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November 9th, 2004, 02:24 PM
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Captain
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Re: SE5, Tell Aaron what\'s on your Wish List
This would be quite interesting. A direct hit to a ship's magazine would be rather disaterous. Of course, there'd have to some way of reducing the damage done if the magazine was empty, no?
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November 9th, 2004, 09:21 PM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
I was playing around with modding the cloak to make it more useful for myself and makeing it so once you have all techs it doesn't go completely obsolete in the end and I think I have an idea. Have the most advanced tachyon sensors only equiptable on Bases. So then all cloaked ships would have free reign in the areas not protected by a base. So only the farthest out planets would be unprotected from cloaked ships. This would allow the cloak in atleast some.Also the sensor may need to be bigger so not to have it have a big advantage and only the most secure areas would be protected by it.
The cloaks would go up higher then the first three tachyon sensors so onl the new one would see them.
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November 10th, 2004, 10:07 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: SE5, Tell Aaron what\'s on your Wish List
Sounds good, Colonel! Pirate ships ahoy in the neutral zone! Except that tachyon sensors are already the most expensive type to research... do you really want to add another level? Maybe tachyon sensors could be a separate tech area unlocked by level 3 research into sensors, so you could make them a bit cheaper?
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November 10th, 2004, 12:11 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
A stargate system would be cool to have.
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November 10th, 2004, 12:20 PM
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General
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Re: SE5, Tell Aaron what\'s on your Wish List
What, you mena like with lots of warp points and nothing else?
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November 10th, 2004, 02:27 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Colonel said:
I was playing around with modding the cloak to make it more useful for myself and makeing it so once you have all techs it doesn't go completely obsolete in the end ... So only the farthest out planets would be unprotected from cloaked ships ... Also the sensor may need to be bigger so not to have it have a big advantage and only the most secure areas would be protected by it...
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For P&N, I split the cloaking into 5 different pieces.
You'd need stealth armor to protect against passive scanners.
Scattering armor against active scanners.
Master computers (lack of crew) to protect against psychic.
Some technobabble tachyon dealies against tachyon scanners
And small hulls (low mass) to protect against gravitational scanners.
Cloaking devices did all 4 non-mass, but were an extra level weaker.
The gravitational scanners were made to be really huge and cost a couple hundred thousand resources, so they'd only be present in a few critical systems, leaving gaps like you did.
Also, because you need all 4 components to fit on a small hull in order to be completely undetectable, a frigate with 1 engine would have about 20kt of space left after cloaking. Destroyer or larger could be spotted by the 1500kt grav scanner.
Enough for a plague bomb, perhaps, or armor for sweeping mines .
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November 10th, 2004, 06:22 PM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Ed Kolis said:
Sounds good, Colonel! Pirate ships ahoy in the neutral zone! Except that tachyon sensors are already the most expensive type to research... do you really want to add another level? Maybe tachyon sensors could be a separate tech area unlocked by level 3 research into sensors, so you could make them a bit cheaper?
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What I did with the files I was playing with was copy the sensor tech and paste it once right below. Then renamed it Advanced Tachyon Sensors then doubled the price in base research with only one level. So it was 100000 to get it which would have been about the same as the Last level of regular sensors. Also you would need to get all of the sensors to be able to research this tech.
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November 10th, 2004, 08:28 PM
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Re: SE5, Tell Aaron what\'s on your Wish List
How about regions of space where the laws of physics are different from those in normal space? That is, when you enter a system or sector with this property, the game switches to a "patched" set of data files, which would supplant the original files in places where they conflict! So you could have a system where, say, shields are at half strength, or to-hit chances decrease twice as fast with distance, or any combination of weird effects!
If this is implemented, it's only one step away from loading multiple mods at once and resolving the conflicts via some sort of internal diff program!
And if that's too much, there could always be multiple sets of complete data files which apply in the various anomalies or regions of space!
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November 10th, 2004, 09:15 PM
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First Lieutenant
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Re: SE5, Tell Aaron what\'s on your Wish List
Hey Ed. True, I finally went and read the archived IRC with Aaron. Cool stuff!
Mod-ability will be great in SEV! I can't wait to see what you guys do with it
So what about satelites with formations instead of being clustered all in one location?
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The best way to have a good idea is to have lots of ideas.
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Take away paradox from the thinker and you have a professor.
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November 15th, 2004, 01:28 PM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
I might have mentioned this before but I'd like to see some of these things in the game.
Politics: Different governments. I'd also like to see other empires shift in government policy because of new leadership that might lead to war and other situations.
Economic: Add a currency and unique trade items. Owning certain item would earn a financial benefit and allow use of certain technology. It might make certain tech cheaper. Opens up possiblity of an economic victory.
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