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February 4th, 2003, 01:27 PM
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Private
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Join Date: Jan 2003
Location: Den Helder, The Netherlands
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Re: SE5, Tell Aaron what\'s on your Wish List
some more things to consider for SE 5.
1 System and Galaxy
1.1 Sector limitation
1.1.1 If i can put 100 mines TL 3 and 100 Satellites TL 3 in the same sector
then it should be possible to put more then 100 mines TL 3 in one sector.
Change the sector limitation into a maximum of kT instead a certain number
of units.
1.1.2 Moving ships/drones through a "full" sector will not be possible.
You will have to engage combat or go around it.
1.2 Asteroids and Meteorites
1.2.1 Asteroids and meteorites which move through the galaxy (on a collision course).
1.2.2 Asteroids and meteorites can be destroyed by all weapons by reducing
the damage resistance to zero.
1.2.3 Asteroids and meteorites will move 1 sector each turn.
1.2.4 Asteroids and meteorites will move through warppoints and will be
handled as a ship while passing through.
1.3 Components and Facilities
1.3.1 Massive Energy Shield
1.3.1.1 Promote the Massive Energy Shield to a facility in the tech area of shielding.
1.3.2 Standard Movement Power
1.3.2.1 Propulsion is based on standard kT Movement Power (MP). An Ion Engine will have
100 kT of MP. 6 Ion Engines on a frigate will give you (100x6)/150 is 4 movement.
1.3.2.2 MP will be rounded down to an integer. (eg 4.8 will be 4 !!).
1.4 Units
1.4.1 Troops
1.4.1.1 Combat with troops will be desplayed just like combat screens for ships/planets etc in a arena.
1.4.1.2 Troops will have to have the ability to move (see 1.4.1.1)
@capnq 1.3.3 Construction Yards
You´re right that it will increase the time to manage your construction queues. But the idea was to make it more realistic. Centralizing your construction queues to a few planets would compensate for the increase of management.
Normally i´d use 5 planets as maximum as construction planets. One facility and about 10 space yards do the job quite well. Combine this with the suggestion to use more slots for a even bigger construction yard and more cargo space and the possibility to have more yards on a planet.
I think it will eventually make it easier to play the game and managing your construction queues.
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February 4th, 2003, 11:28 PM
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Colonel
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Join Date: Jun 2002
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Re: SE5, Tell Aaron what\'s on your Wish List
I can't think of too much of what I want to see in SEV, but the one thing I do want to see is that it meets the same hardware requirements of SEIV Gold. I don't know when I'll be able to upgrade my computer, so if the hardware requirements change, I won't be able to play the game. And I so want to continue playing this game in whatever form the new game will take.
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February 5th, 2003, 05:12 AM
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Corporal
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Join Date: Jan 2003
Location: Buenos Aires, Argentina
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Re: SE5, Tell Aaron what\'s on your Wish List
Here is my wish list for a future release of SE:
Tactical ship combat screen: bigger, and when a ship reaches an edge, it will appear in the opposite side of it, as representing a spherical sector of space. Its not very realistic to destroy a ship by cornering it.
Tactical ground combat: a ground tactical combat map! Yes you can also create your ground / air units bearing in mind mobility / protection / firepower. Maybe some combat like in Panzer General I, with several categories of units: artillery, infantry, armor, aircraft (and may be ships in worlds with oceans?).Of course, turn based, as it should ALWAYS be a good strategy game! Allow use of all kind of weapons (seekers!) and other componets (engines) for ground units.
Maybe some ideas may be taken from Star General(not a good game, but I liked the combination of ground and space combat, someone remembers it??). Of course if the player don´t feel like to emulate Erwin Rommel, he can resolve it the¨"strategic way"
Fighters should be capable of operations on planet surfaces to support ground units from ground bases (the equivalent of fighter bays but on the ground), but perhaps they must not be allowed to go to outer space by their own propulsion, only when they are transfered to a spaceship in a "space strategic" turn.
Bigger stellar system screens, with more or less the same number of stellar bodies in it but more distanced, as a stellar solar system is in most part "empty" space. I dont think very realistic to send reinforcements from Earth to a base in Pluto in one or two months. Players wil be more careful when deploying their defense units.
A bigger universe map: allow more, much more than
255 stellar systems, maybe a higher proportion of un-colonizable systems, but it will make the logistics of space travel a little more fun.
Ship movement: move up the limit of 255 standard movement units for ships in order to allow more freedom in selecting a scale for Quasi Newtonian Propulsion use.
This is what come to my mind now, I am sure I will have more ideas in the next few minutes...
Some of those ideas were already posted by other people in more or less the same words, but I think this reflects the fact that SEIV is a great game and it only needs some additions to make it THE PERFECT STRATEGY GAME!
Please allow me to know what do you all think about those ideas posted here, as we can always make a wish, then wait for an answer from game developers!
Leo1434
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February 5th, 2003, 03:00 PM
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BANNED USER
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Join Date: Nov 2001
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Re: SE5, Tell Aaron what\'s on your Wish List
:: Caution Gryphin is fantasizing again :: You have been warned ::
Just a thought that evolved from Some1’s post about evolution.
Specialized research faculties. They might be in Metallurgy, Environment, or Genetics or more general Biology.
Using these facilities there would be Research ques for each of them. Areas of research could be Enhanced Racial Traits, Breathing Types, Home Planet Types. These could lead to “Specialized Populations”. With enough research you could create a race that could colonize planets and atmospheres you did not have.
Example: You are Gas Giant / Hydrogen. With enough Research you could “design” a race that was Rock / Oxygen.
Note: I don’t expect this to ever get coded but I can fantasize.
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February 5th, 2003, 03:41 PM
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Corporal
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Join Date: Aug 2001
Location: Sky Burger Space Platform
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Gryphin:
:: Caution Gryphin is fantasizing again :: You have been warned ::
With enough Research you could “design” a race that was Rock / Oxygen.
Note: I don’t expect this to ever get coded but I can fantasize.
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Eugenics....a much maligned science.
http://www.eugenics.net/
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Up the airy mountain
Down the rushy glen,
We daren't go a-hunting,
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February 5th, 2003, 06:22 PM
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Major
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by capnq:
quote: It is more realistic to construct its components and then give the order to ASSEMBLE.
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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. Hmmmmm
There seems to be a common theme that runs through SE4 threads. And, I suspect, most other games.
Realism vs expediency.
The desire for a realistic game is countered by the desire for a game that is flexible and easy to play. And vice-versa.
Faster and more complex computers, better software which assist in the creation of better programs and better programming skills will bring these two supposed 'opposites' together.
__________________
Know thyself.
Inscription at the Delphic Oracle.
Plutarch Morals
circa 650 B.C.
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February 5th, 2003, 08:00 PM
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Private
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Join Date: Sep 2002
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Re: SE5, Tell Aaron what\'s on your Wish List
How about this one:
Design the game with a client/server architecture, where clients would be:
* the user interface screen
* computer AI's
* ministers
and the server would be the game engine & state.
This would allow (among other things):
* aspiring AI designers to implement their own AI's (virtually no limits on what the AI examines from its vantage point when making a move)
* avid players to code their own user interfaces
* avid players to implement ministers that do exactly what they want them to do
Comments?
--Raynfala
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February 6th, 2003, 05:35 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: SE5, Tell Aaron what\'s on your Wish List
I would also like to see some expansion on the idea of trade. Right now, trade is completely transparent to the player. I would like to see trade ships which are not really under your control (since they are free traders) but do require protection. This would not really add to the micromanagement, and would add realism since a government has far less control of free traders compared to military ships. These autonomous ships would establish their own trade routes (viewable only to the home empire and the empire to be traded with). Both empires would share the responsibility of protecting their trade ships. You could fleet your ships with them as protection, but then fleet control would be turned over to the computer.
Trade ship construction would also not be under your control. It would be controlled by some sort of suppy & demand routine. Possibly the player could have a method to increase/decrease trade ship construction over the whole empire at the cost of lowering the empire's overall construction rates accordingly.
An attack on an enemy trade ship would disrupt trade, and the movement of resourses & supplies around your empire. Maybe even be able to capture enemy trade ships. This would make the spaceport idea a little different in that you would need a spaceport and trade ships operating from that system.
There could also be trade ship related research areas. These would not be able to give the trade ships any offensive military capabilities, but would be in the areas of speed, defense, capacity, increased exchange rate, etc.
Trade should be linked to happiness and resource procurement at the system level. It should also fill the role of supply lines. If a part of an empire is cut off, it should suffer in supply, and its ability to send/receive resources.
Slick.
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Slick.
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February 9th, 2003, 10:39 PM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: SE5, Tell Aaron what\'s on your Wish List
It occured to me while adding SectTypes to my modding program that it might be nice if the descriptions for the planets actually had an in game effect.
You could perhaps add a bunch more fields to the SectTypes file so that for example on a "Tiny planet dominated by carniverous flora." people would be less happy and reproduce slower. or a "Huge planet which is rumored to be the home of ancient powers." would give a bonus to research facilities.
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February 10th, 2003, 01:36 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: SE5, Tell Aaron what\'s on your Wish List
Has anyone mentioned warp point toys? For example delayed-exit warp points, moving warp points, randomly opening & closing warp points.
Oh and here's a biggie:
If you have static defences by a warp point, your enemy should have to fight them in order to go through it. As it is now, you can fly up to the warp point on the same side as the defences, start combat, spend 30 turns keeping out of range of all those bases/ sats, and then after combat has ended just warp through. AGH!
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