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August 29th, 2002, 07:10 AM
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by jimbob:
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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August 29th, 2002, 10:58 AM
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Re: Things we\'d like to see in the next patch
That sounds neat!
[quote]Originally posted by jimbob:
Quote:
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)
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August 29th, 2002, 11:39 AM
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Re: Things we\'d like to see in the next patch
No! Don't introduce money! We already have 3 resources, and they represent money perfectly well as it is. If you want more resources and micromanagement, ask MM for improvements to supply and population. Let _them_ be your fourth (and fifth) resources. Here's my wishlist in that area:
-Limited supply generation and storage for facilities (instead of just the "quantum reactor" resupply depot we have now)
-Auto redirection of fleets and ships to supply depots if they can do so at no extra movement cost. (reduces micromanagement)
-Minimum population to operate facilities. If there's not enough population for all your facilities, you have to shut some of them down.
-Population keeps *all* of it's attributes when repatriated, not just the atmosphere it breathes.
-Facilities that can increase/ reduce the maximum population limit of a planet.
-independent migration of population. For example, population would automatically move from dangerous to safe planets & systems, from poor to rich, from settled to frontier - in extreme cases moving from one empire to another. (Economic/ political/ war refugees) This would move population managment from the realms of micromanagement into macromanagement, and make you empire feel more like a dynamic, organic society. Just imagine what it would do for roleplay and diplomacy, too...
-A more complex plague model. Not just level 1, level 2 etc. Perhaps have a "plague severity" percentage. I think I'll open a new thread on this...
-Maybe introduce other social problems too. Famine, Drought, Crime waves? Allow plagues and similar problems to spread from planet to planet, including allied planets. Could create some interesting diplomatic situations.
-Allow a planet to go beyond its maximum population limit, at the cost of reduced happiness and greater plague/ famine etc probability (think refugee camp)
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August 29th, 2002, 05:04 PM
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Re: Things we\'d like to see in the next patch
We have the multi-add why not the multi delete
and view ship movements in this system only !!!!
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August 29th, 2002, 05:35 PM
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by dogscoff:
-Limited supply generation and storage for facilities (instead of just the "quantum reactor" resupply depot we have now)
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I'd suggest extended that idea so we "buy" supplies with resources; I know the game tries to model this with maintenance costs, but if we're going to limit the supplies available at a resupply depot, there needs to be a way to buy extra supplies. And maybe the supply generation should be tied to production - the more mins/orgs/rads you produce, the more supplies are available...
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August 29th, 2002, 05:46 PM
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Re: Things we\'d like to see in the next patch
Quote:
I'd suggest extended that idea so we "buy" supplies with resources;
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Good idea. How about a facility a bit like the resource converter. Resources go in one end, supplies come out the other.
You'd need either a mix of resources to get supplies (ie 1000m+1000o+1000r=1000supplies) or even better, have it so that you can buy with any of the 3, but you get better rates on rads and orgs than you do on the others. Make those rads and orgs work for you...
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August 29th, 2002, 09:29 PM
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by DirectorTsaarx:
quote: Originally posted by dogscoff:
-Limited supply generation and storage for facilities (instead of just the "quantum reactor" resupply depot we have now)
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I'd suggest extended that idea so we "buy" supplies with resources; I know the game tries to model this with maintenance costs, but if we're going to limit the supplies available at a resupply depot, there needs to be a way to buy extra supplies. And maybe the supply generation should be tied to production - the more mins/orgs/rads you produce, the more supplies are available... It certainly sounds reasonable for a Resupply Depot to COST a certain amount of resources to operate each turn. But you could just as easily reason that the maintenance costs of ships is precisely the resources cost of the supplies they use (along with replacement parts, etc.). So, it's kind of a "six of one, half a dozen of the other" situation...
[ August 29, 2002, 20:38: Message edited by: Baron Munchausen ]
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August 30th, 2002, 01:03 AM
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Re: Things we\'d like to see in the next patch
Hi!
I am also not for introducing "money" as rescource. Money is the human expression of having an abstract trade medium. In SE4 there are not very many human societies. Most are Aliens. Its not at all sure that an alien society developes concepts like banks, stock exchanges or money. Thats why we should concentrate rather on "hard" resources which every race can see, feel, touch, swallow and use for warwarfe.
But I am for more different resource types. Why having a limit on 3 resource types? I think the amount of resources a game can have should NOT be hardcoded. It should be moddable. Then we could have rare resources for special components for example. ("hey lets trade 10000 organics against 100 polymorphus crystals because I wanna buy 5 hypercomputer III components for my new cruiser design")
IMO this would be an valuable addition to the existing resource system.
To the suggestions of dogscoff:
"-limited supply generation"
Oh yes this is a good idea. Additionally there should be the possibility to transfer supply points manually form one ship to another. The automatic transfer is not really satisfying.
"-Minimum population to operate facilities. If there's not enough population for all your facilities, you have to shut some of them down."
I am also for this, but the problem is that in the beginning the most planets have just 1 POP. this means that you cannot operate facilities ohn fresh planets. Thus I would suggest for not shutting facilities down if they dont have enough pop. They should rather operate at an lower rate (50% efficiency or so)
"-Population keeps *all* of it's attributes when repatriated, not just the atmosphere it breathes.
-Facilities that can increase/ reduce the maximum population limit of a planet.
-independent migration of population. "
This ideas are really good. They improve the game IMO much. I like also the social ideas of dogscoff.
Another things I would like to see
-short range fighters: cheaper fighters which cannot operate on the system map, just in tactical combat.
-space docks which are used only for building space units. (fighters, drones etc.)
-army camps which are used only for building ground units.
-more differenciated ground combat system. It should honor different ground unit designs but it should also be simple. (please no second "fading suns" or "space general")
-the possibility to get "rumors" of different parts of the galaxy. These rumors should be false or true. For example the message should be delivered in form of a lucky event, or in form of a special intelligence mission or in form of having automatic infos about operations of allies and neighbours. (because you have different own organizations - abstract- operating in the other territory. )
Sorry for my bad English
Klaus
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August 30th, 2002, 01:23 AM
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Re: Things we\'d like to see in the next patch
Klaus, I like your ideas. Some of them may be moddable now, the short range fighters being one of them. Just take out the small fighter engines and force the player to use afterburners. Add different levels of afterburners for different levels of engine tech.
Also, I love the rumours idea, and it might be moddable! A while back someone noticed that random events and intel projects were in fact based on the same code. Lots of people went away to add new intel projects based on the existing random events (destroy star, plague etc)
However I'm not if sure anyone tried to do it the other way around and create new random events based on the existing intel projects. If that worked you could get information about other empires as random events. This would be very very cool. I wonder if the other empire would get angry at you. I wonder if you'd get information about empires you haven't met yet. Even cooler...
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August 30th, 2002, 04:30 AM
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by klausD:
But I am for more different resource types. Why having a limit on 3 resource types? I think the amount of resources a game can have should NOT be hardcoded. It should be moddable. Then we could have rare resources for special components for example. ("hey lets trade 10000 organics against 100 polymorphus crystals because I wanna buy 5 hypercomputer III components for my new cruiser design")
IMO this would be an valuable addition to the existing resource system.
Klaus
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Yup that would be a very cool idea!! Could make for some interesting games such as fighting over that one planet with some special resource or being forced to be real nice to the empire who controls a certain resource and then trading for it.
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