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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. |
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.
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Re: SE5, Tell Aaron what\'s on your Wish List
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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
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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. |
Re: SE5, Tell Aaron what\'s on your Wish List
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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]
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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 |
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 |
Re: SE5, Tell Aaron what\'s on your Wish List
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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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