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  #2241  
Old August 13th, 2005, 11:53 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Consider adding an expensive intelligence project that allows a race to intercept and receive the communication between two races.

That might seem unbalanceing on the face of it-- so you might have the result just be a fragment of the message, 30 % of the text, or every 4 th word or something. Perhaps a delay between interception and display, to allow for encryption time. This would be pointless against the AI, but it would be interesting in human games.

This sort of thing has happened in the historical wars here on Earth, so it might add interesting dimension to SE4 warfare -- giving away fleet movements, attack plans, etc.
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  #2242  
Old August 13th, 2005, 12:39 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

SE4 already has such an intel project, and it's minimally useful as players can communicate outside of the game...
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  #2243  
Old August 13th, 2005, 01:53 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Atrocities said:
#2, systems with facility Y presents is already part of SEIV at the system level. Is that what you mean?

The rest are good suggestions, they are all good suggestions.
I was talking about the quadrant map: I know the display options for facilities in the system map, but I would like to see on the quadrant map which of my systems have e.g. a system robotoid facility or a system gravitational shield. If possible even a differentiation of systems with completed facilities and facilities under contruction.
You would select the facility you want to show and the quadrant map marks the systems with it as "*" if completed or "x" if under contruction (just an example).
In small quadrants this may not be very important but with 250 systems I missed it more than once in SE IV. And if you can have even more/unlimited number of systems in SE V.....
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  #2244  
Old August 13th, 2005, 02:07 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Ed Kolis said:
"SE4 already has such an intel project,"


Really? It gives the content of the message as well? As in, "I will invade Kartogia IX while you attack the other side of the warp point to Urteka"? I never knew that. I've been playing so long without intel, I don't even remember ...

"and it's minimally useful as players can communicate outside of the game... "

Well, yeah. That does ruin the plan completely. But maybe vs the AI, if they can give more complicated mssages, it could come in handy.
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  #2245  
Old August 13th, 2005, 02:20 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

SE:V atmosphere converters should show how much longer until atmosphere is converted. Other Planetary Engineering facilities should also show projected results.
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  #2246  
Old August 22nd, 2005, 12:11 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

What I would like to see is a "success chance" of colonizing a planet. Colonizing a planet is not just a matter of dispatching a ship and disassembling it; for example, the ship can crash, killing everybody inside, or it might be damaged upon landing, meaning that there is fewer initial populatio etc. Colonizing is risky business.

Also, I would like to see more types of random events that would specifically occur in newly built colonies, such as attacks by natives, accidents happening during construction of prefab homes, etc. Once a colony ship has successfully started a colony, it has not immediately secured its existence, and a lot of things can go wrong when the colony is newly established. Like I said, colonizing is a risky business.
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  #2247  
Old August 22nd, 2005, 02:16 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Could remove the strategic element.
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  #2248  
Old August 22nd, 2005, 03:48 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Im sure somone has posted ideias like mine before but here they are anyway.

My first "wish" is for an advanced ground combat mode.
i would like weapon arcs
the ability to mount components on the troops like you do on ships.
tactiacal movement and random obstacles.
an "objective building" or Facility which when captured can either end combat or must be destroyed to capture the planet. (mabye a drpoship for the attacker and a base for the defender).
This is further explained in my next wish, but i would like to see facility's

My next "wish" would be that each planet has a "area or space" probably represented by a hexgrid or something.
this would be where cargo, population and facilitys could be built/stored and could be used a template in ground combat.
this would resolve the isue of max facility on domed planets. ex you would have to create a dome for population and the facilitys could only be built adjacent to it.
cargo and population could be stored in empty spaces next to a facility or city/population center and you could create a unique planet each time you colonize. with "cities" or "domed population centers", and facilitys which take up available space represented by hexes
i think you could make a spaceyard or major facility take up more space and therefore you (depending on planet size ) could have more then one sy but the space used would cost you some cargo or facilitys in the long run.
also population would be used bya the facilitys creating a supply and demand on domed worlds.
i have lots of idieas on this but i think this covers the basic ideia.

Another "wish" is that (and i know this was posted earlyer)
we have supply routes made up or uncontrolled netural or private ships which can be attacked by enimy empires.
ithink it would be annoying if we saw them move every turn so they should just be visible if your looking for them( mabye an optin to show/ not show trade ships) and i think combat should only occur when you have a ship defending them. i also think having them war is too much trouble for coding and such so they should just go from planet to spaceport and such.

i suppourt the unlimited research idiea and any improvement there like "and or techs" and such.

and finally i would like to thank Aaron for the oporutunity to post my idiea's and personally i think you should take more time in producing this game and make it so good we wont want to modify it much anyway. (im bias because downloading mods for se5 will be a major pain at 56k) and if he dose want to get this game on the market i hope he will consider all the idies he left out when it goes gold.
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  #2249  
Old August 22nd, 2005, 04:01 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

@Narf: What exactly do you mean by that? Do you mean that in a positive or negative way?

@Orion:

Wish 1 is mostly granted. There are weapon arcs, there is tactical ground combat. I don't know exactly what you mean by "tactical movement and random obstacles", but in case you mean on a planet, like I said there is tactical ground combat, if you mean in space, well, the combat area is the entire system map instead of a single sector, so you can pull reinforcements in from an adjacent fleet I guess. I don't know about any "random obstacles".

Wish 2, well, it seems that there is a hex grid map of a planet's surface on which tactical ground combat is fought, and facilities do take up space there, but I don't know if you can control this. So, wish 2 is granted.

Wish 3 will not be implemented.
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  #2250  
Old August 22nd, 2005, 04:18 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

For the random colonising success it would make strategy, and all connected threads, that much more random. This could be good or bad depending on how you like your games.

For instance a big scrap over an important system could be meaningless if you can't colonise a planet as your ship fails. So you send two, three ships just to ensure it works and then the first works and you have two out of position colonisers with no nearby planets to colonise. So that hits you initial expansion and you rist falling behind.

So it expands the strategic options, but by introducing uncontrolable and unpredictable factors. Some will like it, some will hate the idea.
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