|
|
|
 |
|

December 16th, 2002, 08:59 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Idea submissions
If they are going to have the multi tech tree, I would like to be able to spit my research over 2 or 3 techs.
|

December 16th, 2002, 10:17 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Idea submissions
Just put them all in the queue. The way SE4 (non-divide evenly mode) distributes the points means you don't have to worry about spreading your points or losing the excess. Not to mention that you get all techs except the Last one faster.
And, the point of the grid techs are that you don't HAVE to do all three at the same time or the same rate.
Two players could have torpedo weapons, and while one player researched excellent range and accuracy, the other researched damage only.
[ December 16, 2002, 20:22: Message edited by: Suicide Junkie ]
__________________
Things you want:
|

December 17th, 2002, 02:02 AM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Idea submissions
Well, you can get multi-hit by putting multiple weapons and a multiplex components on your ship...
|

December 17th, 2002, 02:12 AM
|
 |
Private
|
|
Join Date: Dec 2002
Location: Sweden
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Idea submissions
It's true you can get multi hit that way, but I was after a weapon that would do the trick without multiplex. What i was after was a weaker weapon with the ability to hit several ships in the same shot, thus forcing the player using them to alter tactics. But I guess you can achieve the same effect with a lot of low damage weapons that doesn't take very much space combined with advanced multiplexers, but the again, you still have the opportunity to concentrate all your fire on one ship.
__________________
Beware, the season of moonstone is upon you.
|

December 17th, 2002, 03:24 AM
|
 |
Second Lieutenant
|
|
Join Date: Jul 2002
Posts: 442
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Idea submissions
Quote:
Originally posted by Suicide Junkie:
And, the point of the grid techs are that you don't HAVE to do all three at the same time or the same rate.
Two players could have torpedo weapons, and while one player researched excellent range and accuracy, the other researched damage only.
|
Or better, Player A researches the range and accuracy; he will ccurately ping you, repeatedly, from long range.
Player B focussed on build-cost and damage. He doesn't hit terribly often, and has to get right up close to even try ... but he's got LOTS of the blighters, and when they hit, something goes *boom* in a [b]BIG[/] way.
Meanwhile, Player C went for range and damage; long range, not terribly accurate, with good punch; Player D went for accuracy and build cost; lots and lots of hyper-accurate close-range "ping"-ing ...
And so on.
__________________
-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
|

December 17th, 2002, 03:41 AM
|
First Lieutenant
|
|
Join Date: Feb 2001
Location: NJ
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Idea submissions
S.J. - the grid tech idea has some really cool potential... I like it. To go further:
Maybe bury a few research "Easter Egg" goodies by crossing 2 special racial techs deep down the tree. This could be a really funky weapon or facility. At least make them more useful than the ancient techs in the existing game.
|

December 17th, 2002, 03:49 AM
|
First Lieutenant
|
|
Join Date: Feb 2001
Location: NJ
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Idea submissions
What I would like is improving the longevity for seekers and units (drones, fighters, missiles).
Point Defense is the End-All for units and seekers. The game would be more interesting if your higher tech units were:
1. enabled by a ECM that made them harder to hit
2. beefed up with a substantial damage tolerance
3. reduced in cost, so that someone would actually build large fighters

|

December 17th, 2002, 04:40 AM
|
Sergeant
|
|
Join Date: Oct 2002
Location: Dallas, tx
Posts: 391
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Idea submissions
how many points of damage does it take to destroy a seeker? i know with a mk V pt def canon 1 hit will destroy a seeker. but it takes more hits with earlier ones.
__________________
The vastness of space and time, and I end up here?
|

December 17th, 2002, 05:01 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Idea submissions
The seeker damage resistance is displayed at the bottom of the component window.
Compare that to your point defense damage power.
__________________
Things you want:
|

December 17th, 2002, 08:38 AM
|
Private
|
|
Join Date: Dec 2002
Location: Glendale,Az
Posts: 43
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Idea submissions
well i intended it for ideas(no matter how off the wall or wild)that through conversation,tweaking,and playtesting become a reality....basically what i'm saying is say whatever ya want,just as long as it actually gets somewhere rather than just bounced around till it dies off,thus going nowhere and taking up space and wasting time
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|