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August 24th, 2002, 10:42 PM
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Private
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Mister Cat:
... Oh, and self-dismantling atmospheric conVersion facilities would be nice, too
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Has anyone tried to us the destroyed on use ability with the atmospheric conVersion facilities??
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August 25th, 2002, 12:28 AM
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Corporal
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Re: Things we\'d like to see in the next patch
Something which will probably never come: If combat replay in simultaneous games would show which components are damaged, I would become a collector of classic battles and never leave the house again. This would really help to understand what's going on in battles.
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August 25th, 2002, 05:02 AM
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Sergeant
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Re: Things we\'d like to see in the next patch
Anyone have any idea if there actually is another patch planned or just work on SEV?
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August 25th, 2002, 08:08 AM
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Shrapnel Fanatic
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Re: Things we\'d like to see in the next patch
SEV is a long ways off.
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August 25th, 2002, 11:19 AM
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Sergeant
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Re: Things we\'d like to see in the next patch
Actually, Tim Brooks (?) told me that the combat engine game would be out early next year and SEV would be out by the mid/late part of next year....
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August 25th, 2002, 11:36 AM
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Re: Things we\'d like to see in the next patch
to use the vernacular, "w00t."
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August 25th, 2002, 12:00 PM
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Lieutenant Colonel
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Re: Things we\'d like to see in the next patch
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August 29th, 2002, 04:00 AM
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Re: Things we\'d like to see in the next patch
Other things I would like to see as an improvement to the human/computer interface:
1) The numbers in the empire menu line up properly and commas used to separate thousands and millions. This is a really easy fix.
2) Counter-intelligence projects in Empires/Intelligence/Counter-intelligence does not fail. If it is at the top of the list, it is "topped off". We shouldn't have to micromanage this.
Other thoughts:
1) Resource storage. Now, it is a all or nothing thing. I'd like to see the computer allocate temporary storage if there isn't enough "regular storage available". It could "charge" the ratio of temporary storage/regular storage for whatever is in "temporary storage." to cover rust, spoilage, theft etc because it is not a good storage facility. So a small amount in temporary storage (relative to permanent storage) would not be too expensive...but a large amount will be. For example,
-regular storage 100,000
-temporary storage 50,000
-Cost of temp/stor 25,000 (50,000/100,000)(50,000)
2) $$$$ Here we are in a sophisticated universe and we can only barter! I'd like to see a medium of exchange introduced. Some thoughts are:
-Populace can be taxed affecting their happiness
-Projects require money
-Minerals/organics/radioactives can be bought and sold on the open market with money. Maybe on a sliding scale...the more you buy the greater the cost per unit and the more you sell the less money you get per unit. So there would still be an incentive to contact other players [Edit: to] exchange resources for money.
[ August 29, 2002, 03:02: Message edited by: tbontob ]
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August 29th, 2002, 05:06 AM
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First Lieutenant
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Re: Things we\'d like to see in the next patch
Quote:
2) $$$$ Here we are in a sophisticated universe and we can only barter! I'd like to see a medium of exchange introduced. Some thoughts are:
-Populace can be taxed affecting their happiness
-Projects require money
-Minerals/organics/radioactives can be bought and sold on the open market with money. Maybe on a sliding scale...
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I couldn't agree more! In addition to having a money requirement for projects (maybe to speed them up? [within reason]) and open market for resources (how about little space bazaars scattered about the universe like ruins... and the person who colonizes/owns the planet gets a % cut of all tranactions), how about the following:
1) the ability to sell any technology to the "open market". Anyone can then buy the technology that has access to the open market, but you the seller get a royalty fee every time it is sold! Of course players may buy it and then choose to trade it to other races, enter galactic software piracy
2) the introduction of Plug & Play components. That's right, introduce a component that is essentially a socket, into which you can plug specially designed components of the correct size. Then players can trade individual pluggable components to one another (or purchase with cash on the open market) that can then be integrated onto any ship with the correct socket size/type.
While this would require huge amounts of hard code change, just think of the possibilities!
-players that act as weapons and tech brokers (far more effective than trading whole shipsback and forth)
-players can get others hopelessly addicted to their components by flooding the cheap Version of their product, but then drop production (especially useful if you are the only one with the racial ability to make a certain product)
-by messing with the socket size/type of the component, you could regulate the use of the components you sell (player A only has Parallel ports, so you could cut him out by making all your components scuzzy, etc).
-You could also ensure that you sell an inferior product vs. the one that you actually use by increasing the bulkiness of the items you sell.
Just a few thoughts
[ August 29, 2002, 04:14: Message edited by: jimbob ]
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August 29th, 2002, 06:57 AM
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First Lieutenant
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Re: Things we\'d like to see in the next patch
Oh, and one of the main reasons money even exists (besides being a universal replacement for bartering goods/services) is it's transferability. Resources are relatively bulky, and so difficult to transfer (you can even capture large quantities from retreating enemies) while money, especially once in the paper/electronic for is considerably more 'manouverable'.
So, I'd also like to see that resources are physically split between the storage facilities, and that the resources within the storage facility are captured when the planet is. Money on the other hand would not be a capturable commodity, or to a much lesser degree anyway.
Of course Money should just be one of the resources, not a universal replacement for resources. After all, when times get tough, ya can't eat gold!
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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.
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