.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV

Reply
 
Thread Tools Display Modes
  #2311  
Old February 8th, 2006, 01:02 PM

Patroklos Patroklos is offline
Corporal
 
Join Date: Dec 2003
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
Patroklos is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Mentioned before, several times, by me, in this thread, but a topic that is dear to my heart and that I must have in SEV.

Space Yards should be restricted in what they can build by level. You should require a certain level shipyard to build certain level componets/size ships. This way you would have to have large sprawling shipyards to produce the largest most advanced ships. Orbital shipyards should be prohibitively expensive, capital investments that take a long time to build. Planetary shipyards should be resticted to building Frigate size vessels and smaller.

I also like the SEII style of building ships where the ship shows up in the sqare with all its componets destroyed and then has to be "built" a component at a time. This might be how it worked in SEIII, I did a generational skip however. This allows for two things.

1.) You can attack a shipyard and destroy a building vessel.

2.) In emergencies you can launch a vessel prematurely before it is done. Maybe require 50% complete before launch or something like that.

And though I know this is moddable, ships cruiser and up should take a significant amount of time to build increasing proportionally to their size. This would

1.) make the production of smaller ship classes always nessecary and add more depth to ship design/fleet strategy.

2.) make your larger warships scarce, prestegious, and important. In SEIV ship size becomes meaningless since everyone can build the latest size within say 10 turns of each other. Once everone is on par fighting with Dreadnaughts they might as well be Frigates.

What I am really trying to do with this is make ships more important "living" things. If you can only produce three large capital ships every 5 years (because you only have three large shipyards capable of building that scale vessel) those ships become important, trackable units. They will be behemouths among the many smaller vessel you have to maintain, renowned and well know within your empire and your neighbors.
Reply With Quote
  #2312  
Old March 6th, 2006, 06:52 AM
Me Loonn's Avatar

Me Loonn Me Loonn is offline
Corporal
 
Join Date: Feb 2003
Location: Syntax Err
Posts: 86
Thanks: 0
Thanked 0 Times in 0 Posts
Me Loonn is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

ZOMG ?

Does this thread NEVER die ? rofl
__________________
Reality is merely an illusion, albeit a very persistent one.
Reply With Quote
  #2313  
Old March 6th, 2006, 11:33 AM
Strategia_In_Ultima's Avatar

Strategia_In_Ultima Strategia_In_Ultima is offline
Major General
 
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
Strategia_In_Ultima is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Nope

Making large warships important assets would also be a boon to roleplaying, as keeping track of them when your empire is huge can get hard (or at least less easy), and there's also a larger probability of the ship getting destroyed in combat. But you can mod it in; simply make the large warship hulls cost a lot of resources and scale SY sizes, costs and rates accordingly. Voila; you have to keep track of your large, important warships, lest some sneaky enemy strike reduces it to slag!
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
Reply With Quote
  #2314  
Old March 6th, 2006, 02:39 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Try GritEcon.
http://imagemodserver.mine.nu/other/MM/SE4/Mods/

In that mod, ship build times go up proportional to size CUBED.
Maintenance costs are flat rate.

So it costs about the same amount of resources to maintain two 200kt scouts as it does to maintain two 800kt battleships.
However, those battleships take 64 times longer to build.

Thusly, big ships are super-awesome, but really hard to acquire. Small ships are nessesary as cannon-fodder in combat to protect your larger ships.
Reply With Quote
  #2315  
Old March 7th, 2006, 06:37 PM
TurinTurambar's Avatar

TurinTurambar TurinTurambar is offline
Captain
 
Join Date: Nov 2003
Location: At work or sleeping
Posts: 821
Thanks: 1
Thanked 0 Times in 0 Posts
TurinTurambar is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

That seems like a really good balance. Is the Proportions mod similar in that respect?

TT
__________________
Aa Turam Empire

Geekdom is eternal... you will be assimilated... resistance is futile.

A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp

'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al

"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
Reply With Quote
  #2316  
Old March 16th, 2006, 02:03 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

I want to thank the developers of GAL CIV for reading this thread and using many of the ideas out lined in this thread in their recent game GalCiv II. Job well done guys.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #2317  
Old March 21st, 2006, 07:28 PM

Yimboli Yimboli is offline
Sergeant
 
Join Date: Apr 2004
Posts: 202
Thanks: 0
Thanked 0 Times in 0 Posts
Yimboli is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

amen.
Reply With Quote
  #2318  
Old March 22nd, 2006, 06:24 AM
Strategia_In_Ultima's Avatar

Strategia_In_Ultima Strategia_In_Ultima is offline
Major General
 
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
Strategia_In_Ultima is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

An ability that allows you to board ships with no shields remaining, sabotage a component and/or steal the required technology and get the hell outta there. In short, boarding parties that do not capture the ship but instead either A.) destroy one single component (Boarding Sabotage Attack value must be higher than the comp's hitpoints) or B.) destroy the component and steal the tech needed to build it (BSA value must be higher than 2x the comp's HP).
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
Reply With Quote
  #2319  
Old April 26th, 2006, 08:09 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Something I'd like to see in SE5 would be for planets to be allowed facilities and cago when there is not active colony on them - so if you plague a thriving colony into extinction, the buildings left behind by the dead population don't myseteriously vanish.

Also, I think zero-population colonies should become "unowned". The previous owner loses any line-of-sight from that colony, and anyone who can put some population and/or troops down on it can claim it (and any facilities/ cargo on the planet) as theirs.

Maybe this is how se5 works already, I don't know.
Reply With Quote
  #2320  
Old April 26th, 2006, 08:51 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Here's something else I'd like to see. The great thing about this idea, by the way, is that it's largely cosmetic and so (hopefully) it wold be relatively easy to code in at this late stage.


Now, take a look at this se5 screenshot from malfador.com.
See where it says "surface", "races"...."Abilities"? I'd like to see an additional tab there, called "notes". When you click on this tab the game would search for an external text file named after the planet, in a folder named after the game, which in turn would be kept in a special "notes" folder.

By default, this notes/gamename folder would be empty. The game doesn't generate anything at all to go in there, so it isn't taking up any extra disk space unless the player chooses to create files himself using notepad. Also, the file would only be stored locally, and would be for the exclusive use of this player, so these notes would be completely secure and wouldn't bulk out the savegame files at all. This also means that each player could keep their own notes about each planet- you could annotate your own planets, enemy planets or any other planet as far as you liked, without interfering with or seeing notes made by other players. Of course, players would be free to email notes files to one another and trade them or merge them or whatever, but that's all happening outside of the game mechanics so we don't need to worry about it.

Ok, so you've clicked on the "notes" tab. If no notes file for that planet is found (which is the default, remember), then nothing is displayed. However, if the file is found, what happens next is pretty obvious. The contents of the text file are dumped into the window. Players could keep game information in there ("atmosphere conversion due to complete in 2422.8", "Had 3 CSM weapons platforms when I attacked it on 2416.4") or roleplay information ("this is where the 3rd fleet gloriously brought the Phong Empire to its knees", "This is where the enemy's third fleet notoriously brought our empire to its knees") or absolutely anything else you like ("mum's birthday next week, buy flowers").

The file could be plain text - that would be fine - but some markup would be even nicer: a few select html commands would go a long way and would allow roleplaying players to publish their notes direct to the web if they wanted. H1, H2 tags etc spring to mind, UL, OL and the like. Tables might be overdoing it a little, but IMG tags would be cool. Imagine if you could use href tags to set up your own links and click the game directly from one planet to another- very handy for executing population tranfers etc.

Finally, this system needn't apply only to planets- it could be done for asteroids ("Claimed by Jraenar under treaty of 2413.1"), stars ("going nova on 2406.3"), and ships and fleets too ("commissioned in 2402.2, destroyed three enemy light cruisers in battle of Ceres").

Imagine the possibilities...
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:39 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.