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July 31st, 2004, 01:22 AM
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General
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Re: SE5, Tell Aaron what\'s on your Wish List
One thing in SEV I'd absolutely love is something that other people have suggested previously: Very detailed planetary/solar descriptions. For example:
Name: Sol III
Gravity: 1.00 standard G's
Atmospheric Composition: 74% Nitrogen, 22% Oxygen, 3% Carbon Dioxide, 1% Other gases
Planetary Conditions: Optimal
Planetary Surface: 77% Water, 17% Landmass, 6% Polar Ice Caps
...and so on, and so on. These wouldn't necessarily even affect how your race is able to thrive (or not) on the planet, or use it for resources, but it would add a lot of realism and its just plain more interesting that way!
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Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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July 31st, 2004, 01:38 AM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Gozra:
I like all these neat Ideas but at what point does complexity overcome playablity?
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You don't have to worry if you have incredible complexity built in, but then have the stock game trivialize or restrict away many of the options.
So when you make a mod, you can pick and choose which of the complexities to include in order to get the appropriate feel.
[ July 31, 2004, 00:39: Message edited by: Suicide Junkie ]
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Things you want:
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July 31st, 2004, 01:52 AM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
I would stick to warp points. But I would make a new technology tree for warp point detection. You would have Class 1,2,3,4,5 warp points. Systems can have varying amounts of diffrent class warp points. Plus I would make is so you can only make 1 or 2 classes of warp points. this will make natural back doors for raiding and such and if you are able to find this tech in alien ruins it will make for a more fluid game and you don't have to make major changes to the look and feel of the game.
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July 31st, 2004, 08:48 AM
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Second Lieutenant
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Re: SE5, Tell Aaron what\'s on your Wish List
Any new additions to planetary descriptions and data - lets make them only included if they related some way to the actual game - ie growth rate - resource generation etc.
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July 31st, 2004, 02:52 PM
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Private
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Paul1980au:
Any new additions to planetary descriptions and data - lets make them only included if they related some way to the actual game - ie growth rate - resource generation etc.
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Pretty much any physical data concerning planetary data could easily be tied directly to game play.
Just for example:
Star type and A.U. will determine how much radiation a race can naturally withstand.
Planetary size and density will determine directly how much gravity the planet has and what the upper reaches are for a race colonizing higher g worlds.
Atmosphere: Like currrent game: if you can't breath it you need a dome
Hydrographics: How wet is the race's homeworld? A species from a world with high hydrographics really won't do well on dryer worlds, and vice versa.
Biozone (the distance from a star where liquid water is present) will determine how hot or cold the planet is. Mars is a cold desert, Venus is a hot desert. Both could potentially have a certain amount of liquid water then life under different circumstance.
Races will naturally look for planets that are close to their ideal, however they would be very few and far between, which would limit to a certain extent the organic output.
Eh. You get the idea.
Cheers,
[ July 31, 2004, 13:54: Message edited by: Shane Watson ]
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A.K.A. Oregano
Yup, I designed the facilities for SE IV <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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July 31st, 2004, 04:45 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Paul1980au:
Any new additions to planetary descriptions and data - lets make them only included if they related some way to the actual game - ie growth rate - resource generation etc.
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I think that is a bad idea. What is wrong with flavor text? The descriptions that planets, components, facilities, etc. currently have have no bearing on the game. Extra details make the game more immersive and provide a deeper gaming experience. Not every detail has to affect a game mechanic in some way.
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July 31st, 2004, 05:39 PM
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Private
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
I think that is a bad idea. What is wrong with flavor text? The descriptions that planets, components, facilities, etc. currently have have no bearing on the game. Extra details make the game more immersive and provide a deeper gaming experience. Not every detail has to affect a game mechanic in some way. [/QB]
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The main problem with flavor text that I have is that it is exactly the same today as it was when I first got my copy of SEIV.
With randomly generated stats, you get endless variety and interest that could potentially directly affect game play.
Cheers,
[ July 31, 2004, 16:40: Message edited by: Shane Watson ]
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~Shane Watson
A.K.A. Oregano
Yup, I designed the facilities for SE IV <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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July 31st, 2004, 06:24 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
The randomly generated stats that have no effect (there are already a number of these, such as for stars) are flavor text.
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August 1st, 2004, 06:15 AM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
these go with the ideas of getting rid of warp points connecting everywhere and communications satelites\lines of communication.
Communications between two races should be more diffcult, espically early on. Before you have satelites comm grid, you should maybe have to send messeges on a ship from your homeworld. Which brings up the possiblity of Pirate Raiders, or enemies attacking and preventing communication.
Next Two ideas have to do with Wormholes: One wormhole creators should cost alot more, and take more of an investment.
And, People have being discussing a sort of moveable and human built fake wormhole, gate type thing, going with that it should one limit off amount of ships per turn turn going threw, and they should be realyy cheap but take LARGE specialty transport ships to move them, so you couldnt just send off a bunch of little ships in any direction and have them everywhere
WOW this thread is long WOW
[ August 01, 2004, 05:20: Message edited by: Colonel ]
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August 1st, 2004, 06:37 AM
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National Security Advisor
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Re: SE5, Tell Aaron what\'s on your Wish List
I don't like the idea of getting rid of warp points, or of com lag. You already have a minimum com lag of one month.
Orders lag either; it would add too much micromanagement. Ministers are not feasable; the AI is too stupid and is likely to remain that way. Besides, I play SE4 to command, not to manage the egos of idiot savants.
At the very least it should be moddable so those that want it off can turn it off.
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