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  #1  
Old October 22nd, 2003, 05:04 AM
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Default Re: Abilities for objects in SE5!

% cloaking chance, % penatrating hit chance. ability to design ship sizes. ability to tow ships and bases and stuff. decimals. not just whole numbers like it is now. stuff that returns a bonus based on how far away the second thing is. like a palace that improves 40% -1% per secter. or whatever distance will be in. or a shield booster that boosts sheilds 100 points -2.5 points per secter but only in the same solar system as the booster.

cheese. well, ok, i just threw that in there to be in character.
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Old October 22nd, 2003, 11:46 AM
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Default Re: Abilities for objects in SE5!

I will have only two suggestions for now:

* Increased/decreased accuracy over long range. The accuracy of a weapon could decrease by 15% every sector in the case of a decrease, and by 5% when it is an increase. Or perhaps being able to set the hit chance for every range.

* Broader range of damage (and its counterpart): that would make the damages done by such a weapon less reliable and fixed. Say, an extreme weapon which does damage like 10-60. On the other hand, a "reliable" weapon would have a damage range of 30-35 for instance.
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Old October 23rd, 2003, 01:46 AM
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Default Re: Abilities for objects in SE5!

This may be buried in someone else's post ... but to make it clear ... some randomness in the to hit and damage rating of weapons would be a nice addition.

Plenty of good stuff here, cloaking and other bonuses by range. Anticloak sensor by range.
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Old October 23rd, 2003, 01:48 AM

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Default Re: Abilities for objects in SE5!

  • detrimental Facility effects that are not easily combated.

    lowers happiness of planet, all planets in sector, all planets in system

    lowers value, same options

    lowers ground combat bonuses for attacker or defender, same for weapon platforms, same options

    Let them stack or "only best counts", but it should not be possible to resolve any number of these by simply including one facility that provides the opposite effect. Perhaps "only best counts" once for positive and once for negative.
  • Ship components that generate research, intel, or allow carried population to count for something.
  • Weapon ability that destroys it on use.
  • Set the different weapon damage types like in CivII, an array of bits, so that most can be combined together.
  • Componets that reuqire the destruction of certain types of cargo before they work (I want soul cannons!).
  • ECM or CS abilities on seekers.
  • Abilities range and fire rate on troop weapons really do stuff.
  • Extend the possible range on seekers. I would liek to be able to mod slow seekers that will follow a ship around for the enitre duration of combat.
  • Boarding and troop-drops from several combat squares distance. Give the poor trekies their transporters.
  • Planets and other sector objects that can move, randomly or whatever
  • Ruins that do more than just give tech, like destroy population, or maybe the whole colony, or change the conditions or resource values of the planet.
  • Planets that give bonuses to population growth or research or combat or happiness or whatever, ruins should be able to change or add this too. Maybe that's the only way to get this.


[ October 22, 2003, 13:07: Message edited by: Loser ]
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  #5  
Old October 23rd, 2003, 01:58 AM
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Default Re: Abilities for objects in SE5!

Destroyed on Use for Warp points. ie once you go through the warp point dissapears. Great for modding FTL type movement.
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Old October 22nd, 2003, 07:29 PM
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Default Re: Abilities for objects in SE5!

Quote:
Ship components that generate research, intel, or allow carried population to count for something.
yeah. worldship ability.
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Old October 22nd, 2003, 08:34 PM
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Default Re: Abilities for objects in SE5!

Ok, components that have an affect based on how many are in place, and for how long.

Basically, instead of stellar manipulation components that take years to build, then one turn to create a planet, star, warp point; you build several smaller, less expensive components and keep them safe in the area for a while to produce what you want.

No more, repair the component and do it again next turn.

Oh, and a repair cost flag. Most things would stay repairable for free, but a small or large cost would be added to, again, stellar manip. components.

Listen, I'm not saying this ideas are how it has to be. I'd just like these variables available for modding purposes.

I concede that the way things are now sacrifices "realism" in exchange for a set of game mechanics that are good for AI characters and turn a day PBW.

Think of how the Proportions mod really changed the game, and how much more it could do.
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