.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Falklands War: 1982- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 18th, 2005, 10:49 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Suggestions for Space Empires V

Actually, the counterstrike makes a good example.
Each round isn't a whole game, but is in fact just a round.
After the victory conditions are met, (# minutes, # rounds won, # kills, etc) you compare scores and see who won the game.

You then change maps, begin a new game, and everybody starts from scratch.

When you do well in a round, just like doing well in a big fleet combat, you end up with some advantage over your opponent in the next round. But once you've conquered all and been declared the winner, its back to square one plus only a golden trophy to hang on your ego.
Reply With Quote
  #2  
Old May 19th, 2005, 12:24 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 31 Times in 19 Posts
Atrocities is on a distinguished road
Default Re: Suggestions for Space Empires V

One thing that I find most frustrating is the fact that Torpedeos are added as a component. Torpedeos are not a component, they are weapon, and by there very nature, a weapon that is expended. They are not a beam weapon, thus rechargeable, they are use weapon that once used are gone and need to be restocked.

Would it not be a novel idea to have Torpedeo Tubes or Launchers instead?

Each Tube or Launcher would have a max limit of Torpedeos that could be restocked when the ship pulls in for supplies.

The more tubes/launchers you have, the more Torpedeos you have. You could even have a Torpedeo Storage Compartment that could additional Torpedeo's.

If the ship has a Q-reactor, the same would apply, they would still need to restock Torpedoe's.

And on the subject of Torpedeo's, they are a feared weapon amoung navy's around the world. A hit by one or two of them could destroy a ship and for the most part they cannot be intercepted or destoryed. I think that torpedeo's should act simularly in SE V. Armor and shields would begin to play a larger part in if this was the case.

And what about the ships that most often use Torpedoe's? How are they represented in SEV?

I offer this suggestion: Make a new class of ship, a subspace hunter class. The ship, varying in size, would work much like a modern day submarine but instead of being under water, it would be under a special cloak field - to simulate subspace. The ship would not be able to use shields while in subspace, but its armor would work. It would fire torpedeo's while in subspace, but have very poor manuaverablity in combat.

On the contrast, a standard ship could be equiped with subspace depth charges. These would work kinda like point defense cannons. Couple them with a specialized subspace scanner and you could target the subspace hunters and engage them.

I know this is an ambitious suggestion, but one that I think would add a lot to the game and would be the first time such a concept was used in this type of game.

Couple these suggestions with the suggestion that I have already made for Hull Strength abilities, and you could build ships with superior hull strength to hunt the subspace hunters.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #3  
Old May 19th, 2005, 12:41 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Suggestions for Space Empires V

From the IRC chat logs:
Quote:
[11:34:43-AM] Malfador: Limited Ammo will be through the use of Ordinance and Supplies. If you run out, you can't fire anymore.
He meant "ordnance" though.

PS:
Surely you should know how easy it is to explicitly add "launcher" to the name of the component if it makes you happy and you don't mind the extra wordiness.
Reply With Quote
  #4  
Old May 19th, 2005, 01:55 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 31 Times in 19 Posts
Atrocities is on a distinguished road
Default Re: Suggestions for Space Empires V

Thanks SJ.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #5  
Old May 19th, 2005, 05:52 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Suggestions for Space Empires V

Quote:
Atrocities said:
Would it not be a novel idea to have Torpedeo Tubes or Launchers instead?

The more tubes/launchers you have, the more Torpedeos you have. You could even have a Torpedeo Storage Compartment that could additional Torpedeo's.

If the ship has a Q-reactor, the same would apply, they would still need to restock Torpedoe's.

And on the subject of Torpedeo's, they are a feared weapon amoung navy's around the world. A hit by one or two of them could destroy a ship and for the most part they cannot be intercepted or destoryed. I think that torpedeo's should act simularly in SE V. Armor and shields would begin to play a larger part in if this was the case.

I offer this suggestion: Make a new class of ship, a subspace hunter class. The ship, varying in size, would work much like a modern day submarine but instead of being under water, it would be under a special cloak field - to simulate subspace. The ship would not be able to use shields while in subspace, but its armor would work. It would fire torpedeo's while in subspace, but have very poor manuaverablity in combat.

On the contrast, a standard ship could be equiped with subspace depth charges. These would work kinda like point defense cannons. Couple them with a specialized subspace scanner and you could target the subspace hunters and engage them.

Couple these suggestions with the suggestion that I have already made for Hull Strength abilities, and you could build ships with superior hull strength to hunt the subspace hunters.
I like the ideas...except for the cloak, there are sort of ways to do this in SEIV, Unforuantely they are very broke. The Drones could be considered a from of expendable torpedo...they just don't work well in the combat engine. Seeking Weapons can emulate via supplies...but of course the replenishment of supplies is quirky. As for being feared...make any weapon that does a crap load of a damage, and people will be forced to defend against, or plan for it... It seems SEV will hopefully allow us to better mold our ideas into a playable format...

Kana
Reply With Quote
  #6  
Old September 28th, 2005, 02:12 AM
Aris_Sung's Avatar

Aris_Sung Aris_Sung is offline
Corporal
 
Join Date: Jan 2005
Location: Ontario, Canada
Posts: 71
Thanks: 0
Thanked 0 Times in 0 Posts
Aris_Sung is on a distinguished road
Default Re: Suggestions for Space Empires V

In regards to Atrocities idea of Torpedo Launchers, I thought wouldn't it be cool that as you researched better torpedo launchers you could fire more than 1 torpedo/launcher. Therfore, the more advanced you get, you can reduce the number of launchers but maintain the same number of torpedoes fired (compared to a less advanced period) or keep on adding launchers and fire even more torpedoes.

Just my $0.02.
__________________
Carter: Inertial dampeners.
O'Neill: Cool... and check. Phasers?
Carter: Sorry, Sir.
Reply With Quote
  #7  
Old September 28th, 2005, 03:01 AM
Aris_Sung's Avatar

Aris_Sung Aris_Sung is offline
Corporal
 
Join Date: Jan 2005
Location: Ontario, Canada
Posts: 71
Thanks: 0
Thanked 0 Times in 0 Posts
Aris_Sung is on a distinguished road
Default Re: Suggestions for Space Empires V

Oh, one last suggestion before I forget.

If you put mines around your planet, it should decrease the amount of resources that gets exported from that planet.
Think about it. The more you mine a planet for its defense, you're basically cluttering up the space lanes that resource transports need to use to come and go. So with reduced lanes, there would only be so many transports that can come and go at a time.
This idea is just for balance, so that a defender doesn't mine all his planets with no down-side.
__________________
Carter: Inertial dampeners.
O'Neill: Cool... and check. Phasers?
Carter: Sorry, Sir.
Reply With Quote
  #8  
Old May 19th, 2005, 03:50 PM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: Suggestions for Space Empires V

Quote:
Suicide Junkie said:
Actually, the counterstrike makes a good example.
Each round isn't a whole game, but is in fact just a round.
After the victory conditions are met, (# minutes, # rounds won, # kills, etc) you compare scores and see who won the game. You then change maps, begin a new game, and everybody starts from scratch.
That's a really stretched analogy. A closer analogy would be to play several complete games of SE4 back to back, using the same map, gaining extra racial points to spend after each game based upon how you do. Switching maps in counterstrike is more like starting a new game with a new empires, and starting from scratch with that empire.
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
  #9  
Old May 19th, 2005, 04:57 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Suggestions for Space Empires V

Storing your default settings and trait choices is handy.
But having anything leak across between games is a really bad idea IMO.

If you are going to add that kind of thing, it definitely needs to be much more than one teeny effect, though.

Unfortunately, everything I can think of for that just reeks of massive cheating holes.
Reply With Quote
  #10  
Old May 19th, 2005, 06:22 PM

spoon spoon is offline
First Lieutenant
 
Join Date: Apr 2002
Location: California
Posts: 790
Thanks: 0
Thanked 0 Times in 0 Posts
spoon is on a distinguished road
Default Re: Suggestions for Space Empires V

Quote:
Suicide Junkie said:
Unfortunately, everything I can think of for that just reeks of massive cheating holes.
That's just because you keep thinking up horrific ways for it to be implemented! Use your brain for good, not evil!

What if we called it the Leaky XP system. Then you'd love it!
__________________
Try out the Fantasy Empires Mod, a full conversion, fantasy based mod for SEIV Gold.
Click here to download.
Click here for the Fantasy Empires Mod discussion thread.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:48 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.