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  #2121  
Old March 19th, 2005, 12:08 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

* Have a filter button for fleeted ships, so that they don't appear on the ship list.

* Filter button for ships with orders, or have the 'sort on orders' column click put all ships without orders ON TOP of the list.

* Have a quick GO-TO from the construction queues. Many times I've wanted to see which planet or ship in a system, and had to bail out to go look.

* Have ships carry and consume their upkeep resources instead of using 'supplies' and spaceports to put all resources into a galactic pool.
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  #2122  
Old March 20th, 2005, 01:48 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

oh my god, this thread has so many posts in it. It's kinda scary.

OMG, my avatar still links to that old webspace. *scrambles to change it*
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  #2123  
Old March 22nd, 2005, 04:43 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Seekers that have a long range, but need to be fired at lower ranges. I.e. a Heavy Anti-Ship Missile needs to be fired at a range of 8 or less, but it can track ships to a range of, say, 20.
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  #2124  
Old March 22nd, 2005, 04:54 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Strategia_In_Ultima said:
Seekers that have a long range, but need to be fired at lower ranges. I.e. a Heavy Anti-Ship Missile needs to be fired at a range of 8 or less, but it can track ships to a range of, say, 20.
You can do this in SE4. Add a mount for seeker weapons that adds -12 range. Set the family requirements to the weapon families of the seeker you wish to have this behavior on. Set the range of that seeker to 20. Set its size to 100 times normal. The mount will make the size 1%. This will force the use of the mount on this component. Now, the weapon will only be able to fire up to range 8, due to the mount. However, the seeker will still travel up to 20 squares, due to the weapon stats. Seeker range is affected bizarrely by mounts... Damage is not affected at all.
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  #2125  
Old March 22nd, 2005, 05:06 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Aah, thank you very much Fyron.

New races that are created during a game. I'm not talking rebels, I'm talking planets with intelligent population who have finally made the jump to space in the year 2405.6 or so.

Also, random "elder" ships floating around, going somewhere or patrolling sections of the Galaxy. These ships would be massive, and players cannot play as these Elders.

The above two combined could result in ancient colony sleeper ships in the Galaxy, that would travel towards a planet and colonize it, thereby creating a new race during gameplay. This race might start with no tech, they might start with some tech or a lot of tech. Or they could have special unique techs that cannot be researched by the player. Something like Elder Technologies of various kinds, or other tech unique to the new race.
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  #2126  
Old March 22nd, 2005, 09:43 PM

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

Yes, 'Elder Races' would be a very nice feature to have either as playable races or as 'wandering monsters' in the galaxy.

I think that a good population AI might make 'Elder Races' doable as playable races. You'd give the Elder Race population a very low growth rate and a very high resistance to the sorts of adventures that younger races normally tolerate. Invasion and conquest, for example. Since an Elder Race starts with a presumed very high level of technology and culture they are all highly individualistic and not willing to 'sacrifice' themselves for some petty war. Normally, if you attack a race that hasn't attacked you, your population would shut you down. They are all 'artists' or 'scientists' or 'scholars' after all and not interested in being shipped off to fight a war. So, you couldn't rush out and attack anyone and everyone and you couldn't necessarily colonize a lot of planets beyond the first few turns because of the very slow growth of your population. They'd probably not want to even have trade treaties with the younger races because they wouldn't have anything of interest technology wise, and their culture would seem seedy or outright vulgar and barbaric to the advanced Elders. On the other hand, you would have lots of technology goodies to work with from the very first turn and you could possibly use those to manipulate or bribe younger races to do your dirty work for you. Kinda like the Babylon 5 universe.
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  #2127  
Old March 23rd, 2005, 09:10 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

And don't forget, the Elders use little or no technology you can research as a normal player. They can research techs other players can only aqcuire via ruins, and they can utilize a host of other unique devices.

Their ship sizes should also be unique, with even small scouts reaching sizes of young races' medium warships - think LC size for the first ship the Elders can build, comparable to Escorts. Also, Elders should have a LOT more ship sizes, so that their biggest ships (could be generation ships, giant battleships or whatever) reach unimaginable sizes. Weapons for the Elders should be very strong and highly effective, think the WMG with double/triple damage, 1.5 times the range, 20kT and ROF of 1. Sound attractive?

Also, Elders should have unique mounts to reflect their millenia of weapons/component research, so they can have such hugely useful mounts like doubling range, tripling damage, doubling kT, tripling resistance but increasing costs by x5.

Elders could also have multiple colonies at the game start, and you could specify those in the map editor. You could thus create a scenario with a massive Ancient Empire in decline, and hordes of younger races standing posed to take over power. The Elders would have little chance if there were large alliances, but if the younger races were crippled by infighting, the Elders could actually win as they destroy/subdue one race at a time.
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  #2128  
Old March 23rd, 2005, 05:34 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

The ability to make any component a required component for any hull size.

The ability to specify the individual tech cost for each component level as an over-ride.

Stock system names list should be 300 or more names.
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  #2129  
Old March 25th, 2005, 02:46 PM

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

Another idea just popped into my mind:
Customizable numbering schemes.
Preferrably on Empire level.

This will be quite complicated so maybe assign different levels of control, here is how I see the options:
Numbering:
-- Per shiptype
----- Enable/disable revision indications
----- Codes
--------- Prototype
--------- Veteran ship
--------- ...

or:
-- empire wide
----- Enable/disable revision... etc.

Also an option of what numeral system to use (roman, etc) would be nice.

I realise this is a very peculiar thing, but I'd like the option to set empire wide numbering with prefix ncc-# if you see where I'm getting at.

now the numbering is always 0001 etc...
You could prefer to use other methods etc.

Anyways, just suggesting.
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  #2130  
Old March 26th, 2005, 09:37 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

pleasepleasepleasepleasepleasepleasepleaseplease please

Add a button and a hotkey to:

"Go to the sector of the next log entry and display what happened there"

This would speed up turns immensely because we wouldn't have to keep bouncing back to the log like a ping-pong ball a hundred #%&*@$king times a turn.

Please excuse my language.
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