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October 28th, 2009, 09:09 PM
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Private
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Join Date: Oct 2009
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Re: A favor...
Quote:
15. GROUND COMBAT that looks good and is effective.
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This is a big one for me... I'd like to see Tactical ground combat and ground units like space faring units... different weapons / damage types etc.
And intelligence seems way too much to me.... I mean how do spys from one race really steal info from others? They might not even breathe the same atmosphere let alone look even vaguely similar... Not really a good option for sneaking around is it?
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October 29th, 2009, 12:34 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: A favor...
Don't let petty realism get in the way of game mechanics.
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October 29th, 2009, 07:24 AM
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Colonel
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Re: A favor...
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Originally Posted by Fyron
Don't let petty realism get in the way of game mechanics.
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I agree 100% with that!
Regarding intel: the general concept in SE IV is quite good IMO, at least much better than in SE V. The problem ist the all or nothing effect. As long as counter intel is sufficient you are 100% protected, once your counter intel is depleted you are 100% exposed. My idea is to give any intel project an basic chance of success/failure that is only modified by counter intel (or other factors). Even in the complete absence of counter intel a ship rebellion would not always succeed. Even with tons of counter intel it might sometimes be successful but only seldom.
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October 29th, 2009, 10:48 AM
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Corporal
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Join Date: Apr 2007
Location: Hotlanta
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Re: A favor...
Another suggestion...get rid of the circles as system on the galaxy map. Replace it with a grid (which can be toggled on/off) and stars (and other features as needed) instead of circles. Much more aesthetically pleasing without hogging resources.
GB
__________________
"There is no substitute for victory."--Douglas MacArthur
but, especially in this day and age,
"What is victory?"--Sun Tzu
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October 29th, 2009, 08:28 PM
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First Lieutenant
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Join Date: May 2005
Location: Outter Glazbox
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Re: A favor...
Actually Mac, the best part of SG is the ground combat.
Your trying to create two games in one. While I agree that the ability to design your own ground units should be accompanied by a playable sytem. The stats for xp's and rank really aren't needed. Artillery and air units will just over complicate the system and require more time on the user part to finish battles. Not to mention the AI resources added to the program to run the AI controled races. Some simple combat system where you can just watch your units roll over some enemies 'or not' would be nice.
Cosmic Balance used a system where you could fight your battles in Breach 3 and import your results into the game. If you didn't want to go that route, the game would just use some simple algorithms to resolve it.
An idea for a game add on!
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October 31st, 2009, 10:42 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: A favor...
Quote:
Originally Posted by Ed Kolis
That is, instead of sending all players everything in the game every turn and relying on the client to filter out stuff that the player can't see, create an individualized savegame for each player with only that stuff IN it in the first place! This would save lots of bandwidth and eliminate even the remotest possibility of cheating!
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To go along with that;
- An open PLR/orders format.
That way, people can write their own AIs which act just like real players.
__________________
Things you want:
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October 31st, 2009, 08:01 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: A favor...
The solo-play drastically needed some repair as far as smarter trading with AIs. I would have enjoyed it far longer if I hadnt figured out that I could trade and get the ability to colonize all world types. And even get an AI to give me their homeworld. Ive gotten AIs to trade me their ONLY planet which immeadiately created the message that they were dead in the game.
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November 2nd, 2009, 02:41 AM
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Major
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Join Date: Dec 1999
Location: Wilmington, NC, USA
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Re: A favor...
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1) With the ideas gathered here and other ideas, is Shrapnel actually going to develop SE 4.5 (I guess Shrapnel has the legal rights)?
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Not really. We don't own the code to any of our games. We partner with our developers. This is a game that will be more like SEIV than SEV, but will be its own game engine. This is a joint project -- more on that once everything legal is in place.
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2) Barring complications, could this product be out by Christmas 2010-2011?
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Really just too early to tell. Once everything is in place we will have a better idea on this. Of course, we plan on this not being put out until the beta testers say it is ready.
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3) Will you let us know when you will stop taking ideas en masse (when the code gets 'nailed down')?
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Definitely.
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I was wondering if the hot redhead in the red dress from the "Dom 3" ad works for Shrapnel?
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Tim Brooks
Shrapnel Games
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The Following User Says Thank You to Tim Brooks For This Useful Post:
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November 2nd, 2009, 12:09 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: A favor...
Quote:
Originally Posted by Tim Brooks
Of course, we plan on this not being put out until the beta testers say it is ready.
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Good luck with that...
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November 4th, 2009, 02:45 PM
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General
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Join Date: Jul 2008
Location: Uk
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Re: A favor...
Just a point mention was made that pictures could be any size & program could scale. Take care here not so important unless textures & 3D but big files increase game overheads which has been stated as a plus of the game, so bitmaps are a no as large files to start with. Any spare memory can be freed up for use by the AI as what makes or breaks many games is the AIs capabilities.
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