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  #141  
Old September 16th, 2002, 06:06 PM

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Default Re: Things we\'d like to see in the next patch

The ability to mod treaties....

I.e. I would like a level above partnership where what ever you research is given to your partner since this is already available. It would solve all that screwed up tech trading and you would not have to worry about.
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  #142  
Old September 16th, 2002, 06:23 PM
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Default Re: Things we\'d like to see in the next patch

Ten pages in this topic with wishes only for the next patch!!!
If I was Aaron this would give me a serious headache .
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  #143  
Old September 16th, 2002, 07:06 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Q:
Ten pages in this topic with wishes only for the next patch!!!
If I was Aaron this would give me a serious headache .
Well, hopefully he will just see it as a good thing. At least it's ten pages of feature requests instead of ten pages of bug reports.

And maybe if some of these things don't ever make it into an SEIV patch, they will be considered for SE5.

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  #144  
Old September 16th, 2002, 08:56 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by geoschmo:
quote:
Originally posted by Q:
Ten pages in this topic with wishes only for the next patch!!!
If I was Aaron this would give me a serious headache .
Well, hopefully he will just see it as a good thing. At least it's ten pages of feature requests instead of ten pages of bug reports.
Geoschmo

Yeah, I've only heard about 2 bugs so far: some kind of problem with the ship/fleet window scroll buttons, and a bug with certain special damage types (the .5x, 1.5x, 2x, and 4x vs. shields damage are applied to both shields AND regular damage now).
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  #145  
Old September 16th, 2002, 09:09 PM
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Default Re: Things we\'d like to see in the next patch

Various warp point effects would be an amazing mod tool... like "create warp point - unstable X turns" where X can be any number up to 10 for example. Or "create warp point - random turns" where the worm hole will close spontaneously after a random number of turns. Then it would be so easy to simulate various types of FTL propulsion, etc. etc.

This might be asking for the sky, but how about "create warp point - unstable X ships" where any number of ships up to 10 can pass through before the worm hole colapses!? Of course "create warp point - unstable random ships" would be an obvious addition

Man, we could do some nifty stuff with this.
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  #146  
Old September 16th, 2002, 09:37 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Mylon:
I'd like to see either a larger combat area, or less rounds in combat. The effect is that I would like to see unarmed ships actually capable of outrunning (in combat) armed ships. If a ship moves too far on the combat map, this could be reflected by movement on the system map, with the ship that moved being down one movement point for that turn. It seems rather silly for ships to get stuck against the "edge" and then pounded by dreadnaughts.
Thats what I say also. In SE III you could do just that. Idon't know why Aaron tossed it out.
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  #147  
Old September 16th, 2002, 09:52 PM
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Default Re: Things we\'d like to see in the next patch

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Originally posted by President Elect Shang:
Thats what I say also. In SE III you could do just that. Idon't know why Aaron tossed it out.
While I am not opposed to the idea of retreat in principle, I have yet to hear a suggestion for how it could be implemented that I like. Simply allowing ships to reach the edge and withdraw as they could in SEIII would be fine for turn-based games, but it would have some serious issues in simultaneous turn games. Since you can't change orders in mid turn and allow a retreating ship to go on it's way, you could very easily pull an enemy fleet way out of position by giving your ship a retreat order.

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  #148  
Old September 17th, 2002, 02:24 AM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by DavidG:
What I'd really like to see is more detail of what is happening in the combat screen in simultaneous games. Like you get if you do auto turns in tac combat in a single player game. You can see what components are getting dammaged in combat. Why is it not like this when you replay a combat in a simultaneous game? It makes it hard to asses you efective your weapons are. And ground combat is even worse. You either win or lose. There is no way to tell how close you were to winning. Why not the ability to replay ground combat like you in the tac combat of a single player game?
I can't agree with you more!
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  #149  
Old September 17th, 2002, 02:26 AM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Mylon:
I'd like to see either a larger combat area, or less rounds in combat. The effect is that I would like to see unarmed ships actually capable of outrunning (in combat) armed ships. If a ship moves too far on the combat map, this could be reflected by movement on the system map, with the ship that moved being down one movement point for that turn. It seems rather silly for ships to get stuck against the "edge" and then pounded by dreadnaughts.
Yes...we have an artificial system now where ships are in a box...
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  #150  
Old September 17th, 2002, 06:00 AM
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Default Re: Things we\'d like to see in the next patch

I think the best solution to the combat map problem is that when a ship reaches the edge of the map it should be able to "withdrawl" or "retreat".
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