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  #1  
Old October 22nd, 2003, 02:28 AM
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Default Abilities for objects in SE5!

List 'em here, and get Aaron to see them!
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  #2  
Old October 22nd, 2003, 03:39 AM

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Default Re: Abilities for objects in SE5!

define objects please
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Old October 22nd, 2003, 04:09 AM
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Default Re: Abilities for objects in SE5!

Anything that can be given abilities. Components, facilities, hulls, etc.
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Old October 22nd, 2003, 04:37 AM

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Default Re: Abilities for objects in SE5!

Ability for multiple damage types on a single weapon. Instead of only hurts engines how about only hurts engines + skips armor + half damage to shields.

I have a list a mile long but I will just do that one for now.

Want to see how many on my list get duplicated by others.
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Old October 22nd, 2003, 05:04 AM
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Default Re: Abilities for objects in SE5!

% cloaking chance, % penatrating hit chance. ability to design ship sizes. ability to tow ships and bases and stuff. decimals. not just whole numbers like it is now. stuff that returns a bonus based on how far away the second thing is. like a palace that improves 40% -1% per secter. or whatever distance will be in. or a shield booster that boosts sheilds 100 points -2.5 points per secter but only in the same solar system as the booster.

cheese. well, ok, i just threw that in there to be in character.
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Old October 22nd, 2003, 11:46 AM
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Default Re: Abilities for objects in SE5!

I will have only two suggestions for now:

* Increased/decreased accuracy over long range. The accuracy of a weapon could decrease by 15% every sector in the case of a decrease, and by 5% when it is an increase. Or perhaps being able to set the hit chance for every range.

* Broader range of damage (and its counterpart): that would make the damages done by such a weapon less reliable and fixed. Say, an extreme weapon which does damage like 10-60. On the other hand, a "reliable" weapon would have a damage range of 30-35 for instance.
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Old October 22nd, 2003, 07:29 PM
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Default Re: Abilities for objects in SE5!

Quote:
Ship components that generate research, intel, or allow carried population to count for something.
yeah. worldship ability.
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Old October 22nd, 2003, 08:34 PM
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Default Re: Abilities for objects in SE5!

Ok, components that have an affect based on how many are in place, and for how long.

Basically, instead of stellar manipulation components that take years to build, then one turn to create a planet, star, warp point; you build several smaller, less expensive components and keep them safe in the area for a while to produce what you want.

No more, repair the component and do it again next turn.

Oh, and a repair cost flag. Most things would stay repairable for free, but a small or large cost would be added to, again, stellar manip. components.

Listen, I'm not saying this ideas are how it has to be. I'd just like these variables available for modding purposes.

I concede that the way things are now sacrifices "realism" in exchange for a set of game mechanics that are good for AI characters and turn a day PBW.

Think of how the Proportions mod really changed the game, and how much more it could do.
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Old October 22nd, 2003, 09:35 PM

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Default Re: Abilities for objects in SE5!

Here's a few:

Prerequisite Components. For example, in order to have Quantum Engines, Quantum Torpedos, or Quantum Shields, you need to have a Quantum Generator on your ship.

Percent Required Tags. (Applies to Hulls - like what is currently done with Carriers and FighterBays). For example, in order to build a Missile Frigate, at least 50% of your components need to have the "Missiles" tag.

"Vehicle Type" and "Weapon Target" (components.txt) - use booleans instead of lists.

Self Destruct. Blow up your ship in order to do damage to all adjacent ships. (Ideally you would need some sort of SelfDestruct Strategy - ie under what circumstances do your ships blow themselves up? at x% hitpoints? When surrounded?)
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  #10  
Old October 23rd, 2003, 12:51 AM
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Default Re: Abilities for objects in SE5!

Two words: Stackable Mounts!
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