|
|
|
|
|
January 8th, 2004, 06:13 AM
|
|
Brigadier General
|
|
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Your SEV Game Design
Ok, seiv has been hashed for quite sometime, we've given Aaron our ideas for sev etc. So how about this one.
If you were designing SEV, how would you design the game, what races, traits, facilities etc, would you put into the game. Here is everyone's chance to put forth their dreams and wants into their own design for SEV. Lets see how creative everyone can be.... lets see YOUR Version of SEV
just some ideas Mac
__________________
just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
|
January 8th, 2004, 07:08 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Your SEV Game Design
TNG holo-suite technology.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
January 8th, 2004, 07:44 PM
|
|
Colonel
|
|
Join Date: Jun 2002
Location: tampa, fl
Posts: 1,511
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Your SEV Game Design
Quote:
Originally posted by narf poit chez BOOM:
TNG holo-suite technology.
|
He's not talking about for your bedroom...hehehe
I know a lot of people have expressed their opinions on what they want on another thread, so some of this might be redundant: better AI, fog of war, better graphics. There's probably more, but that's all I can think of now.
|
January 8th, 2004, 08:33 PM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: Your SEV Game Design
Yeah, there's another thread for this ("SE5 Tell Aaron What's On Your Wish List") so let's not clog up the forums with too many wishlist threads
__________________
The Ed draws near! What dost thou deaux?
|
January 8th, 2004, 09:02 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Your SEV Game Design
But that thread has become so bloated with Posts and ideas that it lost any vestages of organization a long long long time ago. Hell I tried to organize it once, gathering up all the suggestions and such, but I soon realized that that was an enormous task far beyond my willingness to do. I posted what I had, some 200 suggestion, and I only covered about five pages.
There are a lot of excellent ideas in that thread, but they are so horribly unorganized that no one can make sense of them all.
No human that is.
So why not break the threads up, use this one to post ideas for SE V and start a new one for improvements to SE IV?
Then as time permits, go through that old thread and organize the suggestions, ideas, and what nots into something that Aaron can use.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
January 8th, 2004, 10:06 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: Your SEV Game Design
Quote:
He's not talking about for your bedroom...hehehe
|
despite what your crude mind would think, i would use it only for the noblest of aspirations: to backstab, plot, conspire and overthrow! MWUHAHAHAHHAHAHAHAHAHAHAHA!
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
January 8th, 2004, 10:10 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Your SEV Game Design
no, more like the holo technology used to coorinate the fleet battles in BAB5, from on board the Mimbari cruiser.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|
January 8th, 2004, 10:36 PM
|
|
Sergeant
|
|
Join Date: Jun 2003
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Your SEV Game Design
I'd like to see a more robust and thorough campaign/game/mod editor.
__________________
Weird Worlds Rocks!
|
January 8th, 2004, 10:56 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: Your SEV Game Design
The intention was not just for minor suggestions, but for how you would design SEV.
|
January 8th, 2004, 11:40 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Your SEV Game Design
i wasnt making a minor suggestion, i was saying that it should play like that. I want to stand in a big black room, and see my fleets and empire arrayed around me in holographic form, and be able to give orders to them all.
in all seriousness though, I would take a more modular and object oriented approach to the game design. It may be that way now, but I get the impression that alot of things are fairly fixed in place.
I would start with the foundation that there are "abilities" such as those in the abilities.txt file. these are the fundamental things that make the game work.
these abilities can then be applied to different objects, or containers for objects. most basically, to a component or facility, just as they are now. then, to a ship or a planet, which is a container for a component or facility. larger Groups would be sectors, systems, and empires. another group i would include, would be trade lanes, so certain systems could be linked into a larger Category. I would like it to be dynamic, such that it would be easy to add or mod in new categories and groupings.
trade lanes would have to allow for systems to be added to or removed from the larger group classification, by the presence of a component or facility with a certain ability. for example, the ability MAKE THIS [CATEGORY A] A SUBSET OF [CATEGORY B] where Category A is the planet, or sector, or system, or empire where the thing is located.
thus, there may be a facility that carries an empire wide bonus to something. there may be a component that improves production output within a certain trade lane, requiring you to better manage your infrastructure. A modder could add in new categories as they see fit, perhaps adding some ability for multiple empires to be grouped into a larger whole, similar to a trade alliance.
Everything would be dynamic and changeable. right now, many things are hard coded or fixed in place. for example, stelar phenominons like planets, storms, suns, and asteroids all have specific fixed abilities. I would include for each one, the following kinds of flags:
-is a type X stelar object (where X is an arbitrary categorization, preset ones will exist for storms, asteroids, suns, planets)
-can be colonized?
-can be remote mined?
-has resource value?
and stelar manip components may have abilities like "destroys type X stelar object" or "creates type X stelar object" or "turns type X stelar object into type Y stelar object"
so it would be perfectly possible for someone to mod a device that turns a planet into a storm, or mods in colonizeable suns, or remote mineable storms, or whatever nonesense they like. ICE, ROCK, GAS, as well as atmosphere, would be another defineable variable, rather than a fixed value. more could be added by modders, but they would also have to supply all the other things that would be needed (such as related components, images, etc.)
once that foundation is in place, the interface and implementation could be anything. systems could be 3d with the actual orbital mechanics modled in, and ships traveling on real vectors that are affected by gravity. or systems could be abstract things with a simple list of the planets and major bodies in them. the actuall presentation of the game would not matter, once the foundation existed.
of course developing the interface and presentation of the game is probably ALOT more work than setting out the foundation, and most people tend to think of how they are going to present the game and then work backwards, but I would first start with the foundation described above. that way, i think it would be easier to make sweeping changes and adaptatoins later, or easier just to fine tune things later.
and then I'd start shooting the fans who think they know so much, and cant stop talking about how THEY would do things, when they hardly know anything about programming. at least, i'd shoot the ones that live in the same town as me. good thing Aaron doesnt know what i look like, or I might be in trouble.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|
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
|
|
|
|
|