOOOOOOOOOOOOOOOO......OOOOOOOO. i dont wanna play another click fest. keep combat turns omg.
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  #1200  
Old July 19th, 2004, 02:53 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

It has been said many times, and will continue to be said:

real time combat will not make a clickfest...
You'll need only one click to start and one click to end. Same as you do in SE4 for strategic combat.

For tactical combat, a pause key or a system where you dish out a round of orders between every X seconds of realtime simulation, would be quite nice.
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