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-   -   SE5, Tell Aaron what's on your Wish List (http://forum.shrapnelgames.com/showthread.php?t=8397)

Paul1980au May 4th, 2004 10:07 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Great idea if such a poitns driven learning AI could be developed then it would make SE5 so much harder than SE4 - imagine something like that with SE4 well it would almost like playing a human player - these are some solid suggestions for MM to consider.

That said it shouldnt distract from the actual game development - i still think the ability to mod the AI is a factor - but interesting points to consider.

solops May 5th, 2004 06:56 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
When you right-click on an enemy ship/fleet I'd like an option of seeing the ship specs, if I knew them.

parabolize May 5th, 2004 08:11 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by solops:
When you right-click on an enemy ship/fleet I'd like an option of seeing the ship specs, if I knew them.
<font size="2" face="sans-serif, arial, verdana">I agree

Fyron May 5th, 2004 08:14 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
That was in SE3... why oh why did it go away? http://forum.shrapnelgames.com/images/icons/icon9.gif

Paul1980au May 5th, 2004 09:37 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Well i would either like to see it in any SE4 update (if MM decides on one more Last one Version 2 just to reward the loyal players and those new ones that are buying SE4 befoer the long awaited SE5 is ready.

Proabbly wont happen and lets now hold our breath but for SE5 it would be helpful esp if you knew the design type already.

parabolize May 5th, 2004 09:39 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Paul1980au:
Well i would either like to see it in any SE4 update (if MM decides on one more Last one Version 2 just to reward the loyal players and those new ones that are buying SE4 befoer the long awaited SE5 is ready.

Proabbly wont happen and lets now hold our breath but for SE5 it would be helpful esp if you knew the design type already.

<font size="2" face="sans-serif, arial, verdana">STOP IT! http://forum.shrapnelgames.com/images/icons/icon8.gif

Fyron May 5th, 2004 10:00 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
It would be good if there was an optional field in RacialTraits.txt that was "Hidden Trait := TRUE" which would hide the trait from being displayed to other races. I would not like to see all traits forcibly hidden, even with a global setting in Settings.txt. More choices are always good. [Wink]

Tanus May 7th, 2004 12:29 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I'm sure it's probably been said before, but I'll throw it in anyway.

I'd like the option to set cloaking/detection 'distances' - kind of how long range scanners work.

Eg. Level 3 detectors would be able to see a cloaked ship up to 3 sectors away, level 4, 4 sectors away, etc. This would get more complicated as you add different cloak levels as well, but that's the general idea. System wide detection eliminates pretty much all 'stealthy' options and misdirection

Suicide Junkie May 7th, 2004 12:56 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Some way to prevent the huge fleets from having runaway power and being overwhelming.

-----

Splash Damage weapons and other patterned multi-ship damage.

A way to vary to-hit chance depending on recent combat events. (eg: The "firing more shots into the big cloud of smoke" effect seen in action movies http://forum.shrapnelgames.com/images/icons/icon10.gif To-hit chance could drop by 1% for every 10 damage inflicted on a particular ship during a single combat round)
With those kind of settings, a huge fleet couldn't inflict more than about 1000 damage to any particular single ship in one turn.
All optional, but I think the underdogs could use some help http://forum.shrapnelgames.com/images/icons/icon12.gif

Sinapus May 7th, 2004 06:31 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Tanus:
I'm sure it's probably been said before, but I'll throw it in anyway.

I'd like the option to set cloaking/detection 'distances' - kind of how long range scanners work.

Eg. Level 3 detectors would be able to see a cloaked ship up to 3 sectors away, level 4, 4 sectors away, etc. This would get more complicated as you add different cloak levels as well, but that's the general idea. System wide detection eliminates pretty much all 'stealthy' options and misdirection

<font size="2" face="sans-serif, arial, verdana">I proposed an idea like that awhile back. Though I was thinking more of having a scanner level combined with a sensor range, to make the different scanner types in SEIV be a bit different. Scanner level would scan out to the range, and be able to detect lower level cloaks further out.

Essentially, a Lvl 4 scanner w/range 2 would be able to detect cloak lvl 4 and lower at range 2, lvl 3 and lower at range 3, lvl 2 and lower at range 4. It would also detect cloak lvl 5 at range 1 and detect cloak lvl 6 if in the same sector.

Also wanted the cloak levels to stack, but only one particular component (or sector level obscuration) to work. So, you couldn't mount two cloaking devices to stack their cloak levels, but you could stack a cloaking device with stealth armor and hide in a sensor-obscuring nebula system or a sector-sized obscuring storm.


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