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November 8th, 2005, 05:26 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Or a quick mod that removes the WP blocking abilities.
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November 9th, 2005, 11:20 AM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
TurinTurambar said:
[responding to my suggestion that ships routes should account for deviations due to minefields and the like]
You can uncheck the standard "Ships should not enter minefields" <paraphrased> and "Ships should not avoid restricted systems" radio buttons in the Empire Options screen.
[img]/threads/images/Graemlins/Dagger.gif[/img][img]/threads/images/Graemlins/icon42.gif[/img]
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Yes, I have now done that, which is what we term a "workaround" in my business (a user procedure that solves a software problem). But I was recommending that the problem be fixed so a workaround not be necessary.
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Emperor's Child
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November 9th, 2005, 11:30 AM
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Captain
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Re: SE5, Tell Aaron what\'s on your Wish List
It's not a workaround!?!?! It's a game option! What.. to you Minister Control is a "workaround for people who can't manage detail"? Don't be silly.
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Aa Turam Empire
Geekdom is eternal... you will be assimilated... resistance is futile.
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'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al
"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
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November 13th, 2005, 06:33 PM
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General
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Join Date: Apr 2001
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Re: SE5, Tell Aaron what\'s on your Wish List
"Avoid when out of fuel" - an alternative setting to "avoid this system"; a ship coming across a system set to this will avoid the system only if it is out of fuel. Useful for systems with random movement or systems with movement toward center!
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The Ed draws near! What dost thou deaux?
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November 13th, 2005, 09:26 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Let us pick our own starting date.... the date 2400 is to limiting.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 24th, 2005, 07:03 AM
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General
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Puke said:
im sure aaron does not check this list any more (its grown far to long, and there are too many tangents and repetitions)
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That would be a shame, but you might be right.
Quote:
Second - I would be very happy if "can warp" was a component ability. I understand that it is currently a hull ability, (so you can determine wither fighters or certain ship types can warp, or can be carried in cargo), but it would be nice if it was a component ability. so you could add a large component to a ship that was its "warp engine"
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Yes, this has been suggested before, several times. I might even have emailed Aaaron with it, and I am very hopeful that it has made its way into se5.
The other side effect of this, of course, is that the neutral no-warp ability can be defined by their failure or inability to research the necessary component tech, allowing players to gift them the tech and 'uplift' neutrals to full star-faring empires. You could also mod warpable fighters or non-warp drones if you wanted.
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November 24th, 2005, 08:56 AM
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Colonel
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
dogscoff said:
The other side effect of this, of course, is that the neutral no-warp ability can be defined by their failure or inability to research the necessary component tech, allowing players to gift them the tech and 'uplift' neutrals to full star-faring empires. You could also mod warpable fighters or non-warp drones if you wanted.
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Which would be great IMO.
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December 1st, 2005, 11:41 AM
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Private
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Re: SE5, Tell Aaron what\'s on your Wish List
Technological degradation
...The idea being that an empire has to spend a certain amount on research just to keep still. Below this amount and it will lose build, then repair capability.
I'm thinking of any number of SF worlds e.g. Asimov's Foundataion where an empire is fallen from its great days.
So an empire may have ships and technologies lying around from the old days which it can no longer build, or even repair.
This could lead to a number of interesting scenarios -- you might have Uber war vessels more advanced than anyone else -- but you daren't commit them to a battle where they could get damaged.
The research points required to stand still could be a simple function applied to the empire population (on the basis that large societies tend to become decadent and collapse), and age (on the basis that old societies tend to become decadent and collapse). These could be tuned to disable the effect entirely if desired. (Personally, I'm in favour of anything which acts as a brake on the ridiculous tech escalation in the game :-))
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December 30th, 2005, 04:37 AM
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Corporal
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Re: SE5, Tell Aaron what\'s on your Wish List
I don't think Technological degradation really happens.
Do you think in the future we are going to forget how to make computers?
Unlikely, unless something catastrophic happens.
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January 1st, 2006, 10:39 PM
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Corporal
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Re: SE5, Tell Aaron what\'s on your Wish List
I have a few...they've probably all been proposed a dozen times, if only for the gargantuan size of the thread vrs. probability.
System blockades: You know how you can blockade a planet? Well...commerce can't really flow if an enemy power is blockading the warp points. Ships and space installations would have to rely on locally industry and space ports, or a variation on the concept. This could also allow for certain fleet units to remain in local logistics, which would make finding out about them harder for intelligence.
Speaking of intel...privateering and anti-piracy. For privateers, you devote resources as well as intel points to disrupt commerce, and a simple probability "dice roll" can decide if tonnage is destroyed or claimed as assets to the empire.
Anti-piracy would require devoting light units, up to maybe heavy or standard cruisers, to the task, along with intel points. This is arguably more cost effective, because you could take ancient mothballed escorts and frigates from your empire's infancy to this sort of thing. A branching on this would be devoting light units for system customs or escort duty. You could also opt to construct Q-ships for piracy deterrant.
Data-links are a tactical sort of hybrid like the US Navy's Aegis, allowing the captain of one ship to see an engagement from the point of view from any other. If you have a flagship sporting a datalink component, then the ships in your fleet unit acquire the experience of the most experienced crew in the unit. Also, datalink-tied point defense would offer much hightened reflex, accuracy, and, through combined sensor nets, possibly even range bonuses vrs. less sophisticated seekers.
Fleet formations. Making formations based on divisions within established fleets would be very useful. Also, to be able to detach these...detachments and retain their detachment experience would be quite useful. This would allow another aspect of experience bonuses. Instead of direct bonuses, fleet xp is a bonus multiplier for detachments. If you have two detachments operating together fromt he same, seasoned fleet, you could maybe get a multiplier of 5-10% for fleet xp (that's an additional 1-2% as far as bonuses are concerned), and it doubles with every fleet detachment combined with the others. A detachment would be the size of a squadron, meaning at least 2 and at most 6. Since the bonuses are pretty small for infantile navies, combining two undersizerd squadrons into a 4-5 ship squadron would provide better bonuses than to attempt to abuse the thing with 3 undersized squadrons working in concert.
Divisions or detachments or squadrons, however you wnat to look at it, allows you to work with multiple pre-formed formations in one fleet unit, able to work together and provide mutual bonuses and point defense. It also allows you to contol screening squadrons independent of the capital ships, and allows you to use cruiser squadrons to act as heralds and cavalry for the heavy players.
EDIT: Also, it would be neat to provide an emperor the option of constructing warp point-side installations to provide commerce control. This would directly effect commerce for neighbors who are enemies, and the opponent has taken and regulated a system in the shortest distance route to the biggest commercial ally. Also, this would allow for monumental warp point raids, like I try to emulate by building starbases on warp points. Of course, making these things customisable to a degree would be good. Have it as a financial option for a system under total control to be funded by either (as an option) local control or from a specific system, or from the pooled Imperial resources. You give it an option of installations, fighter bases, commerce centers and light/heavy garrisons which can be either custom jobs like what you can do in the ship design windows, or standard units, depending on how interested you are in it. Customs stations around planets and warp points would serve as bases for piracy and anti-piracy operations, as well as a way to institute tarrifs for foreign merchantmen passing through the system to a destination beyond the system. In the actual window you would order one of these warp point defense/commerse installations would provide a choice of how much to put into the project every tenth of a year, and what part of the warp point installation to build first.
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