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  #571  
Old July 17th, 2003, 07:37 AM

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

I'd love to see:

1) ability to save orders mid-stream
2) ability to open orders too see what orders you actually sent Last turn (didn't I wind up sending my fleet through that wormhole??!)
3) ability to send mail to yourself, so you can keep reminders
4) Ability to export mail to a .txt file
5) A more textured intel model
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  #572  
Old July 17th, 2003, 04:35 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Troop combat in simultaneous suffers from the fact that troop transports drop all troops.
Apologies if this has been said before in the thread.. but IMHO troop combat suffers FAR more from the problem that you can't drop troops from 2+ transports simultaneously. This makes it very difficult to capture large homeworlds intact, you have to beat them down first by bombing them. I should be able to drop 600 troops from 4 small transports and have that resolved as one round of planetary combat.
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  #573  
Old July 17th, 2003, 04:42 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
IMHO troop combat suffers FAR more from the problem that you can't drop troops from 2+ transports simultaneously.[/QB]
If your first wave or troops at least survives ten rounds without getting killed the other ships can drop reinforcments in a later round. But yes it would be better if the AI would asses how many trooops were needed and drop that many, or allow us to control it somehow with strategies.

[ July 17, 2003, 15:43: Message edited by: geoschmo ]
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  #574  
Old July 17th, 2003, 05:43 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

This is why large transport ships are so important. Also, try dropping super shielded/armoured troops in the first wave to "take a beach-head". Let your subsequent waves actually hand out the punishment.
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  #575  
Old July 17th, 2003, 08:52 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Wow... never thought of that strategy... yeah, if my first transport's worth of troops can stay alive through 30 rounds of combat (yeah, right - works better in P&N with only 1 round ) then any subsequent drops will continue to wear down the defenses!

more ideas...

Components/facilities that have a specified chance of randomly failing - you have enough solar sails on your spy ship to provide enough power to move and cloak without needing to resupply, but one fails deep in enemy territory and you drop out of cloak! You only put one Colossal Mount Yamato Cannon on your superdreadnought worldkiller, but it fails right in the middle of a crucial battle and your fleet is crushed! Your plaguebomb escort is fleeing from a colony it just plagued when its engines fail and the enemy boarding ships catch up and steal your bioweapons technology to use against you!

edit: btw, this was actually inspired by an example in my statistics textbook involving making sure there were enough solar panels on a satellite to ensure a 97% chance the satellite wouldn't run out of power, so you can thank the author for this idea

This one could probably be implemented in an SE4 batch, but you know how you set your "AI minister type" (Aggressive, Defensive, Neutral, or - in P&N - None) in the .emp file? I'd like to be able to check and even change that in-game to suit my current strategy

[ July 17, 2003, 19:54: Message edited by: Ed Kolis ]
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  #576  
Old July 17th, 2003, 09:09 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

There are only 10 rounds of troop combat per battle.
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  #577  
Old July 17th, 2003, 11:37 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Another major problem with troops IMO is the inability to review the combat to see what happened. I would love to be able to do this so that one could asses how effective a certain design is. Since you can't I don't really bother with any varies troop designs. Just stick 3 cannons on em and see what happens.
(PS this applies to simultaneous combat, I recall there is a sort of review in single player mode)
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  #578  
Old July 17th, 2003, 11:40 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

I've said it before and I'll say it again cause it really bugs me. I would like SE5 to know what 'percent' means. Combat sensors should allow your weapons to hit 10% (or whatever they are rated at) more times than they would without them. They currently do not act that way.

(and yes I know some people will say 'that is exactly what they already do' but they are wrong. )
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  #579  
Old July 18th, 2003, 02:50 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

and just to make Katchoo happy, some cowbells. they can tell you when your ships come home.
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  #580  
Old July 19th, 2003, 02:52 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

shift-left click and select a production for many orbital space yards at once.
I'm in the process of construction 4 sphere worlds at the same time. To accomplish this is first build 21 orbital space yards. Then you have to click each and one of them to give the order for 10 platings, 10 cables and 1 sphereworld. Off course, the space yard list scrolls up every time so you have to scroll down the list to see where you were. You can now shift-left click to select several orbital space yards but you cannot give open a construction queue.
It would be cool if you would get the normal construction queue and the build orders that you have given would be applied to all the orbital space yards you had selected.
This would save a lot of time and clicking.
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