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  #1  
Old November 15th, 2001, 04:53 AM
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Default Re: New features I would like to see>>>>

Maybe a flee option could be balanced by a) requiring that fleeing ships be faster, b) that they be out of range of all enemy weapons, and c) letting it be a random die roll based on relative experience.

Hrm. Maybe variable combat-initiation distance, too -- an attacking fleet, especially a cloaked one, might try to "start" the battle from an unusually close range.

Morale/loyalty I'd definitely like to see -- in a sequel, say.

Simultaneous combat, or at least somewhat interleaved to better reflect the probable chaos (not just UGO/IGO on a per-player granularity) would be nifty.

Greater tweakability of ministers would always be nice. e.g. being able to specify what areas you might want to see mined, or a population movement priority, et al. Speaking of ministers, it'd be quite nice to have a 'skip minister-controlled ships' bit, and for the iterate-through-ship arrows to stop (or pop up a dialogue, before looping again) when all ships had been iterated through.



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Old November 15th, 2001, 03:08 PM
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Default Re: New features I would like to see>>>>

Flee option would be nice. If that went in, it would be nice to make it so that you can't skip warp-point defences.

For example, If I have 50 satellites sitting a few combat squares from a warp point, you'd think that any enemy ship trying to pass through would have to fight / evade them in order to get through the WP. You can cheat, however by initiating combat, staying out of range and then after combat just warping through.

It should be so that using the warp command initiates combat, and the only way through the warp point is to fly up to it in tactical and "flee" through it, bringing you within range of all those static WP defences.

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Old November 15th, 2001, 04:55 PM
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Default Re: New features I would like to see>>>>

Any attacker coming thru a defended wormhole should have to do some fighting before it can proceed. This is especially true if defender is only sats. In games i've played I've had AI ships come thru defended with only sats and never fired a shot and got into my systems, this doesn't seem right. Some type of combat should be initiated otherwise its worthless to defend with only sats. Or is this a bug??

In addition to everything mentioned in this thread. I would also like to see a choice when you have/want to destroy minefields, sats, etc, where you can choose the number similiar to when you launch them. Example, you have minefield w/100 mines, you want to destroy say only 50, (to build elsewhere), It would be nice to be able to destroy the 50 and leave the rest the same with sats, you have 30 over a planet, you want to scrap or destroy only 15 leaving the rest in place, etc.

just some ideas mac
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Old November 15th, 2001, 11:10 PM
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Default Re: New features I would like to see>>>>

Quote "you have minefield w/100 mines, you want to destroy say only 50, (to build elsewhere), It would be nice to be able to destroy the 50 and leave the rest..."

Would laying mines in say Groups of 25 overcome this problem. Perhaps it would be a pain to squirt them out 25 at a time when laying mines, but then you have finer control over 'decommissioning' them later. Of course I never use mines or sats so I could be talking out my butt...

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Old November 16th, 2001, 02:24 AM
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Default Re: New features I would like to see>>>>

quote:
Originally posted by mac5732:
In games i've played I've had AI ships come thru defended with only sats and never fired a shot and got into my systems, this doesn't seem right. Some type of combat should be initiated otherwise its worthless to defend with only sats. Or is this a bug??
just some ideas mac



If the enemy ships or your sats are cloaked then no combat will take place.

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Old November 16th, 2001, 03:03 AM
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Default Re: New features I would like to see>>>>

quote:
uote "you have minefield w/100 mines, you want to destroy say only 50, (to build elsewhere), It would be nice to be able to destroy the 50 and leave the rest..."
Would laying mines in say Groups of 25 overcome this problem. Perhaps it would be a pain to squirt them out 25 at a time when laying mines, but then you have finer control over 'decommissioning' them later. Of course I never use mines or sats so I could be talking out my butt...
You could have done that in older Versions of SE4, but since v1.35 or so, all units deployed into space go into the same group. The only divisions are between sats/fighters/mines.
It is possible to have multiple independent Groups of fighters in the same sector, but that requires that they are launched at different places/times, then flown to one spot.
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  #7  
Old November 16th, 2001, 07:25 AM

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Default Re: New features I would like to see>>>>

What I'd like to see added...
1)A retreat order for combat.
Besides good ideas from others, How about a teck of a generater or high teck engine accellerater componet, that allows for this retreat from combat, besides these two,the ship or ship fleet must be on the outer edge of combat and stay there for 3 turns, before finally leaving combat?.
2) Overjoyed overpopulated population, When these two cryteria are affected for at least 10 turns = year , then pop will give player a duplecate of the best ship / units / troops?.
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