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  #1461  
Old September 5th, 2004, 05:35 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Spectarofdeath said:
Cloaking, yes, always get the first shot, no. If it's like that then all you'll have is another Birth of the Federation where a romulan fleet of warbirds can wipe out just about anything and everything in the first shot, without any losses. It will need some kind of balancing system, something that might let them shoot first, but only like 1/4 of their weapons, or the weapons are only at 1/4 of their true damage potential. This would give the ability to still recieve some kind of "surprise attack" but still allowing some kind of a chance for defending players. Seriously, who wants to get their fleet of 30 battleships wiped out without even firing one shot off? Sensors that can detect cloaked ships would also help, but if the option to fire on cloaked ships is given, it too should also be given a to hit penalty of some kind.
Cloak detection works to balance this out.
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  #1462  
Old September 5th, 2004, 03:17 PM

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

Here another idea, Complete and utter break up of an entire race of planets. Example, A race with 30 planets would break up into smaller Groups of 5 at the most. A break up would depend upon certian things, Military Protection, Amount of units per planet, economic status, and amount of enemies and\or enemy military presence

I want a way to stop something like a star destroying itself natrually, it just says basically you have 3 years to move you crap no way to stop it
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  #1463  
Old September 6th, 2004, 02:19 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

You can prevent a nova by building a ringworld or sphereworld.

Really hard, even when you have already researched the tech, but it certainly shouldn't be easy .
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  #1464  
Old September 6th, 2004, 08:35 PM

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

I just got a great idea, Design Flaws. If you design a ship there should be certian requirements or limits per size and hull. You would be able to pick the ship size then the type of hull (this would effectively get rid of conventional armour) the depending on you previous choices there would be a few requirements like we have now with needs a bridge engines and what not but there would be an added thing limits you could only put X percent of the ship to weapons, X percent to engines, X to sensors, X percent to shields, and so on. You could over pass certain limits like weapons but doing such would increase chances of random explosions, or ships loseing all movement, and there are proably a few more things we could add as punishment for over passing certian limits.

Anyone think this is good, ALSO this could apply to units as well as ships and bases tooo
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  #1465  
Old September 6th, 2004, 10:41 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

How about "phage" races, like the Harvesters in MOO3, which eat or otherwise cause ruin to other races' populations that are on the same planet?

edit: or assimilate/convert them into their own population, like the Borg? or highly aggressive races whose population can also serve as offensive troops, like in Stars?
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  #1466  
Old September 6th, 2004, 11:34 PM

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

Minor thing, I know this can be edited but then i couldnt play multiplayer games but anyway, Components for ships should be smaller, if any noticed in sci fi shows you always get these ships that can do everything, launch fighters, launch bombs, mines, along with being a bad *** fighting ship. I dont want the game to turn into a based of show game but stuff being a little smaller would help alot and make ships alot more bad ***.

Also this is a bit of eye candy but i think there should be a way to switch ship sets mid game or use different pics from multiple ship sets. What i mean is useing one pic of a base ship in game then useing a different one for another ship while the first ship holds ir orginal pic. Also i think if you retrofit an captured enemy ship it should still hold its orignal pic
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  #1467  
Old September 13th, 2004, 01:08 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Two more ideas/suggestions:

1.) Construction/repair:
I would like a combination of the SE III/SE IV. Like in SE III you have to buy the ships/units first and pay the full amount of resources needed. Then you get the ship but with no functional components. They have to be constructed one after the other. You could switch the constructed item from one space yard to another in the same sector. Like in SE IV each component/unit/(facility?) has a different construction time. In SE IV this is equal to the resource costs, in SE V there would be a special amount of "construction effort" for each component and space yards could build XX points per turn of this construction effort. Cost and construction time could therefore be different.
And finally each component has a "repair amount" and repair bays would repair YY points per turn. That would allow you to have components that are very hard to repair and others that can be fixed quickly.
2.) Fleet shields.
Special components that create shields which protect the entire fleet. Only after the fleet shield has been depleted individual ships would be attacked (unless of course you use shield ignoring weapons).
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  #1468  
Old September 16th, 2004, 08:42 AM

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

Research points as a resources, so you can "harvest" it from for example some stellar phenomenon.
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  #1469  
Old September 17th, 2004, 09:40 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Few things I'd like to see....
1) Custom Fleets. Basically, as it is, when you create a fleet in SE4, you just throw a whole bunch of ships together and off they go. What I'd like to see is several layers of fleets. The first, call it a Combat Group, would simply be several ships of a similar type grouped together so they could be more easily controlled.
The next step up would be combining two or more different Combat Groups together to Create a Task Force. In a Task Force (TF) there would always be a lead element which would be the one under the players most direct control. For example say I have one Combat Group (CG) of 4 Destroyers armed with PDCs and Interceptors (see below) and another CG of 2 Cruisers armed with heavy beam weapons. The Destroyer CG would have orders to Guard the cruisers so in combat, the player just clicks on the TF on the TF and maneouvers the whole thing as one unit. When giving orders to fire, the player can select each cruiser indvidually if they want to spread their fire between multiple targets, while the destroyers would autmatically target incoming fire.
The third step would be the Fleet which would consist of multiple Task Forces grouped together, opperating in mutual support. Obviously the Fleet would not be controlled as a single unit but could be given general orders in terms of movement and target priority. Another benefit of the Fleet would be the ability for the TFs within it to 'loan' ships to other TFs. Eg: WIthin a fleet I have a TF of 5 Dreadnoughts and 8 screening cruisers Cruisers and a 2nd TF of 5 Battle Cruisers with a 6 Light Cruiser screen. Once engaged in combat, the Dreadnough TF comes under heavy fire, but the Battle Cruiser TF is being almost ignored. The player could order the BC TF to Assist the DN TF which would cause the BCs to shift their fire to whoever was attacking the DNs, but also send their LC screen to help provide defensive fire.

2) Little one: Interceptors would be energy based weapons designed to disrupt incoming energy weapons fire. Unlike a PDC, an interceptor would only have a certain amount of damage it could disrupt. So say in Interceptor I can disrupt 10 points. If used against a weapon that does 5pts damage, then a succesful hit means no damage done. If used against a weapon capable of 20pts damage, then 10 damage is still taken.

3) Reactors. A ships reactor would give it bonuses to things like shields, speed and weapons power. Reactors in larger ships would provide larger bonuses in smaller ships. So your standard Fusion Reactor in a Destroyer wouldn't provide any bonuses, but the same reactor mounted in a Battleship would provide, for example, a 10% bonus to weapons and shields. Better reactors would give bigger bonuses, naturally.

4) Last two: Real-time combat is fine as long as it can be paused with a whack of the good ol spacebar (or any other conveniently located key). And, I'd really like to see SE3's tactical combat screen (the one where you gave all the targeting orders) make a come-back. That thing was great.
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  #1470  
Old September 18th, 2004, 09:11 PM

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

Okey to be truthful i havent read all 98 pages... but i thought id leve a word in now anyway, it might have been said earlyer...

How about Capital Ships?
With a limit of 1 Per race, hand giving it a size double of what your biggest current avalible ship class... say if you can build 500kt Cruisers, you could build 1 1000kt Capital Ship. hence you could have ships that really weighed in in combat!
Offcorce the price for these would be high, probably even more than 2-4 ships of the base class(eg the 500kt cruiser in the example)
Having coustom models for the Capital ships would be nice.
And maby adding some special bonuses to these ships, like better accuracy or somthing(think that the best captain would be on it)

My second idea is just more or less to have the ability to start with no tecnology at all, eg to build a colony ship you would need to research the followig: Dome colony(for apropriate planet type)(and for it should be cheap for your type of planet, but very expensive for others), Engines(basic be that Chemical or Ion), Basic ship components(Brige, Crewqt, Lifesp), Basic Cargo bays(if you want them on your colony ship, i usually do)... and then for fighters and so on we would need weapons and sensors and so on... maby actually make sensors and computer non kt dependant(just influenses the cost)

Maby be able to select diffrent materials to build the ship out of? and have these having different properties.
ex. on a 150kt ship.
Steel: Standard, pruduses a ship at standard cost with 150kt.
Aluminium: Lighter, 160kt, all components have lower damage recistance, Higher cost.
Lead: Heavy, 140kt, all components have higher damage recistance, Higher cost.
And loads of different researchable armour/hull types ofcourse, and the increased/decreased damage resistance is to simulate base armour.

Well thats all for now hope someone likes somthing of it
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