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February 26th, 2003, 09:20 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: SE5, Tell Aaron what\'s on your Wish List
Another email I just sent to MM:
In SE5, all damage should be random. There should be no static damage. Each damage at range value for a weapon should have a range of damage it can do, instead of a set damage. Here is an example of what I mean (not necessarily with actual SE4 values):
DUC V in SE4
Damage at range := 50 50 50 50 50 0 0 0 0 0 0 0 0 0
DUC V in SE5
Damage at range := 40-60 40-60 40-60 40-60 40-60 0 0 0 0 0 0 0 0 0
So, at each range, instead of doing 50 damage with each shot, each shot will do somewhere between 40 and 60 damage. The range of values could be higher or lower; I'll leave that up to you to decide, as it is your game. ;-)
Randomness in damage values is much more realistic than the weapon always doing the same damage. Also, it is more unpredicatable, and reduces the certainty of victory that can be felt in SE4 as it is. If I have weapons that always do more damage than yours, I will most likely win (all else being equal). But if damage is fairly random, this certainty is removed, except with huge differences in tech levels.
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February 26th, 2003, 10:57 AM
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Corporal
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Location: Hawaii
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Re: SE5, Tell Aaron what\'s on your Wish List
Aesthetic but make the screen capable of higher resolutions and allowing the capability to open other windows along with the primary ones.
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Atlantean Empire
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February 26th, 2003, 11:02 AM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Well... supporting higher resolutions is more than aesthetic. Higher resolution allows more information to be displayed on the screen.
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February 26th, 2003, 03:27 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
Customizable & more detailed ship/fleet experience gain rates:
say
+20 XP/turn for staying alive
-40 XP/turn for being mothballed
+2 XP/kT for killing (or damaging) ships
+1 XP/kT for killing (or damaging) seekers
+3 XP/kT for killing (or damaging) units
+2 XP/kT for damaging (or damaging) planets
500 XP = 1% combat bonus
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February 26th, 2003, 04:08 PM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
Missiles are quite ineffective now because of the accuracy and power of PD cannons. I suggest PD cannons improving their accuracy up to 70% following way:
PD level1: accuracy 30%
PD level2: accuracy 40%
PD level3: accuracy 50%
PD level4: accuracy 60%
PD level5: accuracy 70%
Of course this would be only one thing to effect PD accuracy (others would be training, combat sensors, etc.) like it happens for normal beam weapons.
Also missiles could be faster (for example their speed would be +1 or +2 than what it is now). It is hardly realistic that space ships would outrun missiles in short range, as battles happen.
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But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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February 26th, 2003, 04:14 PM
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Second Lieutenant
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Imperator Fyron:
You should be able to design the missiles your ships use when adding CSM components and such. Not building them separately and loading them on, as that would be micromanagement hell. But, you should have options as to what your missiles are like. Do you want more engines (speed), more/larger warheads (damage), more armor (hit points), better defensive bonuses (ECM), etc.? Or do you want cheap missile launchers? All of these choices should alter the cost of your missile launcher components.
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This is a great idea. Do you know if this can be modded into SE4?
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When somebody says he is going to kill you.........believe him. -Holocaust survivor
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February 26th, 2003, 04:20 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Aloofi:
quote: Originally posted by Imperator Fyron:
You should be able to design the missiles your ships use when adding CSM components and such. .....
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This is a great idea. Do you know if this can be modded into SE4? In a manner of speaking it can be done now. You simply make scads of different CSM launcher components, each that has it's own missle characteristics. Range, speed, damage and seeker damage resistance can all be modified.
An attempt was made to mod customizable CSM's using drone bodies, but it didn't work quite right for reasons having to do with how drones function. And it's a bit of a micromanagment headache as well keeping the ships stocked with missles that way.
Geoschmo
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Who I'll be tomorrow is anybody's guess
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February 27th, 2003, 07:28 AM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
i would like an engine component dedicated to the use of wormholes. that way we can design system ships and design seperate ships for traveling the wormholes. make the component take up say 10-20% of a ships space. you have to synchronize your ship to the harmonic frequency of the wormhole to allow your ship to travel through it. or someother technobabble reason.
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February 27th, 2003, 07:46 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
1. Lists that remember their position.
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Some of them (such as the Log) do now. It would be nice if they all did though.
Quote:
2. When you build for example a starbase with a buildship and it's attacked like 0.2 years before completion of the base, the base should already be there but have damaged components. Now you don't get anything which is quite ridicilous.
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This was in SE3. All ships were built immediately, with all components "damaged". Well, "under construction", but it amounted to the same thing, except that a ship with all comps "under construction" was not destroyed. Then, the ships were "repaired" in the construction queue until they were finished. In fact, damaged ships were "repaired" in the construction queue too. This had advantages and disadvantages (you pay maintenance on all unbuilt ships, for example), and MM decided to try something different in SE4. Hopefully some sort of hybrid of SE4 and SE3 construction can be created for SE5.
Quote:
3. Upgrade of ships would be cool. Now if you have a new design, your queues are not update.
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You could do this in the original release of SE4, but it lead to easy exploits. Don't have those technologies yet? No problem! Start building ship designs now, and then edit the designs to have the new techs when you have them. As long as you had not finished any ships of a design, you could edit the design still, and change it however you want. This was not a good thing, and was eliminated in one of the first patches.
Quote:
i would like an engine component dedicated to the use of wormholes. that way we can design system ships and design seperate ships for traveling the wormholes.
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At least part of the coding for that is already in there. There is a toggle in the Map Editor that can theoretically give "Requires Comp X" ability to a Warp Point (as there are no wormholes in SE4), although it does not do anything at present.
[ February 27, 2003, 17:53: Message edited by: Imperator Fyron ]
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February 27th, 2003, 07:55 PM
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Private
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Re: SE5, Tell Aaron what\'s on your Wish List
Hello!
I did not go through the whole thread, so I do not know if this has been proposed before, but a feature I would like to see in SE5 is the ability to upgrade all eligible buildings and retrofit all eligible ships from a single "Upgrade/Retrofit" window (a two-tabbed window perhaps, one for retrofitting and one for facilities upgarding) instead of having to go planet by planet and ship yard by ship yard to do so. It is easy to do when you have 10 planets, but when you have 100 or more it is getting very tiresome.
I think a minister could manage that, but i prefer doing this manually, so I would welcome such a feature very much.
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