taltamir
Posts: 1290
Joined: 4/2/2010 Status: offline
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quote:
ORIGINAL: vils quote:
ORIGINAL: taltamir quote:
ORIGINAL: vils 1. Units gain experience by defeating enemies, like for example 1-5 star promotion, 0 is new build, 5 is elite .. check teh old Panzer General game for a good experience system for the units! A unit is a starship with hundreds of highly trained crew, computers, and hardware... not a wizard or a dragon. It makes no sense for them to gain experience and thus powers. especially not from a few fights (they do thousands of drills; or more... to be fair it makes no sense that a wizard or a dragon gains powers from defeating a few opponents either...) anyways this will absolutely ruin the game quote:
2. Fleets must report what they are doing like single units! Or at least have the option? I don't understand what you are asking for. you can select a single unit in a fleet and see what it is doing, and the fleet as a whole also lists what it is doing... quote:
3. Rainbow worlds, unique and very valuable worlds who could be extremely hard to discover. As example, see old Star Control 2 game Those already exist. Certain worlds contain unique resources that give massive boosts... such as boost to research, happiness, etc... Less rare are worlds with ancient ruins that also contain awesome stuff... or do you mean literally worlds the color of rainbow? because that would be stupid. quote:
4. Implement a high tech feature whick allows jumps to other parts of galaxy, ofcourse extremely expensive Its called engine technology, high level engines allow ridiculously fast speed... do you mean a ridiculously expensive instant travel system? it would just be a PITA to implement and manage. not to mention mess with the balance... bad idea. quote:
5. Artefacts with special effects play the game, they are there. While 99% of ruins give you +20% to 60% to development of that colony, some ruins give empire wide bonuses... such as +100% bonus to a research type. Or +20% empire wide bonus to colony tax income (those are the ones I have seen thus far, must be more). quote:
6. Bigger universe! Not number of starsystems, but the entire map.. i fond the idea of having real deep space sleep on extremely long distances The max sized universe is 1400 star systems, each containing dozens of planets and moons and objects... Playing this size results in crashes due to maxing out the ram usage of a 32bit application (2GB)... as well as lag when zoomed out and when having larger empires... also save game sizes increases massively as the game progresses.. The game already has, by far, the largest galaxies I have ever seen in a 4x game. Making it larger is cool sounding but completely impractical with current hardware limitations. quote:
7. Allow manual input of number of starsystems when creating a new game, or atleast add 50 or less starsystems as an option already in the game. there is a built in editor that you can launch at any time and add stars, planets, and whatever else you want. 1. Your saying that in comparance a warship in any wargame should not receive experience in a game since it is unrealistic? Sorry i don't follow you here, for any crew on any assignment in any type of scene, training will never be the same as live experience.. Anyway it was a suggestion not ranting 2. I mean a single unit pop ups when its reached its destination for example. A ship within a assigned fleet tells nothing, so i have to keep an constant eye on my fleets so they dont go idle or just sits atop aliens getting eaten. Have i missed something ? 3. I mean a new type of world that would be different 4. I mean space jump (instant move, not hyperspace.. 5. I was more referring to items that cannot be produced but applied to a ship.. lets say you find an ancient alien artefact that gives that particulair ship some odd statistics or such 6. I am not saying i want more stars, i just want the playground to be larger, thus bigger space between stars. As you may have noticed, it seems the playground in the game is the same regardless how many stars you elect to add to it.. 7. Was not speaking of an editor, i was speaking of the pre-game menu how to design a game, as of now you can have 100 stars by minimum, i want an extra option here to allowing manual input.. if i wan't only 10 stars, i dont wanna sit and edit an map for 5 hrs before i can start the game.. 1. to a small degree it happens, but its more of an empire wide scale then an individual ship thing. Once you get those experienced people you transfer them to other ships and they share their knowledge and experience... resulting in procedural changes across the entire armed forces... and even then, that only changes how their use the hardware (aka the tactics), not in any way shape or form the hardware itself... so the ship is still doing the same amount of damage (same weapon, same targeting computer), still has the same speed, etc... what changes is that they are more likely to use smart tactics (eg, fly backwards while shooting at the chasing space crab) and less likely to do something stupid (charge at the space crab). but the AI for ships is not good enough to introduce that kind of tiered AI levels... however at an ideal status it would be kinda neat to have ship experience levels with certain AI scripts limited to higher level crews... but there is no way it should affect the actual physical hardware, thats just an RPG throwback and as much as a I love RPG it has no room in such a game. Let me give you a real life example... during a certain war some decades ago between israel and lebanon, the labanese got new anti air missiles (each the size of a telephone pole) from the russians. Those were very damaging to israeli aircraft on bombing raids... soon, the range on those was discovered, it was greater then the range on the bombs... but some enterprising pilots discovered that it can't fire on targets very close to the ground, and if you accelerate at max speed then lift to a 45 degree angle from the ground and then shoot a smart bomb then dive back to the ground (too quick to be fired on by the missiles), which your copilot then controls, it will travel up and then down in a parabolic path far enough to get within range of the missile batteries, which then the copilot takes over and guides the smart bomb to the control center (size of a bus) for each such battery. Allowing them to hit the AA outside of its practical range. Once that was discovered that weapon was rendered ineffective due to tactics of "staying outside its range". The planes did not change any of their statistics, but they were now being used better... however, EVERY pilot in the israeli airforce now knew that trick, it was not limited to the one single pilot who came up with it originally. 2. Ok, i see now (I think)... a single ship gives a notice when it finishes a mission, fleets do NOT give such a notice, neither do the ships in a fleet... well, in which case I agree that fleets should give a notice as if they were a ship. (although I disabled those completely since i have large empires. but it should be there for those who want it) 3. Any specific ideas? 4. I know, I am saying hyperspace with a high level engine is very near instant for short ranges, with under 5 seconds prejump prep and a speed that makes it take seconds to jump to nearby systems and a fraction of a second to jump within the same system. Instant travel sounds cool but will bring a whole new aspect... plus it is another unfair advantage for large empire (lots of money, lots of ships... insta travel means you insta conquer enemies; right now its sometimes not worth your time to divert fleets from where they are need to fight some two bit small empire... or siege their planet as you gather up up invading troops). 5. There are unique ships like the "world destroyer" (death star)... as for an "artifact" giving a "boost" to one single ship... currently when you find such derelicts you don't integrate them into your ship, you send a constructor to rebuild them... then you have them as their own ship which can then disassemble for research points... I can't imagine any sort of even remotely plausible "artifact" that would work the way you describe unless it is a single ship component (say, an engine)... which means: a. ships cannot integrate it themselves, it needs to be brought back to a construction yard. b. its better to disect such a thing for the tech, not waste it on one single ship. c. this is a terrible idea to begin with... i have played many games that had it and in every one you end up with a bunch of bonuses on your SCOUTS... I don't want to waste 5 special events that could give me something useful so that my SCOUTS can get "plus damage" (its unarmed), "plus fuel range" (it has plenty) and so on and so forth. 6. That is a legitimate OPTION for galaxy creation... not my cup of tea by go for it. 7. fair enuogh. the largest galaxy is 1400 stars, the second largest is 700... you want the option to enter "973" or "234" or "10"... it would certainly be a PITA to make a 700 star galaxy and then manually add 273 stars to it.
< Message edited by taltamir -- 4/8/2010 8:51:50 PM >
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I do not have a superman complex; for I am God, not Superman.
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