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October 16th, 2004, 12:15 PM
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General
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Join Date: Jul 2001
Location: Canada
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SEV- Suggestions on Ruins
I was thinking about ruins... ( rainy day i guess )
And I believe that in SEV there should be some options to select for ruins
Option 1 - No Ruins
Option 2 - Ruins only allow unique techs
Option 3 - Ruins only allow normal techs
option 4 - Ruins only allow ruin Techs ( need to get that added )
Option 5 - All Ruins on.
What do you think
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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October 16th, 2004, 12:36 PM
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General
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Re: SEV- Suggestions on Ruins
And also the option to hide ruins so you don't know they're present until you land the colony.
And my favorite, that ruins also occasionally release something unpleasant. A plague? A species of space monsters? A malevolent race in 'hibernation'?
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October 16th, 2004, 01:02 PM
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Major
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Re: SEV- Suggestions on Ruins
How the random techs are chosen should also be different. Instead of a set number of techs, have a maximum research point value for the ruin and randomly pick techs that you have the prereqs for until the next one would go over the limit.
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October 16th, 2004, 01:35 PM
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Shrapnel Fanatic
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Re: SEV- Suggestions on Ruins
I like all of these. Some good adds there like hidden, and release bad.
On the "points" thing though, I wouldnt want it to "fill from the bottom". I mean if it was 50,000 points of research I would rather have it go toward what Im working on than have it give me half a dozen techs I had purposely skipped.
Well actually, either one would be good for game purposes I guess. Maybe if it was put in points, then we could have multiple results also.
A) all toward what you have in queue
B) all toward a randomly selected field (maybe add it to the queue as a partial if it doesnt complete it?)
C) fill from the bottom up
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 16th, 2004, 11:17 PM
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First Lieutenant
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Re: SEV- Suggestions on Ruins
I would do it like this:
Select from this list which tech can be found in ruins:
(then have a list of all the tech in the game, with radio buttons)
For ease of use, some quick selector buttons like:
Select All
Toggle All
Toggle All Normal Tech
Toggle All Ruins Tech
Toggle All Colonization Tech
etc
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October 16th, 2004, 11:19 PM
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Shrapnel Fanatic
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Re: SEV- Suggestions on Ruins
I like the system in SEIV but with one notable exception, I think that ruins must should be moddable in that we can apply them to such things as events.
Discovery of derelect ship has given your people a new technology.
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October 17th, 2004, 12:02 AM
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Shrapnel Fanatic
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Re: SEV- Suggestions on Ruins
Quote:
Gandalf Parker said:
On the "points" thing though, I wouldnt want it to "fill from the bottom". I mean if it was 50,000 points of research I would rather have it go toward what Im working on than have it give me half a dozen techs I had purposely skipped.
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Why should ruins give you technology based on what you are researching? They should give you whatever they give you, worthless or not.
There should be plenty of ruins that give no technology at all.
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October 17th, 2004, 10:28 AM
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Shrapnel Fanatic
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Re: SEV- Suggestions on Ruins
I can see ruins giving clues to boosting research in an area. Maybe it being the area you are researching should be left entirely to chance.
Actually if I were to think about it I can see it being clues to research (research points in specific areas) more than I can see finding tech that can instantly be modified and mass duplicated for use in my ships. So if I were making a wild-change suggestion it would to changing the whole ruins system to be either research points (general or a specific area boost), or a piece of technology which you can add to ONE ship and jury-rig it to be useable. That could be an interesting change for strategic play. I could find a level 5 missile, or a level 5 shield, but I only get to add it to one ship. I can find a planetary shield but can only install it on one planet. Maybe I could find an actual ship and use it, or a dreadnought hull but only a couple of engines and a shield are intact so I have to get it to a shipyard and analyze it.
Im not sure if that would be a GOOD change though
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 17th, 2004, 12:02 PM
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Captain
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Re: SEV- Suggestions on Ruins
Quote:
Imperator Fyron said:
There should be plenty of ruins that give no technology at all.
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Um. Why? Sure it makes sense from a realistic point of view, but not from a fun point of view. The tag that tells you there are ruins on a planet is a little flag that says 'Hey! Colonize this planet and something cool will happen!'
Whenever you colonize a ruins planet, you should get something. Sometimes something good (unique techs, etc), sometimes something bad (Oh no! Wrathful ancient race!), sometimes something you might not really need (Goody. Meson BLaster IIs. Those will fit nicely with my APBXIIs...)
But I think not getting anything from a Ruins planet is kinda kicking the player in the teeth.
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October 17th, 2004, 12:58 PM
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Colonel
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Re: SEV- Suggestions on Ruins
Quote:
Imperator Fyron said:
Quote:
Gandalf Parker said:
On the "points" thing though, I wouldnt want it to "fill from the bottom". I mean if it was 50,000 points of research I would rather have it go toward what Im working on than have it give me half a dozen techs I had purposely skipped.
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Why should ruins give you technology based on what you are researching? They should give you whatever they give you, worthless or not.
There should be plenty of ruins that give no technology at all.
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Be maybe cool to have some "Bad" tech that starts you someplace then goes nowhere!
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