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Suggestions for Nova!
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exelsiar
Space Emperor


Joined: Jun 14, 2007
Location: Fleet, England, UK

PostPosted: Tue Feb 10, 2009 12:51 am    Post subject: Reply with quote

Shoe wrote:
Strife, check out the Small Systems extension for the Balance Mod. It's designed to improve turn processing speed.


which im sure is going to be included in nova as standard i believe kwok said.

another handy way of cutting down turn times is to play in simultaneous mode, you dont have to wait for the processing of each player one at a time as their all done in one go, plus you dont have to sit watching a billion and 1 ships moving, same for combats (tho that can be changed in settings.txt)


Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service


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BlueTemplar
Space Emperor


Joined: Mar 27, 2007

PostPosted: Tue Feb 10, 2009 4:58 am    Post subject: Reply with quote

Quote:
Perhaps the option to skip watching the movements of every ship at the start of every turn.

On that note, when the prompt comes up that says to choose tactical or strategic, it should also display what ships are involved and in what system. Its really dumb in its current state, how it just give you a prompt to choose strategic or tactical, but doesn't give any info on what battle is at hand.

These are features that IMHO are among the first on the list of things that should have been added/fixed in SE5 a LONG time ago.


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Strife40k
Space Emperor


Joined: Feb 09, 2009
Location: Toronto, Canada

PostPosted: Wed Feb 11, 2009 6:49 am    Post subject: Reply with quote

Shoe wrote:
Strife, check out the Small Systems extension for the Balance Mod. It's designed to improve turn processing speed.


downloading now, thanks alot.


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Ender
Space Emperor


Joined: Apr 18, 2008

PostPosted: Thu Mar 12, 2009 5:44 pm    Post subject: the hybrid racial idea Reply with quote

Idea The Hybrid Racial Approach

I was thinking about the pure idea of having racial techs without racial traits but it turned out traits were needed in all-tech games (here is about it - starting from the 10th March). If hybrid is forced by game mechanics why not develop it further:

1. Traits as a way of having racial fields that otherwise exclude each others, eg. having both crystaline and organic racial traits you can have both advanced crystaline techs and basic (and even advanced) organic techs that otherwise exclude each others.

2. Traits as a way of providing immediate benefits to racial trait players (even at the common stage of basic racial techs) by giving them more efficient versions of components and facilities, eg. propulsion experts would heavily influence engines, organic armor would be better for organic trait players etc.

3. Traits as a way of having crossover components (and perhaps facilities) from fields that otherwise exclude each others, eg. advanced crystaline and organic techs.

Wouldn't it be nice?


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Spearman
Space Emperor


Joined: Nov 26, 2008
Location: Northwestern Ontario, Canada

PostPosted: Thu Mar 26, 2009 4:59 pm    Post subject: Reply with quote

If it is possible, it would be nice if tractor/repulsor beam effect was proportional to ship size and effected both ships. Eg, if a 300kt frigate uses a tractor beam on a 600 kt cruiser and accelerates it at 1 m/s2, the frigate should be accelerated at 2 m/s2. Tractor beams should also have a much longer range and be less powerful.

Perhaps, if we were to plant spore sacs in your brain organ and let its tendrils spread through your flesh, then you would truly understand Juffo-Wup... become part of Juffo-Wup.


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Tim_Ward
Space Emperor


Joined: Jan 20, 2009

PostPosted: Sat Apr 18, 2009 7:23 pm    Post subject: Reply with quote

I'd like to see some variance in the level of sensor-package, something like a distinction between basic (crappy) sensors of 10k and heavy duty sensors of 40k or more with double the sight range, to make dedicated sensor ships necessary.

Also, more specialised sensor components would be nice, such as a sort of Aegis/PAAMS type component which makes ships more apt at hitting seekers and fighters (bonus to hit for PD weapons?), at the expense of extra tonnage, and other systems for targetting capital ships (bonus for direct fire weapons?). No idea if that is specifically possible, but I think it'd add more depth to ship design.


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Brainsucker
Space Emperor


Joined: Sep 02, 2008

PostPosted: Thu May 14, 2009 1:23 pm    Post subject: Reply with quote

I have an idea about ship module / part

What about a command centre / C.I.C?! The module should big and needs a lot of space, but it worth to be put into a ship of station.

The purpose of the command centre is to enhance the ships / fleets capabilities in a system. It can enhance the att / def, it can enhance the sensor, or everything. With this C.I.C, the player can make their Flagship and make it as their command operation in a star system.


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Psisquared
Space Emperor


Joined: Jun 23, 2009

PostPosted: Tue Jun 23, 2009 4:22 am    Post subject: Command Bridges and Stars Reply with quote

I'm a newb but I have two suggestions:

1. I agree with the idea of a flag/fleet/command bridge. It would kind of define a flagship in the fleet rather than just Task Force leaders and seems thematically appropriate. The bonus doesn't have to be %hit/evasion. It could be bonus combat movement or increased damage or fire rate or a mix. But I really do like the idea thematically.

2. How about having the luminosity of stars make a difference to things like solar panels and solar generators. A bright blue star puts out a lot more energy than a dim red class M star which is more than a white dwarf. It would make the kind of star(s) in a system a little more than just cosmetic.

Keep up the great work Kwok!


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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Tue Jun 23, 2009 1:44 pm    Post subject: Reply with quote

The star energy output is hardcoded to be equal for all stars, though you MIGHT be able to work around that by placing "invisible dummy stars" inside the larger/brighter stars... not sure how that would affect stellar manipulation or ringworld construction though...

That's no space station - it's a spreadsheet!


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TheThirdEye
Space Emperor


Joined: Mar 22, 2009
Location: Toronto

PostPosted: Sat Jul 11, 2009 11:50 pm    Post subject: Reply with quote

How about a little more in the way of related techs for things like PD or minesweepers (and others)

like
Code:
Requirement 1 Description          := Empire must have at least tech level 1 in Point-Defense Weapons
Requirement 1 Formula              := Get_Empire_Tech_Level("Point-Defense Weapons") >= 2 * [%Level%] - 1
Requirement 2 Description          := Empire must have at least an equal level  in Energy Pulse Weapons.
Requirement 2 Formula              := Get_Empire_Tech_Level("Energy Pulse Weapons") >= 2 * [%Level%] - 1


AND (using new added tech field for sweepers)

Code:
Requirement 1 Description   := Empire must have at least tech level 1 in Mines.
Requirement 1 Formula       := (Get_Empire_Tech_Level("Mines") + Get_Empire_Tech_Level("Mine Sweeper") )
                               >= ([%Level%] * 2) - 1


Every other level of mines (1,3,5...) you get improved sweepers
Every level of mine sweepers you get improved sweepers

This would let an empire focus on sweepers over the mines themselves.

If you still want Mines before Mine Sweeper make it a req. tech for Mine Sweeper tech, which is how I would do it. (and why I left the description as it was).


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Thighzen
Space Emperor


Joined: May 27, 2006

PostPosted: Thu Jul 23, 2009 6:59 pm    Post subject: Reply with quote

Its probably not possible but I liked back in SE2, the way ships were constructed. You paid for the ship and the hulk was then present over the spaceyard except all the components didn't work yet. The spaceyard then had to finish all the components. If the spaceyard was attacked while constructing a ship it was sometimes possible for that ship to help in combat using the components that were already finished.

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TheThirdEye
Space Emperor


Joined: Mar 22, 2009
Location: Toronto

PostPosted: Thu Jul 23, 2009 8:11 pm    Post subject: Reply with quote

Hard coded. Too bad sounds great.

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Wolfman
Space Emperor


Joined: Oct 03, 2005

PostPosted: Fri Jul 24, 2009 12:51 am    Post subject: Reply with quote

Could a script be made, like the supply script that removes supplies from newly created ships, that destroys all the components except for the bridge or MC. I assume if you destroyed all of the components the ship would be destroyed, but if you left one that is needed on all ships it would be very similar to SEII style.

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TheThirdEye
Space Emperor


Joined: Mar 22, 2009
Location: Toronto

PostPosted: Fri Jul 24, 2009 1:02 am    Post subject: Reply with quote

Quote:
I assume if you destroyed all of the components the ship would be destroyed, but if you left one that is needed on all ships
Destroy all bridges and computers; but then the ship would be repaired...
Possibly it could be setup After the repair sequence.
Not a script area I've delved yet.


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Gorbeh
Space Emperor


Joined: Jan 12, 2010

PostPosted: Tue Jan 12, 2010 9:40 pm    Post subject: Reply with quote

What about the addition of volcanic planets as a planet type? They would have harsh conditions but high resources to make up for it. Also they'd generally be tiny or small (to fit with real life). It'd offer an interesting choice whether to colonize early to gain the resources or wait until you have climate control facilities. Also volcanic planets would add realism to the game making the setting more engrossing.

Also, I'm unsure how boarding parties work (since I never use them) but do they just completely take over the ship they're used on? Anyways I was thinking that's probably not very realistic because a boarding party is likely a dozen or so troops and many ships have crews of 100+ so I don't see how a dozen people could crew a ship meant for 100. So I was thinking either have some sort of major stat reduction for the ship, or leave it fully crewed but with loyalty fluctuations (not sure if this is possible), or leave it uncrewed so you need to take a freighter or something to transfer your own crew onto it. That way ships would be sitting there empty until someone put crew in it making you use more strategic methods of boarding (only boarding in owned systems or bringing freighters that carry crew to the front line).


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Jan 12, 2010 10:11 pm    Post subject: Reply with quote

Boarding Parties don't necessarily represent a number of attackers, but a total boarding strength. When attempting to capture a ship, the boarding parties actually attack the crew until there is no crew left. It's not just a comparison of attackers versus crew to determine who wins. Any leftover boarding parties then become the ship's new crew if they are successful. In a case where the boarding attack is repelled, the ship's crew amount will be whatever is left over from the fight.

Space Empires Depot | SE:V Balance Mod


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GenSniper
Space Emperor


Joined: Nov 17, 2009

PostPosted: Thu Feb 25, 2010 10:41 am    Post subject: Reply with quote

I would like to suggest nanotechnology tech string which affects different kinds of capabilities as small amount of repair for ship and main repair ability for units. It could affect, in limited amount, production, reproduction atc...

And second suggest is the price of components. If small engine costs 1000 with tonnage 10kT the big one should cost 3360 with tonnage 40kT. When it is bigger it should be cheaper.


4x1000 / the 4th root from 2 = 3360


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AndreyKl
Space Emperor


Joined: Jan 08, 2010

PostPosted: Sun Oct 24, 2010 3:08 pm    Post subject: Reply with quote

How about giving to anti-boarding components (Security Station) an ability to reduce intel sabotage chance against ship?
I believe, that planets/ships we can see are easier targets for Intel, so may be you can create a formula, which will increase intel chances for projects near borders or in sensor range (especialy scaner) and decrease for far objects?
Intel in game is Limited a lot, how about expanding it with "Special project" - spending intel for it should affect only objects in sector of "spy" ships, that may be usual hulls with special components, special hulls or just a frigat hulls (as far as they are rarely used). So just move 1 frigat to enemy planet, make sure, that no other frigates near enemy and intel will do all troubles to a single colony.


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