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  #371  
Old May 26th, 2003, 10:23 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Mines should be targeted at random ships, with a cap on the number per ship. That will allow mines with special damage typeds (only engines, for example) without wasting 100 mines on 1 ship.
That already happens.
Mines with special warheads will not detonate if they cannot do any damage (eg ion mines when no engines remain on enemy ships)
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  #372  
Old May 26th, 2003, 11:19 PM

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

I am a casual player of SE IV Gold. I could get at least one more player (buyer) of SEIV if we could get multi player to work easily. I bought the game based on a PC Gamer review and I do not regret it. So I told my friend about ittold him to buy it. He said let me check it out before I buy it. I told him he's a cheap *** .

So I "gave" him my copy to play with. He liked it and said he would buy it if we could get multi play to work. We spent two days trying to get PBW, TCP/IP or even PB-email to work. We play alot of on-line games and have had to configure our routers and such before. But no matter what we did we could not figure out how to get multi-player to work.

I thought it might be because we are using the same game on two different computers and I was going to buy another copy to verify this. But the experiance left a rough taste for him. I called him up the other day and he said he'd be up for a game if I could figure it out.

What I want is easy TCP/IP play. This would include a timed turn and easy multi-player save feature. I'm going to be buying, probably, two more copies SEIV 4 Gold.
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  #373  
Old May 26th, 2003, 11:52 PM

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

PBW is very easy to figure out. you might want to get some of the more experienced people to explain you how to setup games, except for that its all plain.

TCP/IP - this one is awesome but troubleful, try looking for Imperator Fyron (http://www.shrapnelgames.com/cgi-bin...3;t=009097;p=2) as he is experienced with the TCP/IP (at least AFAIK).
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  #374  
Old May 28th, 2003, 08:39 AM

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

Ok, here are three things I would like to see in SEV. Actually, they are features from SEIII that were not included in SEIV.

-First, Bring back the old "Armor/Outer Hull/Inner Hull" of ship design that was in SEIII. I thought this was a far more interesting ship design concept that the one in SEIV. For those who don't know what I'm talking about, the three hulls worked like this. In the Armor section, you added your main armor to this part (you could add other components too the Armor section if you redesigned them in the outside mod file). All damage was applied to the Armor section first. Then their was Outter hull and the Inner hull. You had the option of placing your components in etheir section, placing components in the Inner hull gave greater protection from incoming fire (ie, outer hull components had greater odds of getting destroyed first). The disadvantage to this was that you where only allowed to place 10% of all component space in the Armor section and only 20 (or was it 25, can't remember) in the inner hull tops. The outer hull housed the bulk of all your components with the rest (70 or 75%). This was a really neat system and with the addition of outside .txt editing files, I could see some people making some really interesting desing concepts.

-Second suggestion, I would really like to see the return of ships able to leave dock even if they were not complete or damaged from a previous battle. For example, you could have a DN being constructed in a Space Yard that was going to take about 6 months to build. Now SEIII had a different way of contructing ships then in SEIV (you could actually see the components of the vessel being contructed each month as time progressed) but it was cool to be able to lauch that dreadnaught only half or 3/4 complete into battle as an emergency. Heck, in SEIII you could have several ships under construction and if an enemy attacked the ship yard, the could target the partially constructed ships in Dry Dock and try to destroy them! Very slick feature SEIII had here, and I always thought it was more realistic then the mechanism used now in SEIV where ships are just aloted time in the ship construction Q.

-Third request, I would like to see the return of the old Tactical combat selector from SEIII. SEIV's is basically a copy of SEIII's, but their were some other stuff in the thrid addition that strangly where not added to SEIV (very odd). I can't remember exactly how it worked, but the interface for fleet control was much more percise where you could tell what ships you wanted to attack by "power points" (or something like that). Like for example, you could tell your fighters to engage at optimum range against the enemy's fighters only if your strength was >1.25 (if your strenght was greater then 125 percent) higher then the enemy. If was was lower, you had a secondary objective which could be "if greater then 1.25, engage capitol ships at Maximum range" etc, etc. Anwyay, its a little different then this, but if you ever get SEIII you will notice right way that the the Fleet tactical options are actually better in this Version then in SEIV in my opinion.

And a forth request, bring back disengagement please! Or at least have it as an option. In SEIII, your ships where allowed to disengage a battle if it reached the edge of a map. Granted, this resulted in Colony ships for example always out racing warships and never able to catch them (this was a big problem). A way to keep this in check could be to limit a ships disengagement where you can only disengage once per Strategic Turn. That way, a persuing force could still chase the enemy even after they did a "Hit and run" engagement.

Just a few suggestions I wanted to post.
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  #375  
Old May 31st, 2003, 08:54 PM

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

I agree completely with Magnum357 .

This old features from SE III where very good,and it would be nice to have tham also included in SeV.
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  #376  
Old May 31st, 2003, 10:29 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

The SE3 Armor/Outer Hull/Inner Hull design scheme was overly simplistic, and should not be included as it was. It should be revamped to be better than how it was in SE3, with more complexity than just 3 areas.
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  #377  
Old June 1st, 2003, 07:07 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

a full mechanical and electrical, 3d workup. as long as there was a button for 'auto make'.
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  #378  
Old June 1st, 2003, 07:14 AM

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

"It should be revamped to be better than how it was in SE3, with more complexity than just 3 areas."

Like..?

We don't need to get too overboard with the micromanagement of ship sections.
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  #379  
Old June 1st, 2003, 04:08 PM

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

How about a Linux Version? Does SEIV run well under one of the Windoze emulators for Linux? Seems to me this game is ideally suited for the type of people that are Linux Users.
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  #380  
Old June 2nd, 2003, 05:00 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

How about eliminating the critical 'first shot' factor in large battles? Simple to do - move and fire the ships one at a time, player A then player B. Just randomising who gets to fire ALL their weapons first was not enough in my opinion.

Eliminate any possiblity of reducing the maintenance costs, to keep fleet sizes down.

Make the formations and strategies a bit more sophisticated. For example, I would normally set all ships to break formation - but I can't do this with a fleet that I want to capture a planet. Or perhaps an assault ship would hold back on unloading its entire complement of napalm bombs if the fleet is supposed to be capturing the planet, not wiping it.

I personally don't care about the AI or tactical/tcpip combat, its PBW or nothing for me

The inner/outer/armour is interesting, in fact it seems to be lifted straight from an optional rule in the old 'Starfire' pen and paper game. In that, it quickly became a PITA because we wanted to do large battles, not translate SFB scenarios, and it was too much detail. It might work better in a computer game though... I'm sure most players would not mind spending extra time on design, and the combat calculations are automatic anyway. To see what's going on, you would want to see the damage status of a ship DURING the combat replay though.

Trade bonus based on the smaller economy not the larger. Much more sensible and eliminates 'phantom economies'.

Add some 'negative' special racial characteristics that would GIVE you points to spend on other stuff.
- being so disgusting nobody would sign treaties with you (I've seen that somewhere else, MOO perhaps?).
- specific races being unable to use specific technologies - perhaps a race of 3 mm midgets that could not have Troops, or a religious ban on using SM tech, or ethical objections to Mines..
- 10-metre sentient elephants needing double supplies and crew quarters, or races where you had to keep replacing the ship crews because they couldn't tolerate space travel..

More variation in the 'hit probability profile' of different weapons.
- minimum ranges for missiles and torpedoes
- weapons with massive tail-off, say 30% less likely to hit per square in range not 10%
- the converse, some weapons which only decline by 5% per square or so

Echo the request for either
a) hexes
b) 1.5 movement points to move diagonally
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