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September 25th, 2003, 11:22 AM
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New Weapons Ideas
I don't know if this has been done before, but I thought of a few new weapons and ideas for Space Empires V.
Game Improvements
1. The Option to Clear all Construction Ques at the same time, or place them on or off of hold.
2. More sorting options for Planets. Add the sorting option to sort by atmosphere type. Example would be only show Oxygen worlds - uncolonized, colonized, etc.
3. Better sorting of ships. Sort by type would be nice. Example would be Show only colony ships in the ship window.
4. The option of showing NEXT available colony ship in the Colonize Planet window. This way you can see where the colony ship is in relation to the plants. OR better yet, the option of send nearest colony ship.
5. List the name of the planet in the little window that pops up when you click Send Colony Ship.
6. The option to retreat or avoid combat. The two options do not allow for a strategic retreat. In Rebellion you had the option to view the enemy fleet and evaluate wether or not you wanted to engage them. I think this option would be a god send for Space Empires V.
7. Moveable windows.
8. Wheel mouse support.
9. The option to set each races starting tech level.
10. The ability to set the number of players and neutral players per game.
Weapons:
1. Population Converter. A weapon that changes the population of a planet into your population. (It converts them by using a biological mutation virus.)
2. Warp Point Killer. A device much like the one used to destroy stars but instead it instantaneously destroys a WP.
3. Tactical Troops. A troop weapon that once deployed takes over enemy construction yards and allows you to use them while leaving the planet under the control of the enemy. (This could also work as an Intel project)
4. Organic Infestation. A device that once deployed will grow within a system into a monstrous organic organism devouring all planets and even the star.
5. Planet Organic Infestation. A similar device to Organic Infestation, but only effects a targeted planet.
6. Planet Shifter. A gravitational weapon that moves a planet to a random spot in the system thus destroying all population and or buildings upon that planet.
7. Arbiter. A weapon that sucks the energy from an attacking ship and uses it to strengthen its own weapons and shields.
8. Mass Driver. A weapon that penetrates planetary shielding and destroys population.
9. Cloner. A weapon that can create an exact duplicate of your ship for use in combat. Is destroyed after Combat if victorious.
10. Tachyeon Net. A device that damages cloaking devices when a ship that is cloaked is detected.
11. Hunter Seekers. A weapon that is deployed via a drone that will roam a system hunting enemy ships. When one enters the system it will intercept it and attack.
12. System Unstable. A new gravitational weapon that makes a system and all of its planets phase in and out. The system will remain, but the planets and star will disappear and re-appear on random intervals until a stabilization base is built near the systems star. (Read #2 in Game Concepts below.)
Game Concepts.
1. Limited system sight. A ship that comes through a warp point currently can see everything within the system. I propose that unless the ship is equipped with long range sensors it can only see a limited distance or more effectively has limited sight. The better the sensors the more a ship can see. This way a ship that enters a system can only see a small portion of the system, or can see all the planets, but not what is on them or any ships near them until it is close enough.
2. Flux Systems. Systems that randomly appear and disappear. Are not seen until they do appear, and after they appear and a Warp Point is generated, only the planets, asteroids, and star will phase in and out of sight. - A new base component could keep them stable if built in time. When the system appears a Warp Point will be generated to it from the closest system. It will have planets, stars, and even asteriods. Typically they will remain around for about 10 turns then phase out for a random number of turns before appearing again. If a player can establish a base near the systems star with a Stabilization component, it can make the system stable for as long as the base remains. If the system phases out before the base is operational, (constructed) then construction will stop until the system phases back in. At that point construction will pick up where it left off.
3. Dimensional Space or Alternate Realms that are not shown at all on the regular star map. Does any one remember the Zelda games for NES and SNES? Remember how Link could move between two worlds? I propose a similar concept here. Unstable Warp points that lead to systems or Groups of system that are in an alternate universe and have their own maps. Once a player discovers one of these realm systems they have the option of switching between the normal star map and the realm maps. The star map could change from black space to blue space or another color to signify the change.
4. Neutral Race Bonus. The Neutral races each have a race unique ability that when conquered or subjugated becomes a race ability for your race. Say improves happiness, advanced technology, etc.
5. Special Resources. Resources that are unique and one of a kind. Can give bonuses for ships construction, armor, new technology, etc.
6. Rare Resources. Resources similar to Special resources, but more abundant and can be harvested on any planet. Gold, Silver, Platinum, etc.
New Facilities
1. Planetary Transporters. Long range facilities that allow a player to instantaneously send cargo from one planet to another. Relay bases could allow the player to send the cargo longer distances.
2. Transporter Relays. Facilities that extend the range of a planetary transporter. Can also be a component that can be placed upon a Starbase at either end of a Warp Point to make transporting of cargo from a planet in one system to a planet in another system possible.
3. Anti System Unstable Facility that would prevent a player from deploying a System Unstable device.
4. Planetary Cloaking Device. A facility that hides a planet from view.
5. Troop Recruitment Facility. A facility that speeds up the production of Troops on a planet.
6. Troop Training Facility. A facility that trains troops much like a Fleet or ship training facility trains ships.
7. Orbital Habitats. Facilities that are built on a planet that are then deployed into orbit around a planet similar to bases. These orbital Habitats can have facilities placed upon them like research facilities, or Intel-counter Intel, etc. They also work as population growth centers.
8. Facility Slot Extenders. A facility that provides X amount of new facility slots per planet once built.
9. Rare Mineral Extractors. A facility that can mine rare minerals from a planet for use with specialty components or technology.
10. Population Converter. A facility that can alter the make up of any population on the planet to be able to breath that planets atmosphere. Only effect as long as the facility is working and can only support X amount of population per level of technology.
New Components
1. Gravitational Generator. A component that prevents a ship from being drawn into a black hole.
2. Black Hole Harvester. A mineral, rad, org mining device. A component that mines a black hole for resources.
Intel Projects
1. Embassy Bomb. A project that can be executed and if successful will lay in wait until activated. Once activated, the bomb can destroy a portion of population, or release a virus. The thing about this project is that it waits to be activated once it is successfully placed.
[ September 25, 2003, 10:37: Message edited by: Renegade ]
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September 25th, 2003, 11:45 AM
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Re: New Weapons Ideas
Welcome to the forums Renegade. Quite a list. Briefly, we have may of your suggestions already, just use different names, example:
Population converter virus <--> Puppet Political parties
Black Hole Resisting component <--> any ship with enough engines, and a quantum resupply reactor can be ordered to avoid the center indefinitely.
Keep on pluging, plenty of cool ideas. If the organic infestation was more than just eye-candy, I'd like to create one.
[ September 25, 2003, 10:46: Message edited by: Arkcon ]
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September 25th, 2003, 11:56 AM
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Re: New Weapons Ideas
Quote:
Originally posted by Arkcon:
[QB]
Population converter virus <--> Puppet Political parties
QB]
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Thank you for the welcome.
I should clarify the Population Converter Virus.
The virus would work slowly or quickly depending upon its level and the amount used to convert the population of a planet say from Amokie to Terrain. Their appearance would change from Amokie to Terrain. The virus re-writes their genes to "morph" them into whatever race deploys the weapons.
Another weapon that I thought of could infect the population of a planet with a neurological disorder that then makes the production of the planet count for the race who deployed the weapon, and not the race that controls the planet. Kinda like a rioting planet except that the planets production, Intel, minerals, rads, orgs, research, etc would go to whomever deployed the device. The only way to solve this is to treat it like a plague and use a medical component to cure the population.
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Hail to the King baby.
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September 25th, 2003, 03:40 PM
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Lieutenant General
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Re: New Weapons Ideas
Quote:
Originally posted by Renegade:
2. Warp Point Killer. A device much like the one used to destroy stars but instead it instantaneously destroys a WP.
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SEiV has it. Research Stellar Manipulation and you will have "close warp point device"
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September 25th, 2003, 03:44 PM
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Lieutenant General
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Re: New Weapons Ideas
Quote:
Originally posted by Renegade:
...
6. The option to retreat or avoid combat. The two options do not allow for a strategic retreat. In Rebellion you had the option to view the enemy fleet and evaluate wether or not you wanted to engage them. I think this option would be a god send for Space Empires V.
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SEIII had the retreat option and it did not work well - fleets were chasing each other around strategic map to utter boredom and frustration of players. May be it can be made to work better, but IMHO, SEIV system is very good.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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September 25th, 2003, 03:47 PM
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Lieutenant General
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Re: New Weapons Ideas
Quote:
Originally posted by Renegade:
... 8. Mass Driver. A weapon that penetrates planetary shielding and destroys population.
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It is here. Biological weapons are evil - I HATE plaque bombs.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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September 25th, 2003, 03:52 PM
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Lieutenant General
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Re: New Weapons Ideas
Quote:
Originally posted by Renegade:
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4. Planetary Cloaking Device. A facility that hides a planet from view.
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I am not sure here, but are't Devnulmod Monsters' planet cloaked and undetectable ? Sorry, did' play Devnulmod for long time.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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September 25th, 2003, 03:57 PM
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Lieutenant General
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Re: New Weapons Ideas
Quote:
Originally posted by Renegade:
... Black Hole Harvester. A mineral, rad, org mining device. A component that mines a black hole for resources.
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I wonder how the hell can one sent minerals back from under the Schwartshild (sp?, sorry) radius ? Cool idea though.
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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September 25th, 2003, 07:16 PM
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First Lieutenant
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Re: New Weapons Ideas
You wouldn't necessarily be mining the black hole... you could mine the accretion disk.
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September 25th, 2003, 08:06 PM
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Colonel
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Re: New Weapons Ideas
Even if you're just mining the accretion disk you'd be orbiting at relativistic speeds.
It'd be weird.
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