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  #11  
Old July 10th, 2002, 05:03 AM
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Default Re: Space Empires 5

Id want to see a full 3d game, but well, that is a little harder to do
animated planets and stars would be very cool
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  #12  
Old July 10th, 2002, 05:41 AM
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Default Re: Space Empires 5

Nobody mentioned firing arcs? Or Shield & Armor arcs to match?

Smarter combat strategies. Programmable perhaps? Write your own strategy using pseudocode?

IF enemy.shields < 300 THEN
"Move to range 1"
"Fire shield depleters"
"Attempt capture"
ELSE
"Move to Max Range"
"Fire all weapons"
"Move to Run Away"
ENDIF

[ July 10, 2002, 04:43: Message edited by: Suicide Junkie ]
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  #13  
Old July 10th, 2002, 07:18 AM
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Default Re: Space Empires 5

Fog of war that looks like a star map. Keep all of the systems hidden until you explore them. You only see the systems on the quadrant map that you have explored.

I don't know about the races you play, but mine have invented telescopes.

Actually... I'd like to be able to "explore" systems with large telescopes and scanning arrays located in other systems. Make them have limited range, of course.

[ July 10, 2002, 06:20: Message edited by: Imperator Fyron ]
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  #14  
Old July 10th, 2002, 08:22 AM
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Default Re: Space Empires 5

Options, options, and more options. More racial characteristics, more components, more facilities, more ship sizes, more troops. Don't get me wrong though, I'm satisfied with what is continually offered for another year or so.

The ability for a race to start at different epochs. Example: primitive races (nuetrals that other races can uplift and bless with star flight)or easily subjugate.

Wolfling races that are just emerging onto the scene, that must quickly learn to adapt or be swallowed up by the bigger fish.

Advanced races that know the turf, probably have a few systems already, fighting their first interstellar wars.

Type III Galactic races, the overseares, the ones that watch over all of the minions, perhaps boosting a primitive race, wiping out a careless advanced race, preparing to move onto that next Galaxy as proposed by Attrocities.

These could all be figured out during the game set up screen. Sure the game balance is all screwed up, but isn't life in general anyways.

One Last thing that would be interesting is the addition of special items that could make one planet a valuable and strategic resource. Ex: planets that produce two to three times the normal high end planet in a given resource. Perhaps discovering a highly adapted primitive race that can quantify output by two or three fold. Something worth fighting over anyways.

Ohh, and finding derelict space craft too, would be fun. Gives that wolfing race an actual chance to quickly become superior in a game. Pehaps finding a fleet, alls one needs to do is poor in some resources and wham - insta fleet- ready to go and kick your obnoxious, overbearing, subjugating, superior next door neighbor.
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  #15  
Old July 10th, 2002, 08:34 AM
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Default Re: Space Empires 5

I also like the idea of Imperator Fyron's telescope idea. Or a type of SETI program that gives one a bit of a heads up before one sends ships blindly out into the great void.

Telescope facilities or arrays to perhaps determine what is next door. How many planets and atmosphere types, and sizes, perhaps an indication of intillegence could be detected as is being proposed for the next generation of telescope we ourselves are working on. (Detecting specific spectrums which give clue to life). Of course the more one researches, the farther one can see. Wouldn't even have to leave your home system.

SETI facilities could pinpoint sources of intelligence and give one a beacon to stear towards or away from. Also there could be an anti-SETI program also, keeping those prying ears at bay and your blossoming empire secretly expands.
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  #16  
Old July 10th, 2002, 08:44 AM
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Default Re: Space Empires 5

"...He is smart. He will make us go faster....".
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  #17  
Old July 10th, 2002, 08:49 AM
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Default Re: Space Empires 5

What's that mean Gil? I am confused.
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  #18  
Old July 10th, 2002, 08:59 AM
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Default Re: Space Empires 5

Reference to a STTNG Episode where this "not so smart" "Wolfish" race succeeded in getting Geordi over to their ship, only for it to be a ruse to have him improve their systems.

EDIT+ I guess a more accurate quote would be, "He is smart...He will make us strong..."

[ July 10, 2002, 08:05: Message edited by: Gil Hamilton ]
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  #19  
Old July 10th, 2002, 09:45 AM
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Default Re: Space Empires 5

Before I go to sleep...

Electronic Warfare.

Other than your sensors, sensor jammers, or your average cloaking:

-Hacking of computer systems to transfer Intel or Research points
-Comm disarray with a single ship
-No shileds; disable sensors

Kinda like Black Lance Ships in WC4.

Would be fun for hunting parties.
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  #20  
Old July 10th, 2002, 10:05 AM

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Default Re: Space Empires 5

More internal diplomacy, for example a tax rate for your empire, maybe per system, or even per planet.
Certain laws you could pass which modify happinces, troop morale, production etc.
Ministers with different personalities, and assasinable (is that a word?), like in MOO (no, not the cow, the game )

A non-tiled combat map, let the ships go wherever there is room.
Ground combat, like there is space combat.
Precombat fase, where you can deploy your satellites/mines/bases.

Scriptable AI, like SJ said, in pseudocode for example.

Naive primitive population on planets which you could subdue, or somehow recruit to fight for you (different combat modifiers), or sell as slaves throughout your empire.

And some "famous" desires:
Components which generate research/intel points
Cloakable planets
Racial traits should be kept once an alien race is captured.
Different ("working") more usefull emmisive armor
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