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  #1671  
Old November 28th, 2004, 03:27 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

FIX THE ONE PER VEHICLE BUG This is most annoying. when you set a restriction for a component with multiple abilities to ONE PER VEHICLE the AI should not add more than ONE.

This is a most annoying bug.
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  #1672  
Old November 28th, 2004, 05:24 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

New Racial Trait:

Ancient Race

Race has access to advanced weapons, components, ships, and facilities from game start, but has no access to what non Ancient Races have.

Eventually None Ancient Races will surpass the Ancient Race in many technologies thus making this trait of limited value.

The reason I suggest it is so that you can set up games where you have one race that is older than all the others and I know for a fact that many of us would love to play as the Vorlons.

The trick would be to get set it so that when you play as an AR your have to make strong treaties because the number of ships you allowed to have is limited. So a non AR could eventually out produce you in ships and beat you. Even though your ships are far more powerful, the old saying the bigger they are the harder they fall comes to mind. One sting may not hurt you, but a 100 or more, well thats a differant story all together.

This race would also have to start the game with at least one more world than all the other traits.
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  #1673  
Old November 28th, 2004, 08:31 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Weapon idea: Neurodestructor. This dreadful device obliterates any and all forms of sapient life in the system and leaves colonies depopulated but physicaly untouched. It should be possible to capture 0M pop colony of course, else it would be useless.

Another WMD idea is an asteroid bombardment - so you could establish some monstrous device in the asteroid field and push the field toward a planet.
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  #1674  
Old November 28th, 2004, 04:18 PM

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

Two little things. You should one be able to move small to medium astriod feilds. Also you should be able to create a planet artifically but not like a sphereworld but a regular world but you would need a mining ship that once it was filled you would take it to whereever you need.
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  #1675  
Old November 28th, 2004, 07:07 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Need WMD ideas? How about Radiation Bombs that can be used against uninhabited planets as part of a "scorched earth" policy - if my empire can't use it because it's the wrong atmosphere or planet type, I'm gonna darned well make sure nobody else can get anything else out of it!

Also, how about negative population growth for planets with Deadly conditions and/or races with horridly low Reproduction?
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  #1676  
Old November 28th, 2004, 07:18 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Colonel said:
Two little things. You should one be able to move small to medium astriod feilds. Also you should be able to create a planet artifically but not like a sphereworld but a regular world but you would need a mining ship that once it was filled you would take it to whereever you need.
You'd need yourself an awful big mining ship to transport enough material to build a planet. After all, Earth, which we agree is a Medium planet in SE terms, tips the scales at 6,000,000,000,000,000,000,000,000 kilograms. Even converted into kT, that's a lot. Personally I like the idea of using temporary Warp Points to transport material from one solar system to the next.

Just had a little idea on changing something we've already got in SE4: Nebulae Destroyers. Instead of just blowing the neubula off to wherever they go, when you use a ND, you should be required to place the ship using it at the centre of the map, and when the ND is used, the nebula is collapsed, forming a new star surrounded by debries (asteroids) which you can then use to create planets.

Quote:
Atrocities said:Race has access to advanced weapons, components, ships, and facilities from game start, but has no access to what non Ancient Races have.

Eventually None Ancient Races will surpass the Ancient Race in many technologies thus making this trait of limited value.
I really like this idea, but I'd change it in a few subtle ways. Instead of making non-Ancient tech eventually become superior, Ancient tech would just cost WAY more to research. So the younger races would be able to quickly close the gap fairly easily and even surpass the Ancients for a while, but at the end, Ancient tech would still be superior.
Same thing with the ships. An Ancient race could build just as many ships as a younger race, if they could afford it. Ancient ships would of course cost WAY more to build than normal ships.
Done this way, you'd have a race that would be reasonably powerful at the start, but not overwhelmingly so, since they wouldn't be able to pump out enough ships to do that much damage. They'd be weak mid-game, as younger empires surpassed them in technology, and would only really come into their own in the late-game, where their super-technology would allow them to maintain a pretty good sized fleet, which of course would be vastly superior to anyone else's similar-sized fleet.
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  #1677  
Old November 28th, 2004, 07:36 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Good idea's AgentZero.
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  #1678  
Old November 29th, 2004, 12:55 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

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Atrocities said:
Good idea's AgentZero.
Many thanks, my esteemed collegue. ;-)

Another thing I'd like to add is that we need better victory conditions, and even default victory conditons. At the moment if you forget to set VCs, your only option is the genocide or enslavement of the entire galaxy.

I think even a sort of campaign would be really cool as well. Nothing that would seriously constrain you like in many story-driven 4X games. Basically you're just given a series of missions that come along to slowly advance the story. The first mission would pop up as soon as you started a Campaign Game (we'd still have Free Play for those who couldn't be bothered), and subsequent missions would pop up at pseudo-random intervals. All I mean by pseudo-random is that each mission would pop up not less than X turns, but not more than Y after completing the Last one. So Mission 2 might come up 5-10 turns after M1, M3 might come along 15-20 turns later, and so forth. Not only would it make the stock game a bit more interesting, but it would make for all kinds of modding fun.
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  #1679  
Old November 29th, 2004, 02:24 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I have a new idea for systems

SYSTEM TYPE:

Debree field. Basically at one point the system was home to either a very large constructed planet that blew up or a huge battle was fought here. Either way the system is littered with metal debre that can be mined for resources.

This would be a system wide phenominon or even just a sector one.
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  #1680  
Old November 29th, 2004, 04:25 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Atrocities said:
FIX THE ONE PER VEHICLE BUG This is most annoying. when you set a restriction for a component with multiple abilities to ONE PER VEHICLE the AI should not add more than ONE.

This is a most annoying bug.
It is not that the AI ignores that particular restriction, it is that the AI ignores pretty much _all_ restrictions when designing vehicles... You could get it to create transports without any cargo bays, carriers without any fighter bays, and so on if you tried hard enough... You can even have the AI add fighter-only components to a ship design if you set your components up poorly (ie: using the same family numbers for a normal sized, ship-only weapon and the equivalent small, fighter-only weapon).
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