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  #1531  
Old October 13th, 2004, 12:55 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Unlimited (or at least some relatively huge number, 255 or 1000 or something) of human/AI/neutral players.

Think about it - a neutral in each system to conquer or negotiate with! Perfect for a Star Trek mod, since Star Trek always has the "generic alien of the week"
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  #1532  
Old October 13th, 2004, 01:10 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Quote:
if you add another stellar option the "Warp Option", or whatever you call it. That means, that the work procedure "open Wormhole", "go through wormhole", "close wormhole on other side" is shortend.
The current method of waiting a turn seems like a good design for balance purposes. Gives the enemy a chance to react.
Given a proper set of movement and stellar manip orders, plus a relatively simple alignment of warppoints, it is technically possible to open a point, warp a fleet through it and then close it again in less than a full turn.
Such an action takes a lot of pre-planning, organization among many ships, and specialized ship designs to make it work, though.
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  #1533  
Old October 13th, 2004, 04:45 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
TurinTurambar said:
I'm actually playing in a game right now where out of 15 players, intel was voted completely out of the game. It is therefore obvious to me that quite a few players would not appreciate an in-depth intel program in the stock game.
Erm... to me, that seems more like a good indication that the intel system in SE4 is terrible, and people realize this... Most of those players would probably appreciate a decent system.
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  #1534  
Old October 13th, 2004, 08:09 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Here's to what Fyron said!
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  #1535  
Old October 13th, 2004, 09:15 PM

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

Speaking of intel...

The single greatest thing Araon can do is to open it up to the user and mod maker community. Perhaps create a txt file with all possible combinations of affecting the game via intel, and have these as moddable intel defense/attacks that can be adjusted. Include chance of success/failure rates in command lines within the txt files.

In this way we can mod resource specific intel attacks, or ship class/type planet type specfic attacks- whatever.

SE4, you get what you get, where as the rest of the game tends to be open ended. Go back to SE3 intel model, but open it up so we can make the fine tune adjustments which have made this game so great!
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  #1536  
Old October 14th, 2004, 12:24 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

OK I cant read the 103 pages here so here is my list so far and others can tell me if its all already been covered or I just failed to RTFM:::

a button to copy enemy designs

when someone surrenders to you, a way to find them quickly on the map. Maybe have "go to" take you there from the announcment

when selecting star charts, let hovering show it on the map

a way to select large batches or even all for things like tech and star charts

a placeholder for worlds which should not build (at the moment I make a mine named "place holder" and put the queue on hold so I can tell in the menu displays not to keep checking it

maybe a "build item" meaning "concentrate on population increase" like Master of Magic had

non-gui command-line hosting on linux

let me name my ship when I add it to the queue (would be great for reminding me WHY I built that colony ship)

hitting the HOME button should go to the home world

flags are hard to read in the charts. hovering a flag should give a pop-up help of the empire name

a Magnetic component for mines. By itself it could create a "spy bug" which attaches itself to visiting ships. With a bomb it could become a delayed mine you could set off at a time of your choice. Possibly scanners or visitng a shipyard would remove them (yes I got the initial idea from someone else)

the "upgrade facilities' button lets you quickly check a plaet for upgrades. Can we get an "upgrades" button for ships and units?

Shft-Click and Ctrl-Click to work in all selection menus for mass selecting

Double-clicking should serve SOME purpose for everything. A good-guess at a result at least. For mines and satellites maybe the scrap menu, unowned ship maybe the enemy fleets screen to see if you know its makeup, owned planet maybe the construction queue, a sun could bring up the notes screen on the system,

Its slightly irritating that if roman numerals are going to be used, then can the displays sequence it numerically instead of alphabetically? IX does not come before VI

a cheap "drop colony" for colonizing moons or from a spaceship shipyard. No engines or crew, just a drop box. Or maybe a 1-engine limit on it. At the moment I build them but it doesnt seem to give much of a speed or price break. Maybe even a cheap engine that wont warp

all settings in the AI files should mean something. Allow an AI to be affected by government types, leader titles, planet/environment types, everything in case a player wants to write the ai files that deep. Such as a race which does not tend to want to help a nation which has the same planet preference as they do or dislikes dictatorships.
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  #1537  
Old October 14th, 2004, 12:33 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
ZeroAdunn said:
Replace atmosphere types with a slider. There would be the atmosphere types (oxygen none argon methane hydrogen etc,) each representing a number. Your race would then have a number on the slider. The closer a planets slider is to yours, the more facilities/population you could have, the easier it would be to mine, the faster your population would reproduce. Eventually, the planets slider gets so far away fromy your number the colony becomes domed, or you can't colonize at all.
If this was done I would still like to see the planets appearance be color controlled based on atmosphere. I see that the basic planet images did this abit anyway. If I get around to it I might provide a test run in a thread or someone else can.

Oxygen has been fairly decided as blue/green, Carbon Dioxide alot of green, Methane purple, None grey, etc etc. If a planets geographical appearance was set by the bitmap but the colors used were slid to show atmospheric changes then I THINK the effect would work. The change in appearance is quite drastic and impressive.

Instead of using the same images with different colors as has been done a bit now, the images could be gray-scale and used as apparently seperate images for each of the environments. It would provide a much larger variety with a much smaller library. But the effect of this is hard to see unless someone actually tries it and Posts a thumbnail set.
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  #1538  
Old October 14th, 2004, 01:55 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Gandalf Parker said:
OK I cant read the 103 pages here so here is my list so far and others can tell me if its all already been covered or I just failed to RTFM:::
Why do people keep expressing concern over this? This is not some kiddie forum where you will be flamed just because you made a suggestion someone else already did... The more people that request a specific feature, the more likely it is to be implemented, due to Malfador being very responsive to the fan base.
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  #1539  
Old October 14th, 2004, 08:45 PM

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

Here is a screwly little idea that can be easily modded. If the organic infestation systems are kept in the game, it should eat ships if they stay in the sector.
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  #1540  
Old October 15th, 2004, 05:09 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

How about a seamless world?

I think a seamless world would be a great idea. Warp points could be used to get to distant places, but aren't needed to get to different systems.

A seamless world where there's a solar system for a group of planets and their moons all orbiting and moving around whatever object is in the middle.

Some of these ideas were already mentioned.
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