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  #2351  
Old June 28th, 2006, 12:07 AM

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

Don't know if this has been suggested or not (there's a LOT to read through), but a quicker way to create modded galaxies would be nice
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  #2352  
Old July 1st, 2006, 10:05 PM

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

-----Can we have...?

- the ability to upgrade Ringworlds to Sphereworlds?

-the "Neo-Standard" shipset(or a "create your own" type system I posted earlier): *World Ship*, Base Ship, Barge, Scout, Corvette, Huge Troop, Huge Fighter, Infantry Troop, etc.?

-less expectation that newbies will or want to start modding?...a complete game with every idea...within reason?

-the ability to eventually recreate any thing that is destroyed?...Like, from what I've heard in SE4, creating a black hole is "the end" for that system. I may be mistaken.
-the ability to eventually destroy any thing created. Like a single star with a Ringworld or Sphereworld. I heard that you cannot destroy it in SE4.

-excellent Ministers? I guess this would coincide with excellent Artificial Intelligence. But I assume this is already a priority.

-the ability to travel between any stars without using Warp Points? This should include the ability to alter course to another destination if the appropriate communication technology is available. The travel should be much, much, slower and available from the start. It could be with current engines. This "conventional" travel would increase in speed with engine research; but always much, much slower than Warp Points.it should require no supplies used because it is assumed that the ships are resupplying at lesser systems in between the major systems that are shown on the map.

-a highly advanced form of travel similiar to warp point generator but leaves no warp point.

-"Stargates"? These could be a later technology that allows special intellegence missions once you aquired a pass code key to the destination Stargate and a means to bypass defenses, if any. The Stargates could also be used for easier and quicker population tranfers via a automatic migration concept. Deciding to constuct a Stargate will also open you up to these new possible forms of infiltration.

-neutral/minor empires that are significant in that they are insignificant. They would be so unimportant to the more intelligent races that their empire does not effect the major empires untill the minor advances enough to become a major; they could even be on the same planet together. The minor would then be in the same class as the other majors and can now be conquered, conquer, and colonize other systems in the new class.
There could be several layers of classes, perhaps using the empire age system(newborn,young, moderate, ancient, etc.). This would be a great way to play online so that newbie empires are not instantly conquered(this could even be a form of continuous massively muliplayer). Minors could still communicate and trade with the majors to advance quiker to the next class if the majors would even acknowledge them.
The minors will colonize and conquer systems between themselves but when one becomes a major in the new class his home planet and technology and ships is based upon his empire in the lower class.
Also, remember, all majors of one class are just minors to the next higher class...Enjoy!
I don't know all the particulars to programming but "Wouldn't this be cool?!".
-Wade
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  #2353  
Old July 1st, 2006, 11:18 PM

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

If Aaron Hall frequently still receives any of the latest posts in "Re: SE5, Tell Aaron what's on your Wish List" then please state so here. Thank you...a Customer...-Wade

Any others please feel free to comment or elaborate on interesting ideas and concepts you have seen or posted there/here.
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  #2354  
Old July 2nd, 2006, 06:00 AM
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Strategia_In_Ultima Strategia_In_Ultima is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

-----Can we have...?

- the ability to upgrade Ringworlds to Sphereworlds?


I don't think this has been suggested before..... good one!

-the "Neo-Standard" shipset(or a "create your own" type system I posted earlier): *World Ship*, Base Ship, Barge, Scout, Corvette, Huge Troop, Huge Fighter, Infantry Troop, etc.?

Neo-Standard is just a player-created mod. IMO it should remain that way. As for the "create-your-own-shipset" thingamajig, that would simply be too much coding and would require too much HD space.

-less expectation that newbies will or want to start modding?...a complete game with every idea...within reason?

Aaron is mainly concerned with getting the game code to work right; to let the game itself work right is the responsibility of those who buy it. Leave it as it is, or go and mod it. There's tons of modern games that allow and even encourage modding; why should SEV be any different, especially given the fact that its predecessors were easily moddable too?

-the ability to eventually recreate any thing that is destroyed?...Like, from what I've heard in SE4, creating a black hole is "the end" for that system. I may be mistaken.
-the ability to eventually destroy any thing created. Like a single star with a Ringworld or Sphereworld. I heard that you cannot destroy it in SE4.


Most of this sounds good..... but if a star is collapsed into a black hole, it would mean the end of the system, as planets and whatnot would be pulled in. Also, Ringworlds and Sphereworlds are gigantic, colossal structures in space, and must inherently have immense structural integrity to prevent it from collapsing, tearing, breaking, etc. Hence, it would be very difficult indeed to destroy a Ring/Sphereworld, at least without destroying the star inside it. With Ringworlds this is quite difficult but not all that difficult; simply avoid/absorb enemy fire, fly over the Ringworld's edge and let 'er rip. But Sphereworlds are closed spheres, and its entrances for ships are most probably protected by hatches of the same construction as the rest of the sphere, and hence destroying a star inside a Sphereworld would be very difficult indeed.

-excellent Ministers? I guess this would coincide with excellent Artificial Intelligence. But I assume this is already a priority.

IIRC, Aaron is indeed working on the AI as a priority project.

-the ability to travel between any stars without using Warp Points? This should include the ability to alter course to another destination if the appropriate communication technology is available. The travel should be much, much, slower and available from the start. It could be with current engines. This "conventional" travel would increase in speed with engine research; but always much, much slower than Warp Points.it should require no supplies used because it is assumed that the ships are resupplying at lesser systems in between the major systems that are shown on the map.

Suggested many times before. This would simply not fit into SE mechanics, which rely on warp points for traveling between the stars.

-a highly advanced form of travel similiar to warp point generator but leaves no warp point.

I.e. an FTL drive? See above.

-"Stargates"? These could be a later technology that allows special intellegence missions once you aquired a pass code key to the destination Stargate and a means to bypass defenses, if any. The Stargates could also be used for easier and quicker population tranfers via a automatic migration concept. Deciding to constuct a Stargate will also open you up to these new possible forms of infiltration.

Sounds OK, but then the late game, where every major planet is equipped with a stargate, would be a total chaos with troops hopping from planet to planet, all planets changing hands every few turns, borders dissolve, etc.

-neutral/minor empires that are significant in that they are insignificant. They would be so unimportant to the more intelligent races that their empire does not effect the major empires untill the minor advances enough to become a major; they could even be on the same planet together. The minor would then be in the same class as the other majors and can now be conquered, conquer, and colonize other systems in the new class.

Sounds good!

There could be several layers of classes, perhaps using the empire age system(newborn,young, moderate, ancient, etc.). This would be a great way to play online so that newbie empires are not instantly conquered(this could even be a form of continuous massively muliplayer). Minors could still communicate and trade with the majors to advance quiker to the next class if the majors would even acknowledge them.
The minors will colonize and conquer systems between themselves but when one becomes a major in the new class his home planet and technology and ships is based upon his empire in the lower class.
Also, remember, all majors of one class are just minors to the next higher class...Enjoy!
I don't know all the particulars to programming but "Wouldn't this be cool?!".


Mmmmno. Sorry. Turning SEV into an MMO4XG would simply require too much time, energy, HD space, and servers. MM is a single-man company; do you think Aaron's capable of setting up and maintaining his own server? This is a whole lot different from PBW, you know.
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  #2355  
Old July 3rd, 2006, 09:52 PM

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

Strategia_In_Ultima,
Thanks for your in depth review and some compliments of my comments.
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  #2356  
Old July 5th, 2006, 04:09 PM

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

I know this is way too late in the scheme of things, but Wade's comments made me want to post these as they are closely related to his points. (I'd bet that these points have been brought up before, but in case they haven't)

Temporary Warp Points
I'd like warp points that only last for a limited amount of time. Then a warp opener could open one, move a fleet through and then have it automatically dissapate at the end of this (or the next) turn;

Targeted Warp Points
I'd really like the ability to target the exit point of my warp points as well as the opening point. There are two ways I would like this to work.
1. Must also have an opener on the other end. (Setting up resonant points that link)
2. Self contained.
These options would give modders more ways to set-up unique universes where different creatures react in different ways.
I'd still like to have the SEIV warp point as well, but I'd like to see more options.
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  #2357  
Old July 15th, 2006, 06:31 PM

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

What I want to see is LOCAL Resources ... not empire wide resources.

Be nice if there could be an option, or if this were to be a standard part of the game, to switch the game to use local resources than empire wide.

For example, say you have 100k worth of minerals available to your empire which comprises two systems. One system has 40k and the other 60k. I'd like to see the systems be able to share the resources between the two systems IF their respective warp points between the two are friendly controlled (includes all allies and trade alliance income as well) and the warp points are not blocked by an enemy. Otherwise, each system would have to use 40k and the other 60k.

This is kinda similar to how a fleet blockades an enemy planet. But unlike a planet, the system blockaded would be on their own able to produce units ships and facilities only using the local resources of that system.

This would change games where you have a distant colonized system or trade alliance with another empire that is seperated from you by an enemy empire or enemy fleet blocking a warp point between the two. I'd really like to see this. I think the three resources could be set up this way, but intelligence and research may just have to be empire wide. I dont see how they could be local...
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  #2358  
Old July 25th, 2006, 03:07 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

The ability to specify if a hull can have weapons or not. This way when you design a resource ship, people won't load them full of weapons early in the game to have uber ships.

The only way to prevent this now is too have scaling weapons mounts.
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  #2359  
Old July 25th, 2006, 05:50 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Atrocities said:
The ability to specify if a hull can have weapons or not. This way when you design a resource ship, people won't load them full of weapons early in the game to have uber ships.

The only way to prevent this now is too have scaling weapons mounts.
I like this idea.
Or even better make a "maximum percent of space for weapons" like you have now a minimum space for cargo or fighter bays in SE IV. That way you can allow a few weapons on a transport if you want.
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  #2360  
Old July 25th, 2006, 05:21 PM
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Strategia_In_Ultima Strategia_In_Ultima is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Atrocities said:
The ability to specify if a hull can have weapons or not. This way when you design a resource ship, people won't load them full of weapons early in the game to have uber ships.

The only way to prevent this now is too have scaling weapons mounts.
Or you could give the hull -1000 to hit offence. But then Seekers and Talismans can work around this.....

But in a mod with scaling seeker mounts and no Talismans, it should work

You could have this as a method of creating specialized "Orbital Bomber" hulls; -1000 to hit, give all anti-planet weapons +1000 to hit and scale mounts, and the only anti-planet ships are orbital bomber hulls
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