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  #1841  
Old January 14th, 2005, 08:27 PM

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

You don't realize how many times I've wished this!!!, I see the same folks still in this forum, hello again, to all you forum "oldtimers" as it were, as I don't come by too often, but SEV is still number 1 on my game waiting list. And I still play SEIV!

1) Transparent LAN play, no host processing as it were. I push next turn button, you push next turn button game turn advances, like MOO II but one that works (HA!)
2) Ability to use multiple FTL drive types, not in the same game necessarily. Warp points, Warp drive, Warp generators, Stargates, Hyperdrive etc. or at least the ability to modify the worm hole properties, so that it could take a special component ability to use worm holes.
3) Bigger map editor (for bigger maps of course)with more editing features. And with the ability to randomize the planets and starting locations on premade maps, for increased re-play ability in specific star maps. Ability to see Star name and star type only instead of "unexplored", at least your empire would have the star name and know what kind of star it was.
4) Ability to create scenarios with multiple start planets and fleets already built and located on the map. Possibly some sort of event creator (editor)to move a scenario along with scripted events. To allow the AI to follow a story line of sorts, ie like the First Tholian War or Assault on Hoth, or the Man/Kzinti wars.
5) A better form of ground combat... Could you link to a simple turn based hex map & military unit counters??

These are my top 5.. Yes Yes I know, pretty tall orders, but its my wish list. I like to play in various SCI-FI worlds, Star Trek, Star Wars, Bab5, The new Battlestar Galactica, Man/Kzinti wars, Starship troopers, Space 2300 (First Bug (Kafer) war. So having more than one way of traveling FTL would really be cool to correctly simulate all the various FTL drives. Unfortunetly I'me kind of a realism freak (I am an engineer in a space flight program)So my mods tend to stick pretty close to my vision of future conflict. But SEIV still rules them all!
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  #1842  
Old January 14th, 2005, 09:30 PM
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Atrocities Atrocities is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Hey LarryBush, been a while. You really should post more often. A fresh perspective on things is always a good thing to read.
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  #1843  
Old January 15th, 2005, 09:20 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Here's an idea. A ship log. The player has the option of activating a ship log. Each ship will keep a history of its exploits. Traveled to X location. Was involved in battle X - destroyed such and such ship. Suffored damage on such date at such location. The file would be kind of large, but would be very interesting.
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  #1844  
Old January 15th, 2005, 06:08 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Atrocities said:
Here's an idea. A ship log. The player has the option of activating a ship log. Each ship will keep a history of its exploits. Traveled to X location. Was involved in battle X - destroyed such and such ship. Suffored damage on such date at such location. The file would be kind of large, but would be very interesting.
And very useful in certain circumstances. If MM allows detailed 'scripted' orders for transports (instead of just 'repeat orders') we would then be able to review the log of activities instead of having to look at each ship during each turn to see if it was doing what we wanted it to do. Pick up 'x' number of mines from planet 'm', take them to planet 'n' and leave them there. etc... It would be very helpful to be able to turn on a 'verbose' log for certain ships and see every single event in order to 'debug' the script or just watch the progress of certain things.
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  #1845  
Old January 15th, 2005, 10:32 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

How about some stacking ability modifiers?

Example:
Mines have a base cloaking of 500 points/levels/etc.
Each warhead stacks a -1 to that ability.

So, your small minefields will be hard to impossible to see, and if you pile hundreds together they become easier to detect.
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  #1846  
Old January 16th, 2005, 12:27 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

And multipliers... maybe each warhead would halve the cloak level of the mine instead?

Come to think of it, remember how in Stars, cargo mass affected things like cloaking and fuel consumption? That is, a 100kT ship carrying 100kT of cargo would have half the cloaking ability and double the fuel consumption of the same ship running empty. (Actually Stars! used some funky cloak-per-kT vs. something or other chart to determine the visibility radius... oh yes, cloaking will be radius based, won't it? )
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  #1847  
Old January 16th, 2005, 02:20 PM

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

#1 - Editable Waypoint names. Currently the only choice is 'Rename' which wipes the current name. It's not that hard to make that dialog a drop down list wherein a list of possible names (like vessel type/name is now)is displayed to choose from.

#2 - Allow us to rename a system instead of just a planet within the system.

#3 - allow editing of facility 'Fill Queue' list. Right now it's all or nothing and if you misspell something it's Delete and Redo.

--- it would be nice if that list was read into the game from a text file so that it could be edited. Thus Facility Construction Fill Lists could be constructed before game play and then reused with any game. I understand that the current list is saved with the Empire so that different lists can be used for different races - but putting the Fill Queue list into the Race folder solves that problem.

#4 - when using fleet formations - tag the command or lead ship with some sort of designator.
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  #1848  
Old January 16th, 2005, 02:23 PM

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

With the log maybe a symbol on the map showing the site of a famous space battle.
You know a map bigger than 0,12 X 0,12 would be nice more rings, more graphics. Maybe even open up the game code to allow sensors and scanners in that map for some "cat and mouse" or "destroyer vs submarine" detect and destroy play! Might even use "unknown" style ship icon on that map until ship is detected & identified. Possibly allow game code to utilize stealth values in component design/hull design, not cloaking but just "quiet" ships with low EM emissions, maybe even seperate modes for active and passive scanning, you know EMCON mode for quiet travel active mode for active scanning. Kinda crazy are'nt I, just think the big system map is good for detection and close then the tactical map for actual combat. Give fast ships with good electronics suiets a chance to withdraw if outgunned.
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  #1849  
Old January 16th, 2005, 08:26 PM

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

Adding the ability in tactical combat to let the computer auto control some ships while leaving others on human control. Instead of the current all or nothing system.
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  #1850  
Old January 16th, 2005, 09:13 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
bearclaw said:
Adding the ability in tactical combat to let the computer auto control some ships while leaving others on human control. Instead of the current all or nothing system.
Excellent idea. We ought to be able to play as 'commander' of one ship in our fleet while the others are under AI control.
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