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  #2331  
Old June 7th, 2006, 10:49 AM

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

What Dogscoff said about being able to add notes into the game, time a thousand. Make that a million.

Haiving to keep a notebook or seperate text files is possible, but a real pain in the ###.
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  #2332  
Old June 8th, 2006, 12:07 AM

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

there is a decent note-taking feature in se4... but I find it hard to use. Example: system Malfador has something special. I note it in the system's notes. Then 50 turns later I think "hmm i vaguely remember something special about some system" so now if I really want to find it I have to search each system's notes... eventually if I don't miss it, I find it.

Here's the solution: make the included note system very basic. hit F8 for a notepad window! done! then, make this MODDABLE. I'll download the note system that works best for me. If nothing works well for me, then I get off my *** and make one.

BAM
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  #2333  
Old June 8th, 2006, 07:18 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Tech level interdependencies. What I mean, is that for instance, level I of tech B requires level III of tech A. Now, in SEIV, you can research the entirety of tech B without researching tech A any further. But what if you want research in tech B to require advances in tech A? In SEIV you'd have to create whole new tech areas to accomplish that. But why can't you just say that tech level II of tech B requires tech level V of tech A, and lvl III B requires lvl VII A, usw. What with the formulaic tech levels, this shouldn't be too hard to accomplish, would it?
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  #2334  
Old June 8th, 2006, 03:43 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

shoud be interesting concept.
Alike, I think about multiple possibilities to get a tech:
To research ion canon, I can think from ion physic and particle guns, or from lasers and high energy weapons.

I tried to make a massive mod and this feature would have a great interest to make it more realistic.

note: Strategia_In_Ultima, you are german, no? (usw)
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  #2335  
Old June 8th, 2006, 08:16 PM

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

I dono if anyone has suggested this yet... But what about wormholes? Like natural wormholes that dont lead to the neighbouring system, i mean unstable wormholes which can lead to anywhere in the galaxy! Would make things interesting if you found one and succefully got a scout through to the other side of the galaxy, maybe even a colony ship? It would be tough though, and you could very easily lose many ships trying to enter it. This could tie into moral to, if you send a colony ship with millions of pop to their doom and then try to send another one (especially right away) the ships (and systems/empires to a lesser degree) moral would take a hit, but naturally they would follow your orders anyway (being the supreme ruler and all). But what if that ship is lost as well and you try AGAIN? The moral of the next ship would be even lower, eventually you could get to the point where the ship refuses to follow that particuar order, knowing it means their doom, and quoting some human (or Abbion/whatever) rights act you thought you got rid of This could spread empirewide, happyness would fall and there would be a public outcry for your actions.

Would be interesting, these wormholes could lead to new and fascinating destinations, and be very strategically valuable but could also be a very bad thing if your not careful.
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  #2336  
Old June 9th, 2006, 05:52 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Another thing I'd like is sustained beam weapon firing, doing damage over time, and torpedo weapon volleys. Sustained beam fire could allow another thing; Strafing. Beams could be used to strafe across a ship, or even a few smaller ships. Also, fighters/small ships could perhaps go on strafing runs near a small enemy fleet.

Ships that stay cloaked in combat. You could set this as a toggle for your own ships; "Decloak and Enter Combat" or "Remain Cloaked in case of combat". Would be handy in case of tankers and such. (Of course, with high enough sensors level you can goad the enemy into combat, but if you don't they stay cloaked.....) You cannot see or control the cloaked ships during combat, and they will not decloak, to prevent you from abusing this option by keeping your most powerful forces cloaked, then decloaking them during combat.

No, I'm not German, I'm Dutch I just wanted to use something other than "etc.", and I just like the abbreviation "usw." for some reason
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  #2337  
Old June 11th, 2006, 03:24 AM

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

One thing I hope is already included for the game is an starfury style resistance system for armor and such. Like for example emissive armor rather then ignoring 15 points of damage it ignores 15% of damage, this i think is more balanced early through late game and makes weapons with really low damage but really high rate of fire doable without making them useless against emissive armor. Same goes with fighters since it looks like their weapons wont stack anymore rather they act like real fighter swarms and manuver/attack the target.
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  #2338  
Old June 11th, 2006, 08:45 AM

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

Quote:
wake_of_angels said:
shoud be interesting concept.
Alike, I think about multiple possibilities to get a tech:
To research ion canon, I can think from ion physic and particle guns, or from lasers and high energy weapons.

I tried to make a massive mod and this feature would have a great interest to make it more realistic.

very similar to the civ4 tech tree, no? This would be an awesome addition to the game. With civ 4, there are so many more possible game progressions. I've gone all the way to the rennaissance (sp?) without horse back riding! This is a very popular facet of civ4 I think - there are different strategies to begin with, but add different tech paths to the key technologies (like civil service, astronomy, gunpowder...) and you get even more creative strategies!!

A tech tree that isn't strictly heirarchal adds a LOT of replay value to the game.
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  #2339  
Old June 11th, 2006, 11:34 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Dejavuproned said:
One thing I hope is already included for the game is an starfury style resistance system for armor and such. Like for example emissive armor rather then ignoring 15 points of damage it ignores 15% of damage, this i think is more balanced early through late game and makes weapons with really low damage but really high rate of fire doable without making them useless against emissive armor. Same goes with fighters since it looks like their weapons wont stack anymore rather they act like real fighter swarms and manuver/attack the target.
Really? I hated SF's emissive armor... it was rather bland compared to SE4's! After all, if your EA blocks 25% of all damage, rather than 25 points of damage per hit, all that does is effectively multiply your hitpoints by 1.2; it has no real tactical effect such as making your ship immune to fighter weapons and rapid fire weapons! Some may consider those effects unbalancing but I maintain that when modded properly, they can be quite interesting... MOO1 and MOO2 had "emissive" style shields, after all, and they were not horribly unbalanced! Instead, you had ships with Class 7 shields which were immune to mass drivers (6 damage) but not to heavy mass drivers (9 damage)... fascinating don't you think? Ships with heavy defenses requiring heavier armaments to damage them?

edit: oh, given that SE5's combat will be realtime, perhaps a better model for emissive armor would be "bleedoff rate"? So an armor might be able to bleed off, say, 100 points of damage per second (calculated per game tick internally so you don't have silly "the second is up, now the ship is invulnerable" exploits), so if it gets hit with an alpha strike from a bunch of fighters all at once, it would get damaged, but if one fighter fires repeatedly over the course of a second, the ship would not get damaged? The concept of "bleedoff" is a bit more in tune with the name of the armor, anyway
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  #2340  
Old June 11th, 2006, 01:09 PM

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

I dont think it would work, what about fighters? They never do much damage, and since they all act as their own unit now rather then stacking up to deal more damage, everyone would fly with emissive armor and make fighters obsolete because they cant damage any of the ships. To me the percentage system made more sense. Hey I loved it too in those odd times when you got emissive armor III and came across a ship that couldent hurt you at all but it was unbalanced. IMO and this actually would make it more usefull against heavy weaspons, if your getting delt say 200 pts of damage which would you rather have a measly 15 pts taken of or 15% resisted, I would take the 15%!
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