|
|
|
|
|
July 11th, 2003, 09:09 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
The important point is that they all appeal to the same kind of player.
|
That is not true. Not all players like economics and such, and some players do not like the lack of it.
|
July 11th, 2003, 09:22 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
still could be labelled as the same kind of players - the kind that wants to study a stratagetic/tactical type problem.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
July 11th, 2003, 09:34 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
For determing which comps get damaged from a shot, how about an extra line that functions like HPs do now for determining which comp gets hit. The HPs would have no bearing on this calculation. This new ability has no bearing on anything but the calculations for determining which comp gets hit, and the calculation would remain roughly the same. So, you could have large, easy to hit, easy to destroy comps (like Warp Nacelles in a Star Trek mod, or solar sails). Easy to hit, but take little damage to destroy. Or, you could have really strong, small comps that are hard to hit, but can take a lot of damage. Think of the modding possibilities!
|
July 11th, 2003, 08:07 PM
|
|
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
So IF, would you want a scale from 1-10 as far as the order to be hit? All components at level 1 must be hit before any components at level 2, etc etc.
Alternatively, one could actually make a scale from 1 to 100, with the value determining the % chance of the component being chosen for damage versus other components. If you gave a component a 100% value, the component would be hit like armor (I guess there'd be an internal competition between all armor-like components). Then it would "roll a die" for each component after that to see if it is damaged. Then you'd have an internal competition between all the "winners" to see which one is actually damaged.
If either system were used, it would also be nice to have a set of abilities for mounts which would push the number either up or down (making the component more or less likely to be hit) with the obvious max/min being 10/1 or 100%/1%.
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-S�ren Kierkegaard
|
July 11th, 2003, 08:20 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
No scale, just whatever values you want to use like now. Basically, the formula for determining which component takes a hit is this: Assign numbers to each HP of each component. For example, Bridge gets 1-10, LS 11-20, CQ 21-30, first engine 31-50, etc. Then, generate a random number in the total range. The weapon hits the comp corresponding to that number. I want this same system to be kept, but to use the new "chance to be hit" field instead of the HP field.
Actually, it would be cool if components remembered their damage, and each point of damage hit a random component. Or maybe that would get really complicated. But, each comp should still remember its damage (even out of combat). Repair bays could be made to repair HPs of damage instead of just whole components.
[ July 11, 2003, 19:21: Message edited by: Imperator Fyron ]
|
July 12th, 2003, 01:20 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
yeah, what fyron said.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
July 12th, 2003, 01:25 AM
|
Sergeant
|
|
Join Date: Dec 2002
Posts: 220
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
I don't know if any one said this, but how about having leaders? You know like fleet commanders that effect the way your tasks force acts. Also if there is land combat that is as detailed as the Space combat how about leaders for that too? Or leaders for espionage, research, economics, etc..etc.
I think that would be a cool idea have a limited amount of leaders, but then can choose what type we have, maybe like 50 leaders?
__________________
To each their own destiny...
...we strive to follow a path that we know nothing about..yet we are only sure of one thing...
the quiet ones always change the universe...
|
July 12th, 2003, 02:12 AM
|
|
General
|
|
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
Game setup options (or even special warp-opener abilities) that restrict created warp points to (a) the edge of the system, or (b) a sector in the direction of the target system from the star, or (c) both. (In other words, banning "instawarp nexuses" )
__________________
The Ed draws near! What dost thou deaux?
|
July 12th, 2003, 02:47 AM
|
|
Second Lieutenant
|
|
Join Date: Jul 2002
Location: Belgium
Posts: 558
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Rojero:
I don't know if any one said this, but how about having leaders? You know like fleet commanders that effect the way your tasks force acts. Also if there is land combat that is as detailed as the Space combat how about leaders for that too? Or leaders for espionage, research, economics, etc..etc.
I think that would be a cool idea have a limited amount of leaders, but then can choose what type we have, maybe like 50 leaders?
|
Yeah, i said that already. It would be fun if that was added
__________________
A Se++ GdY $++ Fr+ C++++ Csc Sf++ Ai** AuO M MpT MpSk MpFd S--- Ss- RV Pw Fq Nd- Rp- G Mm++ Bb++ Tcp+ L++
|
July 13th, 2003, 09:01 AM
|
|
Corporal
|
|
Join Date: Feb 2003
Location: Syntax Err
Posts: 86
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5, Tell Aaron what\'s on your Wish List
What about an idea of an optional req that would allow / deny certain facilities / components or even tech areas based on race characteristics, for example, to deny race with ground combat below 80 (-20) developing large troops, and deny race with below 80 (-20) repair getting level 3 repair bays.
[ July 14, 2003, 05:59: Message edited by: Me Loonn ]
__________________
Reality is merely an illusion, albeit a very persistent one.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|