|
|
|
|
|
February 3rd, 2003, 01:19 PM
|
Private
|
|
Join Date: Jan 2003
Location: Den Helder, The Netherlands
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
I´d like the construction yard to be changed
into a more realistic ability.
Now you are CONSTRUCTING predefined DESIGNS.
It is more realistic to construct its components and then give the order to ASSEMBLE.
Space Yard Facilities will then be used for
constructing bridges, CQ, LF, Engines etc etc.
The ´surplus´ of one turns build would be stored
on the planet. (Ability 1 storage 2500kT).
Cargo facilities can enlarge the storagecapacity.
When you have made all components you construct (=assemble) the design. Assembling cost could be
an ability (10 % of the total constructioncost
of all items).
You will be able to produce more efficient but it
will also mean a better planning and transport
of builded items.
Yard Facility on ships can work with a storage ability (500 kT and rising when achieving a higher techlevel). If not sufficient you will have to use more ships !!
Martin
|
February 3rd, 2003, 01:44 PM
|
Private
|
|
Join Date: Jan 2003
Location: Den Helder, The Netherlands
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
In addition to my first reply i would like to have a button in the system screen.
If you do an intelligence you can put the
info right where it belongs. A button
next to the buttons construction/next turn
would give you a summery of al notes in all
systems.
Secondly i want the ability to build as many
ringworlds and sphere worlds as there are
stars in a system. I also want to the ability
to ´upgrade´ a ringworld to a sphereworld.
Maybe a new feature to put in a component.
Thirdly, when starting a new game you can
choose how many units and ships you allow
to be in a game for a player (both 20000).
Make this an inputfield where you can put
a number instead of clicking and clicking
and clicking etc etc ..... or is this
being solved in 1.84 ? Haven´t looked yet.
And lost one for now. Give Starbases the
ability to move so i can position them on
warppoints without the need of a ship yard.
I´ll even settle for a movement of 1 sector
in 3 turns or so.
greetings Martin
|
February 3rd, 2003, 03:26 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
Ooh, good idea with the spaceyards...
You know you can mod bases to have engines? Just set "Engines Per Move" to something other than zero, and create an engine component that can be placed on a base...
__________________
The Ed draws near! What dost thou deaux?
|
February 3rd, 2003, 04:03 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
I would love to see:
1. A simple abstracted tactical ground combat "arena" somewhat like we now have for space battles. "2D" would be fine, but something more then now, {pretty please}. {So we can maneuver around a bit and seize stuff and occupy dirt and blow things up more personally. So much more satisfying, lol!}
2. A more interesting "boarding" battle combat arena also.
3. The ability to set the maintenance cost of each individual component. Either as a percentage of builds cost or, better yet, specific values for each of the resources consumed each turn.
4. I'd like to see colonized planets generate usable population points to a pool like resource that are used as a "resource" globally, to build units, man starships, man factories. The "men" required would be specified in the component text. We could have other technologies, traits, components or facilities that reduce these requirements and/or increase their availability.
5. A larger space combats arena and a better "retreating ship" design. Having to go and hide in the corner or run around trying to run the clock down to survive, while cute, leaves much to be desired. How about... If you are slower then the pursuing ships you get caught, and if you are faster you automatically get away. I know it's a bit more complex then that and yes maybe there could be techs that modify that basic concept but generally if you are slower you don't get away, unless the enemy chooses not to pursue. If you are faster you get away even if they are pursuing, barring the uber-secret long-range tractor beam or temporal glue your mad scientists just invented.
|
February 3rd, 2003, 06:30 PM
|
|
Corporal
|
|
Join Date: Jul 2002
Posts: 62
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
Good thoughts, Tenryu, but can't you already do number 3?
Well, partly, anyway.
Or not. I guess the maintenance change ability changes it for the whole vehicle, but that should still kind of work. As for specific resource values, couldn't you give the component negative resource generation values? Or do those only work when around asteroid belts or the like? Never tried any of this stuff myself.
Here's my biggest wish: For Aaron to magically change his mind about the real-time combat for SEV. If I wanted real-time combat, there are already fifty or so games on the mainstream market form much larger companies with flashier graphics that I could get. I know that the end of turn-based gaming is inevitable, but maybe you could put it off for another year or two?
__________________
If one binds one's heart firmly and imprisons it one can allow one's spirit many liberties: I have said that before. But no one believes it if he does not already know it...
-Friedrich Nietzsche
|
February 3rd, 2003, 07:24 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
More realistic planetary damage! Drop 100 nuclear bombs on a planet and all that happens is the weapon platforms blow up? Every weapon in the game should have one or more "collateral damage Ratings" which specifies how much damage it does to population, planet conditions, troops, etc.
__________________
The Ed draws near! What dost thou deaux?
|
February 3rd, 2003, 09:23 PM
|
Corporal
|
|
Join Date: Aug 2001
Location: Sky Burger Space Platform
Posts: 59
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Arkcon:
quote: Originally posted by vonManstein:
Wouldn´t it be great, to get an option to build up the formation of my fleet individually? Say...,my battleship should be flanked by this two destroyers ... , and this battleship should always be on slot number 3, the destroyers on slot number 4+5.everytime, when it comes to battle, this specific battleship would be always guarded by this to destroyers, even if the whole fleet counts 100ships.... or in short words, it should be possible to give ships in a fleet a specific place/slot!
thx
greetings from germany
vonManstein7
|
I agree. I'd also like tho option to launch fighters in Groups in a specific formation: Shielded fighters in front, rocket pods behind, a large fighter providing ECM ans combat sensors for the whole group.
Hey is ground combat becomes expanded, we will want the same thing for various troop types. Both of these are genius ideas. To be honest, micro-managing the ships and fleet...or at least to have that as an option, would bring the game to a whole new level. I have been looking for/waiting for, a miniatures space battle on the computer for ages.
If you could micro-manage to the level of say, this rule set, http://www.thanesgames.com/gsc2/gsc2main.html and maybe even have a "battle mode" where two sides have a certain ammount of points to spend before they field their fleets on equal footing, well...it would just rock. That kind of game play must have a market, Starfleet battles is in it's third edition....but some of us don't like star trek so much, on account of it sucking so bad. (Ignores it's own continuity and naming schemes, and the hard to watch Redenberry-Gambit...you know, Vulcans don't show emotion, so here is a Vulcan with emotion....Borg are ruthless and undefeatable, so here is a friendly Borg, and Janeway can defeat them at will....you get the idea.)
__________________
Up the airy mountain
Down the rushy glen,
We daren't go a-hunting,
For fear of little men
|
February 3rd, 2003, 09:45 PM
|
Corporal
|
|
Join Date: Aug 2001
Location: Sky Burger Space Platform
Posts: 59
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
From Space Empires: Starfury interview with Aaron Hall
Located at: http://rpgcodex.com/content.php?id=39)
Quote:
Q: Space Empires: Starfury uses a 3D graphics engine. What do you feel are the advantages and disadvantages of using such an engine?
A: The advantages of the engine are pretty obvious in that they lead to a great looking game. You really get to see the size and power of these ships first-hand as your ship interacts with them. Also, we'll be using the 3D engine in SE5 for combat and strategic movement, so its a must for us. The disadvantages of using a 3D engine are the resources involved. Some much time and effort goes into each ship, and each ship takes up so much time and resources on your computer, that you cannot have anywhere near as many as you did in SE4. Fleets can't have hundreds of ships, they can only have a handful.
|
Can that be right? SEV will only have small "hand full of ships" type battles?
Let me change my vote to have the option of 2d or 3d, if the 3d is going to crimp fleet size.
__________________
Up the airy mountain
Down the rushy glen,
We daren't go a-hunting,
For fear of little men
|
February 3rd, 2003, 09:50 PM
|
|
General
|
|
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
It is more realistic to construct its components and then give the order to ASSEMBLE.
|
IMO this is a terrible idea. Why add such a pointless level of micromanagement to ship construction?
I don't want to have a ship take even longer to build because I didn't notice that all of the components were ready.
It would make building every ship as tedious as building ringworlds and sphereworlds is now.
[ February 03, 2003, 19:53: Message edited by: capnq ]
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
|
February 4th, 2003, 12:15 PM
|
|
Private
|
|
Join Date: Jan 2003
Posts: 33
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
maybe stupid idea, maybe not, but wouldn't a "evolution" research line be something? ... like research and intel.
Ok evolution takes a lot more time usually, but space colonization also takes more time to do .
But for example, you are terran.. and go to space more and more, you lose physical strength a lot, but you develope (with added research: genetic manipulation, cloning, random factors) telekinetic skills and telepathic abilities.
With the goal to ascent to a higher being? or like a very powerfull "ancient" space race that pocesses abilities beyond normal comprehension...
(like shadows and vorlons?)
R.
[ February 04, 2003, 15:14: Message edited by: Some1 ]
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|