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  #2061  
Old February 28th, 2005, 09:34 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Moddable vehicle types. PLEASE.
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  #2062  
Old February 28th, 2005, 04:57 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
StrategiaInUltima said:
Moddable vehicle types. PLEASE.
This is already a probable feature.
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  #2063  
Old February 28th, 2005, 05:34 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I know, just wanted to underline it again. I REALLY want this. I believe that it would be an integral, absolutely essential part of a future SE:V Capship Mod, as I want to separate capships and smaller support craft.
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  #2064  
Old February 28th, 2005, 07:58 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I know that I have suggested this before, but I want to again.

I had a similar idea, but the opposite. A race that is strictly a pacifist in nature and their weapons, via racial trait, are all non-lethal. They target engines, weapons, shields, uses boarding to capture ships, and lands troops to capture planets.

I suggested this for a race trait in SEV and I think it’s going to be one. J (Fingers crossed.)

Image playing as a Pacifist race where your race is limited to non-lethal weapons. Of course they would have a huge boost in the diplomacy area, and have specialized Intel gather and Counter Intel abilities. Their ships would have better shielding and be faster over all with superior maneuverability.

Try playing a game where your best weapon takes out both the engines and weapons of your opponent’s ships. You board those ships and find that your racial trait won’t allow you to use their weapons. LOL. But you gain the ship and can re-arm it with non-lethal weapons. Cool.
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  #2065  
Old March 1st, 2005, 05:22 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Some more things that I think would be nice to have.

In the Fleet window, the option to sort ships by speed, damage, cargo, orders, etc.

Would make it a lot easer to optimize fleets.

I would like to see the option to turn on or off a mines ability to be swept.

What I mean is in the component file have a line that reads:
Can Be Swept := YES or NO

This way we can have some mines that cannot be swept.

I would like to see the option to SURRENDER during combat. IE your fleet is toast and you just want to get out of the combat so you can move one with playing. Sure you loose your ships, but at least you won't have to wait several minutes for them to be destroyed.
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  #2066  
Old March 1st, 2005, 02:34 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Improved boarding combat...

Basically, make it like planet capture, with hitpoints/damage on each side, and CS/ECM modifiers. Potential for multiple-combat-turn action.

Boarding Strategies.
- Capture vs destroy checkbox. As boarding progresses, the troops have the option to limit collateral damage in an attempt to take the ship intact, or to randomly destroy components as they go.
- System priority: Capture/Engines/Shields/Weapons. The % of security stations which must be destroyed in order to disable/capture each system can be specified in a settings.txt. EG: 50% capture, 5% shields, 10% Engines, 10% Weapons.
In order to disable shields (and regenerators to allow reinforcement boarders) and then capture the ship, you'd need to defeat 55% of the defenses. If you forego the shields, and just head straight for the command center, you'd only need to defeat 50%.
- Defenses would be damaged and destroyed as combat progresses, allowing multiple waves of boarders to eventually take the ship while facing weaker resistance each time.
- Some troops (infantry, perhaps tiny armor units) with an ability allowing them to participate in the boarding defense. Perhaps limited to one troop at a time in the corridors.

- Self Destruct would be set to activate with your strategy... "Self Destruct when defenses are below X%" Enough troops attacking at once could potentially overwhelm you in one turn before you can activate the destruct device.
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  #2067  
Old March 2nd, 2005, 09:10 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

It's great to see some of the "old guard", experienced players/modders, still have ideas. I fully concur with SJ, and posted something similar before, but I also want to have the ability to mod in the designing process for boarding parties / security stations. So you could design your own boarding marine forces. If you wanted intact capture, you could just use pulse rifles - not too strong but very accurate, and would thus only damage enemy defenders. If you wanted to destroy them, give your marines demo packs and bazooka rocket launchers.

Also, the ability to board a ship, take out a certain system/comp/set of comps and then retreat. I.e. you lock on to the enemy ship and send your marines to the engines, once they have destroyed the engineering section (engines/repairbay/SY/sat bays) they return.

And, the ability to land boarding marines on planets and use them as additional landing forces.

And, the option to have something like a "shield interrupter" which will lower enemy shields for a small amount of time, so that a boarding ship can dock with a dreadnought with a massive shield battery.

Coupled with that, the ability to mod in something like "to launch fighters during combat you need to lower shields to let them pass", requiring you to lower your defensive shielding while your fighters launch, making you vulnerable to enemy fire and boarders.



"Power allocation" during combat - i.e. you have a certain amount of "power" which you can increase by building more engines and generators, which determines how many power units you can consume during a second. The standard power amount should be pretty high, so that you will have enough power to run everything up to a Light Cruiser at full capacity constantly, while large Dreadnoughts need many power cores to supply additional power. NOTE: Power is not the same as Supplies. Example:
Your ship generates 200 units of power.
You have 20 APBs on your ship, needing 10 units of power each to function constantly and at full capacity. Low power to these weapons would mean less damage/range/accuracy, no power would mean that they won't work.
You have shields requiring 50 units of power to remain fully active.
Your engines need 50 units of power to operate at maximum capacity.
So, if you want your shields and your engines at full capacity at all times, you need to fight with only half your weapons. If, on the other hand, you need much firepower in a short time, you can use all weapons at the same time, but you cannot move and you have no shields. Also, any CS/ECM present on your ship needs power, where higher-level doesn't mean better accuracy/defence, but more power can be allocated to it, allowing for a higher maximum threshold for the CS/ECM.
Think something like SFC-type power. (I've only played SFC 1, I don;t know if 2 or 3 operate different power systems.)
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  #2068  
Old March 2nd, 2005, 08:57 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I would also suggest having double the Majority Weapon Family Pick's as well as double the Secondary Weapon Family Pick's.

Needed for ship design.
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  #2069  
Old March 2nd, 2005, 09:02 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Related to fleet organization, it would be nice to be able to designate a design's formation priority, and to structure formations by priority.
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  #2070  
Old March 3rd, 2005, 05:49 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

If your fleets are huge (100 small / 50 large ships or more), make it take up more space - i.e. if an enemy ship moves into an adjacent square initiate combat anyhow.

I like the "combat air patrol" idea, perhaps something similar for ships, so that an orbital defense fleet moves to intercept an attack fleet passing by. Would make for strategic options - create several cheap but big and menacing looking ships with no comps except B/LS/CQ/MC, engines, QR and scannerjammer - oh, and maybe armor/shields. Use a small group of those to lure a dangerous defence fleet away from a strategic planet so that another, real attack fleet can attack the planet.

When engaging in combat in turn-based mode, make large combat movements cost actual strategic movement. As it is, combat costs 1 movement, but if you move right across the map three times, you've used three movement. Am I right? Well then, why would it still cost you 1 strategic movement?

Combat that lasts for multiple turns. Not like it is now, where you have to click "Attack" again every turn, but actual combat taking place at the beginning/end of every turn. If you're playing in strategic realtime mode (will that be available or only tactical realtime? Note: with strategic I mean non-combat system gameplay and tactical is combat.) that would mean that the battle would go on continuously.



Idea for SEVI (or SEVII or SEVIII):
Scale-less realtime strategic/tactical gameplay. I.e. you don't have combat screens, you conduct combat right in the actual system view, in full realtime. Like in Netrek.
(note: only played that game for 45 mins or so total.)
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