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  #1321  
Old August 3rd, 2004, 08:38 PM

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

http://www.tescosamoa.com/racetosev/viewtopic.php?t=12

the heavy hitter himself is wishing some good luck...
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He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #1322  
Old August 3rd, 2004, 08:42 PM

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

Hey, I was thinking about this Non-Warp Hole movement idea. It would be excellent to have STL travel for ships, and I don't see any real reason why it can't be implemented as long as you make one assumption:notably that you can only issue orders to ships or communicate with them when they are at a location with warp points.

If you make that assumption, then the rest of the pieces are already there in SE4 pretty much.

The main obstacle is a line-of-sight distance determinination for traveling between stars - and it is already resident in SE4 used for opening WPs to a distant star.

The other stuff that you would need - how far apart stars are, the assumption that stars are on a 2D space, and so forth are present too.

All you would need to add to SE5 to allow such star-to-star non-WP travel is a separate ship screen, or a highlighting for ships in the current screen, that displays ships in "deep space" or as "enroute between stars" or "out of communication" and they would simply be that way until they arrived at their destination - then you could give them new orders.

You might have to also assume that ships in "deep space" don't need or get maintenance - but they're on autopilot, with their crews in deep sleep anyways, so that's not a stretch to me.

Now, when sending your ships into deep space you'd want to give them LOTS of supplies so they can make it there, but that's part of the game.

We can also calculate how long it would take to get from one star to the distant star by using the current movement system - we know that a standard SE4 Ion drive powered ship can cross a typical solar system in two months, and we can carry that out to calculate how long it would take such a ship to travel 10, 50 or 100 LY, right? It might take years in game time, but, it would still be a very cool addition to the game.

RE:

Quote:
Originally posted by Timstone:
- The possibility to give and equation to determine weapon damage (that way you can include various parameters into the damage (ship size, distance from target, etc.)).
I think this has already been dedicated as going to be in SEV. At least that's the gist of a conversation that occurred in the SE4 thread on Yahoo Groups. The other stuff, not sure,
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  #1323  
Old August 3rd, 2004, 09:34 PM

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

The speed you calculate for crossing a solar system (system map) is the average though. Ships have to accelerate and then slow down when they get close to their destination even if their destination is other ships. Combat is assumed to occur at similar speeds. Assuming that the SE system map is about the size of our own solar system (the orbit of Pluto) and a 'turn' is similar to our month in length gives an average speed of a few percent of the speed of light. Not bad, really. ONE percent of the speed of light is 1860 miles per second -- many, many times faster than anything humans have ever launched to date. So, what if these ships just kept on accelerating for a long time instead of slowing down again? It seems reasonable to assume that they could get close to the speed of light. Certainly much closer than anything we are currently able to build. So you could conceivably have travel between nearby stars in a few years of game time. Not too unmanageable.

[ August 03, 2004, 20:39: Message edited by: Baron Munchausen ]
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  #1324  
Old August 3rd, 2004, 10:59 PM

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

few years of game time?!?!?!?! why not just have it so you can see the uninhabited systems in between and control them there tooooooooo

[ August 04, 2004, 02:30: Message edited by: Colonel ]
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  #1325  
Old August 4th, 2004, 12:10 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
still think a series of hull size classes should dictate the relative building costs (scaled by your construction/materials technology level) according to how big the final design really is
Wow, I really like this one. This idea should be 'bumped' by more people.

basically, you dont have to choose your hull size, but the cost of building larger things might exponentially increase as size goes up. increased levels of ship construction would afford you a more generous formula for cost / mass ratio.

furthermore, speed of a ship is calculated dynamically by thrust vs mass. engine technology provides greater thrust, and ships can be ANY mass.
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  #1326  
Old August 4th, 2004, 03:41 AM

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

Well, ideally such ideas could be implemented as "settings" - SOME people like the long games - and you could even have settings that would allows you to turn off warp points, and only use STL travel, or the reverse (which is standard now) or both. The key here is that STL travel is largely implementable and certainly can complement the current system.

Quote:
Originally posted by Colonel:
few years of game time?!?!?!?! why not just have it so you can see the uninhabited systems in between and control them there tooooooooo
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  #1327  
Old August 5th, 2004, 02:08 AM

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

Quote:
Originally posted by alarikf:
[QB] Well, ideally such ideas could be implemented as "settings" - SOME people like the long games - and you could even have settings that would allows you to turn off warp points, and only use STL travel, or the reverse (which is standard now) or both. The key here is that STL travel is largely implementable and certainly can complement the current system.
I would assume with a new game they are makeing a new system in which anything could be implamented
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  #1328  
Old August 7th, 2004, 02:08 AM

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

Does anybody have any clue when SEV is supposed to be released?
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  #1329  
Old August 7th, 2004, 02:42 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Supposedly next summer...
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  #1330  
Old August 8th, 2004, 04:17 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

You should all note that any links to thread within SEIV forum are most likely bad now.
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