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  #1941  
Old January 28th, 2005, 04:10 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I think the best option for resources would be to simply have the base three with the option to add more as the player chooses.
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  #1942  
Old January 28th, 2005, 04:32 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Yes, but not with a low max limit like 5. Now, you could add "money" and "biocrystals"... and then you can't add anything else. There should be a high max limit. If I want to make a trader mod where trading is of the utmost importance to survival, I want to be able to add sixty resources.
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  #1943  
Old January 28th, 2005, 09:08 PM

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

I really like the concept of additional resource types, but I would also like to see something added to that

Consider: A specific technology could be required in order to recognize and use biocrystals. Before you have the tech to need it, you don't even know that it is there. Then you develop the need and now can find it on your planets. Then you also have to build the facilities to mine / refine / farm or whatever the term is. But the monolith might still do that also.
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  #1944  
Old January 29th, 2005, 05:51 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

You can't really have that many resources without the data files becoming extremely ugly...
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  #1945  
Old January 29th, 2005, 04:50 PM

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

Does the community know if there will be an ability to create scenarios? I've read alittle about it and I know I've mentioned it before, but I'm curious; if lets say we want to create a Battlestar Galactica or Star Vikings game; will we be able to create a game with one side or both sides not posessing a home world or any colonies? Or one side with just minor colonies only. The point being the ragtag fleet with the Battlestar G looking for resources while running away from the Deathstars, or the Space Vikings raiding the colony worlds, things of that nature which are not possible in SEIV. Scripting would help too, Like setting the DeathStars to "seek and destroy" or the Space Viking to "raid"...Somthing like that anyway...Be nice to specify reinforcments too! Tell me what you think!!
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  #1946  
Old January 29th, 2005, 05:43 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I'd like to see different sizes/classes of shipyard, where only the largest could build/accomodate the largest hull sizes. Maybe require more than one facility slot on a planet, and/or larger starbase size to house the larger shipyards.
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  #1947  
Old January 29th, 2005, 11:58 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I suggested something like this earlier. Basically, planetary yards could only build up to a Frigate, then you needed a base to build up to a Light Cruiser. Cruiser-Battleship would require a base with 2 SY comps, and Dreadnought-Baseship would need a base with 4 SY comps.
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  #1948  
Old January 31st, 2005, 04:46 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

In that case, I second the motion.
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  #1949  
Old January 31st, 2005, 08:15 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
DarkHorse said:
I'd like to see different sizes/classes of shipyard, where only the largest could build/accomodate the largest hull sizes. Maybe require more than one facility slot on a planet, and/or larger starbase size to house the larger shipyards.
Facilities will be arbitrary sizes, so there won't be facility slots as such.
All it needs is the maximum constructed ship size limits...
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  #1950  
Old January 31st, 2005, 09:16 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I had an idea for adding something to combat both space and ground.

In war troops are injured. During any combat in space or on the ground people are hurt so why not have an injury system in the game.

You drop 100 troops on the ground to take Planet X and in the process 20% are killed and 40% are injured. Those troops in order to be effective again, would need medical care. IE either a medical facility on the planet, or a hosipital ship in orbit.

The same thing could be said about crews onbaord ships. After a battle they need medical attention. A ship with a medical component would provide it.

Having medical events, expanding upon the plague one, would also be a great addition to the game.

Whenever a planet has a natural disaster or is attacked, people are injured and the production and happiness of planet faulters. Having a medical facility, or hospital ship in orbit would alievate this over time.

Troops would have a health value and ships would have a crew health value. Whenever that value falls below a set point, their effectiveness becomes an issue. For ships they could loose movement, or suffor a decrease in battle effiency. Resource use could sky rocket, or the simply simply cannot participate in battle with the same going for Troops.

The thing is, troops would more than likely have to be rethought. For example we fleet ships, so you would have to bargade or unit troops. I leave the system up to those who know more about it that kind of thing. If a unit has more than 50% wounded, then it is combat ineffective. For fleets is would be 80% of the ships in the fleet.
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