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  #21  
Old July 10th, 2002, 11:03 AM

Taera Taera is offline
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Default Re: Space Empires 5

Great ideas everyone. I can say i like them all, well, almost.

What i would suggest is an option to play "real politics" in which your type of government (choosable) would affect much. Example:

Dictatorship: Full control over the empire, but penalties in economy and civ. You have no ministers to play with.
Democracy: Your control is reduced, you have no direct control over parts of your empire, namely your planets, civ ships and such. You receive bonuses in various civ. parts like research and intel.

While still lacking control of several parts in the better governments you can still choose the personality of the ministers controlling each on of the planets.

What i would like to see the most is petitioners like in SC3k as Hadrian suggested. Say people living in a harsh environment would requie CIP (Climate Improvement Planet) and if you do not give them what they want the thing they will grow unhappy.
Also representatives from the captured races demanding better protection, liberty and such.

Oh yeah, if i mention that, there reay should be an option to grant complete liberty to a planet under your control creating new empires.

Event system should be created, that would enchance the game. Say you establish a colony with a colony ship transfered via a wormhole and have ~20 unexplored system separate you. The colony will lose contact and break off from you though later they just *might* join you.

Recalls me of another thing, it would be great to incarporate communication into the game, meaning that systems would requie comm centers to transfer commands from the "center" and ships going on deep space missions would requie communication vessels to go with them. Creates a whole new dimension to the game. Also non-controllable events should be created with that say if your fleet loses its communication fleet it would try to break off from its current position to nearest populated area.

And Last thing, i dont like the idea of the whole system being scanned by the first time you enter it. It would requie specialized equipment and time to scan the whole system or sending scouts to fly in the system and scout it (think starcraft exploration).

ok im done
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  #22  
Old July 10th, 2002, 12:10 PM
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Default Re: Space Empires 5

What I do NOT want to see in SE5 :

3D
Real time

What I would like to see in SE5 or a future patch

- enhanced ground combat
- enhanced IA scripting as stated by Suicide Junkie
- rework of the curently useless drones
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  #23  
Old July 10th, 2002, 02:19 PM
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Default Re: Space Empires 5

What I'd like to see is multiple facility sizes ... stay with me on this one.

The resupply depot should be small. The spaceport ... small or medium or big, whatever works for balance

Spaceyard? ... big
Units Only Space Yard ... small or medium

Miners, refiners and farms ... small medium and large -- each with a proportional resource production.

Now ... return to the game the ability to colonize asteroids.

Maybe a small asteroid field can only hold a small miner, or a resupply depot. Resupply at ateroids is very usefull to the AI. Everyone knows the AI can't handle black holes well -- but if there are two asteroid systems next to each other ... the AI can't cross them.

A medium asteroid file could hold the space port ... but how will you defend it? This could make asteroids more interesting.

That tiny, no atmosphere planet that only holds one facility now could be more interesting if it held a resupply base, spaceport, and a miner at 1/3 production level or do you just build an ordinary miner -- your call.

Remember, if the planets are moving from month to month -- resupply depots are much more important.

So many more ideas -- but I'll calm down for now
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  #24  
Old July 10th, 2002, 04:45 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Space Empires 5

Well, gosh. There are lots of things that people might think of as 'SE V' that could still be done in SE IV. Space monsters, for example. As far as what I expect in SE V, I can only give broad outlines because the different starting points or 'frame of reference' will influence each other and create differences that are impossible to predict.

The first simple ideas I have are to ditch the stupid attempt at a 'kewl' looking interface. We don't need a special set of mouse cursors, the default is fine. It was (and is still) a waste of MM's time to code all those custom interface elements, like the file save and load dialogs, when Windows has standard ones which work better. Deh! Go back to Windows standard interface and let people play the game in the user interface they have customized for themselves.

Gamewise, add loads more 'simulation' detail to the map. Stars should have mass and internal dynamics that determine their behavior. Star size and type should affect radiation levels in the system and the performance of solar harnessing technologies. And the climates of planets! Planets should have gravity, radiation levels, and temperature ranges as well as the present atmosphere types.

Planet usage should be more dynamic as we discussed in another thread. The same space should be used for population, facilities, and cargo space.

Population needs to be more 'true to type', keeping racial characteristics and holding to an 'attitude' towards their conquerors even after the empire they came from is completely gone.

The system map needs to grow somehow. If we have to resort to a 'windowed' system like comabt then that's what we have to do. A system ought to have a radius of at least 10 sectors. Going to a coordinate system might be better than trying to keep the little discreet squares.

Combat needs to be scaled up even further as well. The increase in damage numbers for both weapons and components allowed smaller shades of difference in combat power but ranges are still pitifully small and simple. We need to have ranges measured at 10X SE III values just like damage is.

And as we all know, the AI needs thousand different improvements. Mainly it needs a memory but it also needs to be smarter in tactical combat and in simple tasks like choosing what colonies to place in a system.

[ July 10, 2002, 16:56: Message edited by: Baron Munchausen ]
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  #25  
Old July 10th, 2002, 04:54 PM

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Default Re: Space Empires 5

In SE5 I too dont wanna have any kind of

Realtime 3D and similar teenie crap.

If anybody wants to play RTS, he should goto Imperium Galactica or MOO3 (tactical combat). He should not waste his short attention span and mouse clicking talents on a great stratetic TB game series like SE.

Klaus

PS: sorry for my bad english
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  #26  
Old July 10th, 2002, 05:01 PM
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Default Re: Space Empires 5

Quote:
Originally posted by Baron Munchausen:
The first simple ideas I have are to ditch the stupid attempt at a 'kewl' looking interface. We don't need a special set of mouse cursors, the default is fine. It was (and is still) a waste of MM's time to code all those custom interface elements, like the file save and load dialogs, when Windows has standard ones which work better. Deh! Go back to Windows standard interface and let people play the game in the user interface they have customized for themselves.
I know the UI for SEIII was quite popular with SEIII fans, but it got knocked around quite severly everywhere else. I think the SEIV interface was an effort to shed the "Spreadsheet in Space" label that 4X games in general, and Space Empires in particular had been hung with. Yes, there are problems with it, but they are errors in execution I think, not in concept. I wouldn't say going backwards is the answer.

The UI set SEIV apart from it's predecesors, for good and bad. It gave it the look of a professional product. SEIV with the SEIII interface would have pleased many SEIII fans, but it would have given SEIV the same shareware look that SEIII had.

Of course function is more important than form, playability is more important than eye candy. But looks are important when you are trying to get reviews, and expand the user base.

Geoschmo

[ July 10, 2002, 16:04: Message edited by: geoschmo ]
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  #27  
Old July 10th, 2002, 05:17 PM

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Default Re: Space Empires 5

Quote:
Nobody mentioned firing arcs? Or Shield & Armor arcs to match?
Ohhh, of all the good ideas, I like this one. I also think that the ship sizes should be *2 for each successively larger size.
Frigate 200
Destroyer 400
Light Cruser 800
Cruiser 1600

etc.

I also would like this turn based. There is pleanty of real-time 4x gaming out there, I think SE5 would fill the niche of turn based.

On the other hand... I thought that combat in Star Fleet Command was going to Rot when I found out it was going to be real time, but I was wrong, they married real-time and tactics gracefully but that is so rare its not even funny....

Any word from "offical" sources? Is SE5 a possibility????

[ July 10, 2002, 16:17: Message edited by: Iron Giant ]
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  #28  
Old July 10th, 2002, 05:26 PM
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Default Re: Space Empires 5

Big ships should take up more sectors in the combat map! Like in MOO2! (And stars should be bigger than planets... say, perhaps there should be some sort of penalty for flying too close to a star...)
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  #29  
Old July 10th, 2002, 05:42 PM
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Default Re: Space Empires 5

Scanners to work on planets so you can tell IF you can KICK BUTT before you get there and loose the whole dang fleet
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  #30  
Old July 10th, 2002, 07:30 PM
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Default Re: Space Empires 5

Quote:
Originally posted by Ed Kolis:
Big ships should take up more sectors in the combat map! Like in MOO2! (And stars should be bigger than planets...
Likewise, the ringworld and sphereworlds should fill the center third of the solar system. We already have pictures that fill the map -- the red giant.

Planets within the orbit could be destroyed or they could continue to exist -- just orbiting with the sphere. If they're enemy planets then they're simply blockaded.

[ January 24, 2003, 21:38: Message edited by: Arkcon ]
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