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November 16th, 2004, 01:18 PM
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Captain
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Join Date: Apr 2003
Location: Burnaby
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Re: SE5, Tell Aaron what\'s on your Wish List
Well, it would be relative. If each hull size has an experience 'value' and you get a bit extra on top of that value by destroying one ship with a smaller one, and a bit less if a larger ship takes out a smaller one. So, to answer your question, lets say each 100kT of ship gives 10 experience points. and you get 10% plus or minus for each 100kT difference between the hull types.
Therefore, it the case of your 1000kT vs 600kT, the ship destroyed has an experience value of 6000, but the victor is penalized 2400 pts (40% of 6000 since there's 400kT difference between the two) so it gets 3600 experience.
In the case of the 300kT ship taking out the 500kT, the destroyed ship has an experience value of 5000, plus a 20% bonus for the difference in ship size=6000. Which makes sense, because it'd be a lot easier for a 1000kT ship to take out a 600kT ship than for a 300kT to take out a 500kT.
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November 16th, 2004, 01:23 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SE5, Tell Aaron what\'s on your Wish List
Good compensation for sizes.
I read your post too fast and replied before I caught that line about penalities/bonuses.
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November 17th, 2004, 03:11 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: SE5, Tell Aaron what\'s on your Wish List
Tracer or target-painting weapons... tracers do minimal or no damage, but if a tracer hits, all fire from the source ship to the target ship gets a bonus to hit for a short period of time as specified in the tracer weapon's component entry (maybe +10 to hit for 2 seconds). If a neural combat net or similar component is installed on the firing ship, the bonus applies to ALL similarly equipped ships firing on the target. Tracers could be any type of weapon, from direct fire to seeker to point defense to even ramming warhead. Since they would typically do little or no direct damage, they could even be area of effect or arc weapons without causing too much game imbalance
Skirmish mode - much requested in Starfury, but maybe now that you've got the combat engine worked out, you could include a mode where a player chooses ships/planets/units/etc. of any tech level and chooses an enemy fleet and then runs a battle a la Starfleet Command. Perhaps even a multiplayer Online skirmish mode, and/or multiplayer Online tactical combat?
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November 22nd, 2004, 07:58 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: SE5, Tell Aaron what\'s on your Wish List
If the game includes AI scripting, having user-defined variables and arrays could allow someone (Not me! Eep!) to create a learning AI.
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November 22nd, 2004, 10:52 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
narf poit chez BOOM said:
If the game includes AI scripting, having user-defined variables and arrays could allow someone (Not me! Eep!) to create a learning AI.
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Since some of the game apparently reads the files each time (not just when the game is created) then it would be possible to program a changing AI. What would help would be exported data. Dominions has a switch which outputs a scoreboard.html file but it doesnt allow midgame changes since that game doesnt re-read text files. Too bad to because the -prepost and -postexe switches allow running a 3rd party program before or after each hosting which is great for backing up or notifying players. It would be sweet for an AI rewrite.
If SEV would output information then it might be possible to have the AI "decide" to alter its tactics?
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 24th, 2004, 12:16 AM
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General
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Re: SE5, Tell Aaron what\'s on your Wish List
This has probably been said before, but I'd like some way to decouple component cost and build time, so that I can make a unit that costs a million resources, but only takes a turn to build as an extreme example. I'd also like to see the return of the separate facility and space build queues for planets.
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November 25th, 2004, 04:16 AM
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Second Lieutenant
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Join Date: Oct 2004
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Re: SE5, Tell Aaron what\'s on your Wish List
Someone will likely point out a way to do this but.. I would like to see a way to make a fleet use a component.
My example is that if you have a pile of individual ships with say, emergency propulsion, they can do it one by one but if assembled into a fleet they cannot even though they all have the capability.
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November 25th, 2004, 04:18 AM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
How about a new racial trait. Pacifists (sp) Weapons are all non leathal.
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November 25th, 2004, 12:03 PM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Atrocities said:
How about a new racial trait. Pacifists (sp) Weapons are all non leathal.
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I like the idea but what would be there advantage.
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November 25th, 2004, 04:49 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: SE5, Tell Aaron what\'s on your Wish List
Could give you free race points, or special boarding/engine/weapon destroying weapons...
How about variable ship speeds like in Stars? In Stars if you had a warp-9 ship, it didn't have to always travel at warp 9 - it could travel slower with the advantage of reduced fuel usage. If adding a speed slider or emergency/slow move toggle is too much micromanagement, the supply usage can always be automatically reduced when the ship is fleeted with slower ships
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