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Old September 27th, 2002, 07:49 PM
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Timstone Timstone is offline
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Default Re: Suggestion for Space empires V - Two types of supply

I've checked out the other thread, but didn't find the answer to my question (well not in that many words). Is there any news about SE V? Or is everybody busy with Dungeon Odessy?
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Old September 27th, 2002, 08:17 PM
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Default Re: Suggestion for Space empires V - Two types of supply

Quote:
Originally posted by Timstone:
I've checked out the other thread, but didn't find the answer to my question (well not in that many words). Is there any news about SE V? Or is everybody busy with Dungeon Odessy?
Yeah, SE5 is considered to be a long way off. SE4 is sooooo different from SE3 that I felt it was OK to spout any impossible dream, and have it taken with a grain of salt. Many people seemed to throw game balance out the window as well and just post how they felt.

The supply point has been beaten to death, and it's clear that the total game rewrite needed would need much work: design, coding, playtesting, balanceing.

But if you read the thread, you'll see that people come up with a simpler way to mimic phyical vs energy supplies -- a counter for each weapon counting the number of times it's fired.

So keep posting the wild ideas ... the 5 star guys often come up with some good balanced solutions. See, for example, Suicide Junkie's pirate mod.
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Old September 27th, 2002, 09:36 PM
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Default Re: Suggestion for Space empires V - Two types of supply

I simply went the route of making "supplies" into physical supplies, and having "radioactives" represent the energy requirements.

You can have capital ship missiles that cost you 100 minerals and 2 rads, but use up 200 supplies per shot, or you can go with the 50 minerals, 400 rads, and one supply point per shot meson bLaster.

That sort of thing
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