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  #2011  
Old February 12th, 2005, 12:30 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Hey Phoenix-D,
I posted something along the lines of what you were talking about the plagues. Each level of plagues has a particular death rate, and as you go higher in levels, the harder it is to cure. However, I also added the idea that plagues could mutate so a plague could increase in levels, so that if you don't deal with plagues soon, you can get even more deadlier plagues later.
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  #2012  
Old February 12th, 2005, 02:08 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

In addition to what I added before, how about plagues that can be research that can kill only a specific species. To do this, each species can have a genetic code that is kept secret and parts of it can be stolen at a time as an intellligence mission. That way you can make plagues that are deadly to other races but which you are resistant to. So you could plague bomb or intel mission release plague on a planet of aliens, when they're dead you can claim it and not have to 'cure' the planet.
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Carter: Inertial dampeners.
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  #2013  
Old February 12th, 2005, 03:55 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Would like to see the return of weapons fire on plasma missiles decreasing it's damage. Like it was in SE3...So you either kill or not kill the missile, or if a plasma missile, your damage just decreases its available payload damage...

Some kind of flag/option on the hit points/resistance and/or damage of the missile type.

Also would like to see the possibility of having the option to set specific combat modifers (+/-) on certain ranges or range brackets or a set percentage to hit at a certain range or range bracket, instead of just a straight forward linear regression. For example:

Currently: SE4 uses -10% for each square of range to target, range 4 = -30% (range 1 is 100%).

Would like to see this: Lets say I want a PDC to have a harder chance to hit a missile the 'closer' it is to the target. Range 1 = 33% to hit, Range 2 = 50% chance to hit, Range 3 = 67% chance to hit.

Kana
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  #2014  
Old February 12th, 2005, 03:58 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
AgentZero said:
More missile types. High speed missiles with small payloads, slower missiles with huge damage potential, MIRVs (the concept, anyway, since 're-entry' doesn't apply in space), big heavily armored ECM missiles designed to do minimal damage but increase the chances of the others getting through
Sounds alot like someone has played SFB...
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  #2015  
Old February 12th, 2005, 05:39 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I wish that everyone will buy two copies of the game and that we can buy it in stores around the world, except China for they copy cat everything and then sell boot leg copies back to the world market thus undermining our efforts to fund SE VI. Those Bastards!
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  #2016  
Old February 12th, 2005, 08:41 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Like you're saying about the PDC/missile thing (AgentZero): fast missiles can't be targeted by slow-moving guns. That's what I'm talking 'bout: small, fast ships can't be tracked by big, slow cannons. Perhaps ship size shouldn't be a modifier for this, perhaps just speed.
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  #2017  
Old February 12th, 2005, 12:24 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Area-of-effect weapons and events. If a COMCA explodes next to an Attack Scout, the AS would be gone... in real life. In SFC ship explosions can cause damage. Why not in SEV? And as for area-of-effect explosions, think shrapnel missiles, flak cannons, anti-fast-missile defenses, pulse/torpedo spreads, space-based nukes etc.
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  #2018  
Old February 12th, 2005, 03:22 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
AngeldelaMuerte said:
Hey you're not the same Agent Zero who used to run around blowin stuff up on the old Galaxy of Fire BBS are you? Just askin cause it seems the two of you share a similar fixation on missiles.

Angel! How the devil are you?! I am indeed more or less the same Agent Zero although there's about 60kgs less of me now than there was back in those days. Hey, BTW sorry bout blowing up your homeworld. It was an accident, honest.

StrategiaInUltima, I conceed that a fast, highly manoeverable ship would be exceedingly difficult to hit, but to use the modern example, there's no reason a frigate couldn't hit an incomming anti-ship missile with it's main guns, it's just extremely unlikely.
I do however really like the idea of area of effect weapons, but when it was suggested during the SE4 beta we were told that the AI had too many problems with them. Here's hoping Aaron's AI skills have progressed since then.
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  #2019  
Old February 12th, 2005, 03:51 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Perhaps no stock area-of-effect weapons, but just the ability to mod them in - and the AOE pattern, too. A pulse repeater sweep would not cause damage in a square pattern, more like a staggered line. And AOE could be used on weapons with low to-hit chances to compensate for the low TH chance. Perhaps, in the center of a square (circle) AOE weapons burst, damage was 100%. Second row of squares (hexes) out, 50%. Then 25%. Then 5%. Then no damage. Or direct hit: 100% damage, second row 25% damage.

Or perhaps weapons with cone-shaped damage arcs - think Expanding Wave Cannons which fire a concentrated wave of energy which expands cone-like, with damage diminishing as the wave travels. Or a torpedo spread, with multiple torpedoes moving in straight lines, but which together have an approximate cone-shaped arc. (Tried to make a jpeg example image, but it wouldn't paste here.)

Also think that battles should be SFC-like, with an Empire Earth perspective and zoom capability.

Also, I stick to my idea: Boarding Marines that you can design like troops. Just like the idea of designing facilities for yourself, which I also still stand by, you could design boarding components; for example:

-Small Marine Detachment, 10kT
-Medium Marine Detachment, 15kT
-Large Marine Detachment, 20kT
-Marine Force, 25kT
-Marine Army, 30kT
and you can design them with:
-Body Armor, 1kT, 3kT resistance.
-Powered Armor Suits, 3kT, 15kT resistance.
-Personal Shield Generators, 10kT, 25 shielding.
-Pistols, 1kT, damage: 1 1
-Rifles, 1kT, damage: 2 2 2
-Assault Rifles, 1kT, damage: 3 3 3
-Pulse Rifles, 2kT, damage: 4 4 4 4
-Pulse Machineguns, 3kT, damage: 5 5 5
-Grenades, 2kT, damage: 0 7 7 (they won't throw right in front of them)
-Demo Packs I-IV, 4kT, can destroy 10-20-30-40kT of comps.
-Bomb Belts, 10kT, will kill the marine (i.e. destroy the marine component) when used, damage: 15, can destroy 20kT comps.
-RPG, 6kT, damage: 0 0 10 10 10
-Shotgun, 3kT, damage: 10 7 3
-Pulse Shotgun, damage: 15 9 6 2
et cetera. Boarding combat similar to ground combat. Boarding can take several (game) turns. Boarding Troops can be reinforced and pulled out like troops. Boarding Combat can damage internal components OR crew/defenders, some weapons can attack only comps (Demo Packs and such), some both (Bomb Belts). You can mount auto-defense turrets in your ships next to security personnel, infantry troops can help in boarding combat, you can create weapons lockers to arm your crew. You can train your crew/boarders in several disciplines (Martial Arts, especially handy for crew or marines with just demo packs, unarmed hand-to-hand, Marksmanship, increases damage of weapons as they aim better, Sniping Skills, extends ranged weapon range as they will now take the chance of firing while the enemy is farther away, which they otherwise wouldn't for risk of damaging vital components or blowing a hole in the hull, atc.) to make them more effective in combat. Space Marines should also be able to fight ground combats.

Sorry if the above is unreadable. I'll try to put it in a handy .txt file if you ask
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  #2020  
Old February 12th, 2005, 04:20 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Kana said:
Also would like to see the possibility of having the option to set specific combat modifers (+/-) on certain ranges or range brackets or a set percentage to hit at a certain range or range bracket, instead of just a straight forward linear regression. For example:

Currently: SE4 uses -10% for each square of range to target, range 4 = -30% (range 1 is 100%).

Would like to see this: Lets say I want a PDC to have a harder chance to hit a missile the 'closer' it is to the target. Range 1 = 33% to hit, Range 2 = 50% chance to hit, Range 3 = 67% chance to hit.

Kana
From the sample data file that Aaron posted a long time ago for one of the IRC chats, it seemed like it would be possible to specify the range penalties for each individual weapon exactly as you can specify the damage penalties now.
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