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February 12th, 2004, 11:44 PM
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Lieutenant Colonel
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Join Date: Jan 2004
Location: Minnesota/South Dakota
Posts: 1,439
Thanks: 3
Thanked 3 Times in 3 Posts
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Re: SEV: Any info yet?
I want hero units to emerge from ship and units with lots of combat experience sorta like they do in Civ III. The hero ships/units would get a bonus beyond what experience can get them.
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You can give a man fire and he will be warm for a day but set him on fire and he will be warm for the rest of his life.
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Get the newest Version of Invasion! here: http://www.secenter.org/

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February 13th, 2004, 12:01 AM
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Second Lieutenant
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Join Date: Mar 2003
Location: Germany
Posts: 575
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Re: SEV: Any info yet?
Quote:
Originally posted by atomannj:
Make torpedos and missiles a viable weapon choice.
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Make ALL weapons a viable choice. It just doesn't make sense to implement weapons that are less effective while costing more to build, like now. Such kind of weapons can be left out without changing the game.
Generally, any choice that is no real choice should either be improved or thrown away. There are enough pseudo-complicated boring games with dozens of choices, but one and only one possible way to play.
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February 16th, 2004, 02:52 AM
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Corporal
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Join Date: Feb 2004
Posts: 127
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Re: SEV: Any info yet?
I have some ideas for the Galactic Councils:
-The power of the councils in their military, political, and technological power depends on the members in them.
-Councils shall be created on occaision, with varying goals.
-Councils already in existence may change over time, depending on the traits it already has.(The "traditional" ones may change slowly, others change their attributes rapidly and randomly, ect.)
-Laws may effect research, allowable ship designs, taxes(Galactic, Regional, and Local.), restriction of various technologies, allowed alliances.(or disallowed)
-Players max place various taxes upon their planets if they wish, but they may have to alter them to satisfy council regulations.(100% would be standard, but taxes may not be lower then 25%, or higher then 175%.)
-The amount of punishment a council may place upon violators of regulations may vary, from harassment to a unified war. What they deem punishable might be different from another council.(Insulting the "head of the council" for example may be punishable by war, but destroying Earth, a low-ranking council member, would just introduce minor taxes...in a different organization, it may be the opposite.)
-The place where the council is established may vary, and is usually influenced by what the "head" prefers, like a planet in the center of the Galaxy, or a space-station/starship.(Which may be under the control of the current "head")
Multiple councils may exist.
-There may be sub-parties that influence the current changes to the council.
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February 16th, 2004, 06:05 AM
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First Lieutenant
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Join Date: Aug 2003
Location: New Zealand
Posts: 776
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Re: SEV: Any info yet?
I wonder if morale could be effectively added to the game. like shogun or medieval total war.
if it wasent done properly it could ruin the game, might be verry tricky to do....
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February 16th, 2004, 10:16 AM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: SEV: Any info yet?
I have to say, I'm seeing a lot of rquests for some sort of "galactic council" but I don't like it. SE4 already has the basis of an excellent political system (if the AI could just be taught to use it properly) - These "coucil" things seem a bit contrived imho- . Presumably they would only appear after first contact..? I guess I wouldn't mind if you were able to switch them off.
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February 17th, 2004, 01:39 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
Posts: 538
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Re: SEV: Any info yet?
You know that the improved AI political idea sounds better - a council is a bit off target. By allowing it much more freedom and smarts in terms of their political goals that would surfice.
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February 17th, 2004, 02:44 AM
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Private
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Join Date: Oct 2002
Posts: 45
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Re: SEV: Any info yet?
Two things.
First a new victory condition: Military victory does not count. Which is to say that if you're the only civ left at the end, you don't win the game, you lose.
The idea being to force players to go for the other victory conditions, and allow for a less combat oriented game.
Second, an improved political system. I don't know about these councils and whatnot, but what I do think should be done, is in single player games (And multiplayer games with AI factions) the AI should track your actions and basically have a "rating" for you, based on whether you break your alliances or keep them, whether you attack other factions or only fight in defense, and other things of that nature. There should be no mega evil empire flag, but rather, if you've expanded through a great deal of offensive warfare, breaking treaties, and (Most importantly) surprise preemptive attacks, you will be looked at badly (Except by berserker races) and other races will be inclined to shoot first and ask questions later. Whereas if you've been "good", other races will treat you peacefully except for berserker races (You'll still want to keep your distance from the xenophobic races too).
This allows for a "realistic" or "idealistic" game (Depending on your point of view) where you play through the game only making retaliatory attacks, and can still win through the specific victory conditions of your game.
The other thing I think should be added, is a federation alliance level. If you've played Starships Unlimited you'll be familiar with the concept... It's an unbreakable alliance that fuses two races together permanently. In multiplayer that means that both players have communal control over their units and planets. In single player it would mean the AI basically gives up control of it's units to the player.
Just another option for diplomatic victory, and playing as a nice guy 
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