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  #291  
Old March 31st, 2003, 11:51 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Nah, best not to remove anything unless it becomes impractical from a programming standpoint. Sure, the current use of the "weapons always hit" ability might be cheesy, but there might be a legitimate use for it in some mod somewhere... super targeting sensors that are REALLY huge and expensive but guarantee a hit, maybe? interesting strategic decision, do I take up half my ship's hull with |_|83r 1337 Sensors-O-Doom (note: come up with better name ) that guarantee my weapons always hit, but in the process lose most of my raw firepower in the process?
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  #292  
Old April 1st, 2003, 02:54 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

The ability itself can be left in, though it can be simulated with +400 to hit or so (which gives you 99% hit rate no matter what else happens).
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  #293  
Old April 1st, 2003, 09:48 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

well, i think a programmer should try not to limit the options of mod makers.
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  #294  
Old April 1st, 2003, 01:56 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Me would like the ability to tow bases in system. Mayby needing a fleet of 10 times the mass of the base to move it 1 sector per gameturn, 20 to move 2 sectors and so on.
This way you need quite a sizeable fleet to move one base, (25 dreagnaughts/starbase), but if you already have managed to create a fleet of that size, towing a base isn't a problem for you.

Me thinks an advaced species that can create planets, stars and blackholes (and destroy them) might be able to do a simple towing of a base

What you think ?

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Oh, and damaged ships, too !

[ April 01, 2003, 12:02: Message edited by: Me Loonn ]
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  #295  
Old April 1st, 2003, 04:04 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Well here is my list:

-Capital (Palaces)
-Increase the size of the starship graphics. Allow dreadnaughts, starbases, baseships, etc to take up more than one square in combat. NOw their size matters.
-More unique weapon types
-Add a random availible technology option so that way it forces you to trade for tech you need
-Update current weapon strengths/weaknesses
-Add more unique abilities to weapons. Balance them out. Make them all usefull.
-Race specific technology
-Revamp ground combat to be more MOO3 like
-Allow race hatred toward a certain empires
-Make better use of population and mining
-Allow wandering space monsters
-Allow pirate activity
-More victory conditions (refence Galactic Civilization)
-Improve on diplomacy and spying
-Allow retreat option in space combat. Make this possible with technology aka warp drive, jump drive, cloak, jump gates, etc
-allow graphics to display combat damage on star ships

[ April 01, 2003, 14:06: Message edited by: atomannj ]
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  #296  
Old April 1st, 2003, 04:12 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Graphic feature idea:

As a planet creates more money & industry have an animation around the planet/system of commercial traffic. I think this would look cool and would make it easier to view which planets/system are doing well.

[ April 01, 2003, 18:12: Message edited by: atomannj ]
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  #297  
Old April 1st, 2003, 05:58 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
-Race specific technology
What exactly do you mean? SE4 already has racial technologies...

Quote:
-Increase the size of the starship graphics. Allow dreadnaughts, starbases, baseships, etc to take up more than one square in combat. Now their size matters.
Realistically, you should be able to stack a whole lot of ships in one combat square as in SE3.
Turning, movement and targetting would all become problems for multi-square ships.

Are you looking for a coordinate-based system instead of tiles?
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  #298  
Old April 1st, 2003, 05:59 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

These are probably here somewhere in the 20 pages of Posts, but:

1) MOD-able atmospheres and planet types.

If I want to allow Rock, Gas, Spongey, and Cheese, why not? I would have to hand-code the tech tree and colonization components to match, but that shouldn't be hard.

Same with atmosphere types. Why isn't there just a simple check to see if the value in the Planets file matches the chosen value of the race?

Only thing this would mean is that the empire-creation screen would have to read the contents of a TXT file to determine the valid starting choices for atmospheres and planet types.

Only other "odd" thing is unique interactions: Gas planets can't have "None" atmosphere.

2) Treaties. Somebody else mentioned more sophisticated treaty choices (Research and resupply only, for example), but another problem is with allowing treaty partners to tromp all over your systems.

Currently, (other than Intel), there is no way to "handle" a ship that you suspect is spying out your systems or even laying mines on top of your homeworlds. Unless you want to break the entire treaty, of course, and lose the 20% trade you've developed over several years.

I'd like the ability to fire on and destroy a ship, maybe with a prompt "Are you sure? We have a treaty with XXX?". That way, it is up to them to break the treaty based on our actions, or simply tell us "sorry, it won't happen again" while maintaining the trade %.

Oooo. Just thought of more: how about setting a max trade % for an empire to "punish" them? I've always wanted a way to change the "mood" toward human opponents, too. And a notes page for each empire, just like for systems.

Related question: Anybody know why the "History" button shows nothing in Simultaneous PBW? Does it only record history for single-player AI games? Same question concerning the "Comparisons" button. Does that only work when "see all scores" is on?
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  #299  
Old April 1st, 2003, 06:58 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

1. A better map/scenario editor, with the ability to place empires, ships, units, etc. This is the most important for me.
2. Retreat re-incorporated into tactical combat.
3. Larger maps. As it stands, maps don't get bigger, just more crowded (or so it seems). I want the size of the map to actually grow as well, and an increase in the maximum # of systems. I like the way MOO3 handles the galaxy map and the type of galaxies with shapes and whatnot. One of the few positive things I can say about that game...
4. More flexible AI design. I really like the idea of a scripting language that has been thrown around. I know it's not a 4X game, but Morrowind using a scripting language for its editor and the flexibility it has given to modders has been incredible.
5. Better sound effects (low priority, but it'd still be nice).
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  #300  
Old April 1st, 2003, 08:27 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by Suicide Junkie:
quote:
-Race specific technology
What exactly do you mean? SE4 already has racial technologies...

I guess I was looking for more variety
in race specific tech. For example only Romulans can develope the cloaking device. I think what is currently availible is very limited.

Quote:
-Increase the size of the starship graphics. Allow dreadnaughts, starbases, baseships, etc to take up more than one square in combat. Now their size matters.
Realistically, you should be able to stack a whole lot of ships in one combat square as in SE3.
Turning, movement and targetting would all become problems for multi-square ships.

Are you looking for a coordinate-based system instead of tiles?

As for ship size it would be cool to have a coordinate system. But what I would really like are ship graphics that show more scale. I'd like a baseship to monsterous compaired to a frigate.

[ April 01, 2003, 18:28: Message edited by: atomannj ]
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