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  #781  
Old December 19th, 2003, 07:25 PM

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

Quote:
Originally posted by Ed Kolis:
the "pursue your own ships" command
This can be done, though it is very inconvenient. Transfer the leader ship to your ally, set the follower to attack it, and have your ally transfer it back. The 'Seek after' order will remain.
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  #782  
Old December 19th, 2003, 08:50 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Options I'd like to see:

-Use of 3d scaled models for ships and ground forces.
-Ground forces battle board. Like ship to ship combat except with ground forces. Something like the way MOO3 handled ground combat.
-Expanded ground forces technology and units. You should have the following unit types: troops, artillery, armor, scout, mecha, air force. Make it so that only troops can completely occupy a planet. Armor, artillery, and mecha units to breach defensive stuctures, air units for bonus on attacks.
-A better tech tree. Technology that can change the way you play the game.
-More unique techs.
-Foreign invaders and space monsters. Have like borg invasions and giant space amobias.
-Improved diplomacy
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  #783  
Old December 19th, 2003, 08:55 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by atomannj:
-Use of 3d scaled models for ships and ground forces.
Space combat is expected to look something like Starfury, only with more ships. Not sure about ground combat...

Quote:
-A better tech tree. Technology that can change the way you play the game.
Ideas? I think stellar manipulation is such a tech area

Quote:
-Foreign invaders and space monsters. Have like borg invasions and giant space amobias.
Have you tried Devnull mod? It's got monsters, read the instructions on how to put them in your game... and beware!

edit: misspelled closing quote tag

[ December 19, 2003, 18:56: Message edited by: Ed Kolis ]
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  #784  
Old December 30th, 2003, 04:00 PM

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

Before I respond to the esteemed Fyron's comments, I almost forgot these:

* Facilities that degrade over time after death of a colony. I was playing a proportions game, and got a couple of cultural centers built, then a plague wiped out all of the population. Wouldn't those buildings remain standing for the 2 turns it took new colony ships to get there?

* Damage to ships reported in event window. Currently, when a ship gets damaged, it alerts through a popup. I have to keep pen and paper by my PC for those big games.

* Configurable Events, so I can have the Event Log warn me when a ship gets below 500 resources, or whatever.


Quote:
Originally posted by Imperator Fyron:
Keep in mind that the SE4 kT is not a unit of mass, volume, or any other real quantity. It is just a relative scale. Fighters and ships are not really on the same scale. Also, ships in Star Trek are usually rather small. B5 and Star Wars ships, for example, are often many degress of scale larger. The SE4 ships are actually small compared to most Sci-Fi, if you take the "kT" literally.
I actually meant the USS Enterprise as in Nuclear Aircraft Carrier. That bugger is 70kt, and can't launch a B-52! Of course, we have atmospheric concerns, but still.... In terms of scale, fighters are drastically smaller than their targets. They get this by being incredibly frangible & non warp capable, of course.

I'd also like to see fighters destroyed when resources reach 0. Is that possible to implement now?

Quote:
Not being able to retrofit units is a balance tradeoff from them having 0 maintenance cost.
I meant more of an option to micromanage. Just like in Starfire. For example:
"Crap, it's the Amonkrie again! Refit all fighters with missile pods and launch immediately!" Basically I want fighters that select their ordinance prior to launch. I realize that should be an expensive option

I'd be willing to pay maintenance for units, too

Quote:
I don't think being able to decloak, do stuff, then recloak all in the same turn would be a good idea from a balance perspective. There has to be some risk, or cloaking becomes way too powerful. [/QB]
I'd accept that, but I'd also like an ability to queue orders up

Shang: I REALLY want to see your mod. I've been messing around modding, and I'll help you if I can

Rockin' work on FQM, Fyron! I really think your kind of system generation should be incorporated into the base game.

[ December 30, 2003, 14:19: Message edited by: Patowic ]
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  #785  
Old December 30th, 2003, 07:42 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
I actually meant the USS Enterprise as in Nuclear Aircraft Carrier. That bugger is 70kt, and can't launch a B-52! Of course, we have atmospheric concerns, but still.... In terms of scale, fighters are drastically smaller than their targets. They get this by being incredibly frangible & non warp capable, of course.
An aircraft carrier is significanly smaller than a decent sized starship. Light carriers are able to carry 20 to 30 fighters or so. This seems like a good amount to me. Fighters being 15-25 kT is just for purposes of placing components on them. They do not really "weigh" that amount of tonnage.

Quote:
I'd also like to see fighters destroyed when resources reach 0. Is that possible to implement now?
I am not certain, but I think units (in space, not in cargo) sometimes get scrapped when you run out of resources, which makes no sense, as they cost none to support... maybe it was a bug that was fixed, I don't remember. But either way, whether this happens or not is not moddable.
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  #786  
Old December 30th, 2003, 07:52 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by Imperator Fyron:
quote:
I'd also like to see fighters destroyed when resources reach 0. Is that possible to implement now?
I am not certain, but I think units (in space, not in cargo) sometimes get scrapped when you run out of resources, which makes no sense, as they cost none to support... maybe it was a bug that was fixed, I don't remember. But either way, whether this happens or not is not moddable.
I suspect what he meant to say here was when supplies reach 0. The way drones are destroyed automatically when they run out of fuel.

Same answer either way though, it's not moddable.

Geoschmo

[ December 30, 2003, 17:59: Message edited by: geoschmo ]
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  #787  
Old December 31st, 2003, 08:56 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Some suggestions for cutting down on micromanagement in large games:

Alien Ship List - Like the F6 "Ship List" in SE4, only it displays all visible ships belonging to other empires. This would allow you to find the one ship that your fleet is pursuing, or just keep tabs on enemy forces in general. Of course, you'd only be able to get full details on a ship if it's within LRS range and has no jammers

Ship List "Summary By Location" Toggle - For the ship list and alien ship list there would be 3 options: Full Display, Summary by Sector, and Summary by System. Full Display would be like the current ship list. Summary by sector would condense all ships belonging to an empire in a sector into one entry, simply saying "83 Alkapi ships in Zetabed sector (3,5) (orbiting Zetabed III)" or something like that. Summary by system would condense the whole system to something like "158 Bulratho ships in Gordassia system". That way you wouldn't have to click on every triangle system or run intel to find the ones with lots and lots of ships!
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  #788  
Old January 1st, 2004, 04:21 AM

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

The idea of having colonies based in space and so forth independant of planets is a good idea. Perhaps floating asteriod settlements. ?

And then around planets industrial and mining asteriod settlements could also be constructed, invaded and so forth as normal.

A greater role for storms and nebulae - does the programmer that is doing SE5 ever return his thoughts to this forum in terms of what is accepted and what isnt ?
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  #789  
Old January 1st, 2004, 04:39 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
* Facilities that degrade over time after death of a colony. I was playing a proportions game, and got a couple of cultural centers built, then a plague wiped out all of the population. Wouldn't those buildings remain standing for the 2 turns it took new colony ships to get there?
Plagues do tend to leave the buildings intact. All you have to do afterwards is decontaminate the area with a medical bay, and drop population back on it.
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  #790  
Old January 1st, 2004, 06:32 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by Paul1980au:
The idea of having colonies based in space and so forth independant of planets is a good idea. Perhaps floating asteriod settlements. ?

And then around planets industrial and mining asteriod settlements could also be constructed, invaded and so forth as normal.
Agreed, SE2/3 allowed colonies on asteroids. Bring it back.
Give greater flexibility to the robot miners. Allow them to be placed on planets like troops, not just on satelites or ships.

Alos, allow more than one nations troops to sit on a planet.
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