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Home » news » forums » Space Empires V » Space Empires V General

New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by pyroman on Tue, 2008-03-11 00:29. Space Empires V General

ok this idea will take some explaining, well the interface at least, the idea is simple...the basic idea is you shouldn't be able to use all the supply at one time and you need a distributational system, as it gets better you can use more of your supply.

so its not really clear...hmmm 100% of your supplies wont be used at a time, this component makes it so you can use X% of the total supplies on the ship...so you have to decide what types of components get the supply, and if your weapons section arent fully supplied they do less damage, maybe have a higher reload shorter range, what have you.

If you want 100% in all the catagories you can always over load the supplies so even at a non ideal % you working at 100% capacity

Or have a less demanding system requirement

The interface would be something like right click on the component and a window pops up

this window has three columns (vertical)
First second third
Weapons _____% of supplies _____ supplies assigned, _____ supplies total needed for 100% efficiency

Engines _____% of supplies _____ supplies assigned, _____ supplies total needed for 100% efficiency

Shields _____% of supplies _____ supplies assigned, _____ supplies total needed for 100% efficiency

Ship System _____% of supplies _____ supplies assigned, _____ supplies total needed for 100% efficiency

type in your %'s and make your ship custom. There could also be like default buttons for offensive, defensive, neutral design

‹ Knowing too much about most things duplicated custom neutral races ›
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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Juju on Tue, 2008-03-11 04:24.

Wooooohooooooo Smiling

More micromanagement Smiling
More ways for the AI to bite the dust Smiling

I admit I like the Idea and a lot of possible variations and setups are hopping around in my head clogging and drowning my conscience for posting at work.

First to get your idea straight, you want a component or a possibility which organizes the energy systems of a ship ?
( I renamed it from supply, to distinguish it from the "ressource" )
Further components that didn't need supplies before will need them now.
Mostly life support and shields.
For the sake of simplicity I will file repair and everything else under ship systems for now. ( including stellar manip )

The distribution system I understand as in Star Trek or the X-Wing/Tie-Fighter Games

Your ship can utilize a number of supplies per turn, which will be turned into energy from the component you think of ( the warp core if you like, you can skip the energy part later, its just for explanation )

This energy can be distributed to the system types throughout the ship.

Come to think of it, there should be at least the two standart settings of combat and travel and a view modes that can be switched in battle ( code red, berzerk, chicken )
I reread the last line of your post .. are you planning these settings for combat only ?

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by pyroman on Tue, 2008-03-11 09:14.

yes, I like to micro manage, but it would be a setup per design, and if you wanted to change it later once its built you can, and also when you set up an AI you can tell tell it to be defensive agressive or I think the other setting is neutral, not sure on the wording but point is, the ai could use that to determine its ship settings and then when it makes non combate type ships like mine layers it goes with a defensive setting.

And yes, supply is basically power. And yeah thats the idea

and the last line, I was wondering if it should really only effect battles, but I think it should effect them all time, so maybe have two setting features, one for system travel, and one for combat.

This could be interesting...if you dont have max supplies per component it would increase maintanince cost

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by pyroman on Tue, 2008-03-11 09:37.

Post your new idea! There have to be lots of them out there

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Juju on Tue, 2008-03-11 10:31.

It would also affect the crew, if you don't have max live support Smiling

But I don't think it should affect maintenance cost if you don't use your max supplies, who cares if weapons and shields are low in travel mode ( which will be the common mode )

When you overload your system ( use more than 100% supplies )
like in battle then the maintenance should go up.
Since you overclock your ship ^^

Anyway, I am not sure how I would like to to see this implemented.

Personally I would go the capacitator way of the X-Wing Games
for the components.
For Shields this means slower recharge, but full charge, because in none battle mode you have enough time to charge the shield capacitators if any energy is applied.
For Weapons longer reload times after the first view shots ( weapon banks are fired empty ) or longer reload times in general,
maybe you could choose between reload time and damage too..

Engines is easy more power .. more thrust .. over 100% makes the ship go really fast

i like the idea more, the more i think about it ..

i am only a little afraid of the interface options which are needed.

clicking on the component is a little bit too much clicking for my taste.

it should be a tap in the ship view, also there should be a possibility to have a view standart sets and make custom sets
which can be set in the create window, like ship types

also this should work fleet or tf wise Smiling

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Vince278 on Tue, 2008-03-11 17:17.

While we are on the subject of crazy ideas that'll never see the light of day I have a few:

1. Artifical Intelligence
2. User Interface
3. Faster Turn Processing

Smiling

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by pyroman on Tue, 2008-03-11 20:44.

Hey I said crazy, not insane!

=p

instead of the clicky idea, make it incorporated in the ship hull

New idea, I think I posted it in the wish list a long time ago but the ideas there never really see any day light, well at least players dont read through them... well I dont that thing is MASSIVE (means we like the game)

Ever wonder where that ship went? it just vanished and there are like 3 warp points where they could have gone through

high lvl of engine research + sensor research = special sensor designed to view engine trails.

The trail left behind by a ship would dissipate over time maybe be color coded to match a specific engine type.

This would really only be usefull to players really and maybe quantum engines would get a -10% duration on the engine trail. The Sensor would get a __% time increase of a engine trail and a __% length of the trail so you can follow it.

The problem is stealth ships would leave a trail, so maybe it would have to reduce the engine trail, or something...or not...the only truly stealth ship would be one with a solar sail or something...

Whats your new idea?
what about organic ships that dont need life support

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Juju on Wed, 2008-03-12 03:55.

The trail idea is good Smiling
It would be a nice feature for more colorful graphics too Smiling
( choose the engine trail color for your race, or make the color coded to the engines ) Smiling

you could research stealth engines Smiling or active stealth costs movement points to simulate the careful flying around .. then active and passive sensors come to mind

yeah, i would like to see bigger difference between the racial traits in general, though I have no Idea for my own Smiling

What about a Screw-with-the-timeline-facility for Temporal races that gives a hell of intel boni .. or research ..

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Juju on Wed, 2008-03-12 04:58.

What I would like to see is, taken the timescale of SE, more empire management in assigning people to do jobs. Hero Ministers for planets which give boni to what the planet does,
Hero Generals for fleets .. and empire ministers for the seat of your empire.
I would like to see the government types more implemented. meaning the build of government type of facilities ( planetary, system wide, and empire wide .. meaning your homeworlds turns more and more into some kind of coruscant with nothing more than ruling staff and accomodations for them .. )

and a livetime for rulers .. no one rules for hundreds of years .. maybe taking the live cycle of your race in account .. so there is no more than say .. 10-20 year of actual working in a position for a human race.

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Vince278 on Wed, 2008-03-12 08:42.

Sounds like MOO2. Smiling

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by rahlubenru on Wed, 2008-03-12 12:19.

I think leader name is more of a title, since no one person is a hive either

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Juju on Wed, 2008-03-12 12:31.

You are asked for name and title.

And thats what I mean by better implementing government types .. hive mind is a government too,
you can't pick ministers for a hive .. for example .. but you get other boni, like better communication, less government buildings needed and so on ..
just a thought

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by marhawkman on Thu, 2008-03-13 11:02.

So what about adding a form of warp travel? you know actual "offroad" stuff?

the catch? the engine is so large it requires you to dismantle an entire solar system for parts to build it. It doesn't really move. the enourmous solar system sized ship simply relocates itself to a new locus, it doesn't really move,

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by pyroman on Thu, 2008-03-13 13:22.

sounds interesting, especially if you wanted to make a sphere world and you didnt have any systems with out planets

I was thinking, its too easy with research sometimes how about prototypes!

Yes thats what I said, prototypes. Before you can get a technology breakthrough like the next level of engines or phased shields or the next size of ship you have to make a prototype ship or if its not a next size of ship its just a ship with a, or a few prototype components. This ship would have to be used in order to have real working experience with the technology in order for you to get the next research item.

How do you do this? have a requirement that the ship has to earn exp and or use X amount of supplies, more for higher lvls of technology (and being clearly stated how much exp and supplies are needed to complete the requirement)

and yes I thought about what your thinking allready, I can read minds... "What about the AI it will kill it!"

You make it easier for the ai, it just has to build the prototype and then a count down timer starts on it and once it times out they can move on, and with AI bonuses at max maybe they wouldn't even have to make a prototype and in the mid range of AI bonuses it just has a timer before they can make their breakthrough

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pikcachu20's picture

Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by pikcachu20 on Fri, 2008-03-14 08:56.

How about an effective AI.....GASP.....

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Juju on Fri, 2008-03-14 09:54.

*laughs* .. Smiling
yeah, that one never gets old.

Remember : Pillage! then burn.
- Cpt. Kaff Tagon

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Vince278 on Fri, 2008-03-14 19:14.

How about a "nomad" planet? Basically a planet that moves (by use of a really big facility) carrying along its cargo and orbiting fleets. It would be slow as a base ship but I can see how well this would work with a good warp opening ship (almost mimicing free movement). Laughing out loud

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by pyroman on Sun, 2008-03-16 16:28.

Ok I had another idea!

Its before you get cloak you get a sensor interference jammer. The first few levels require you to be in a some sort of storm and it increases the obstruction of your ship. Later ships make it so you can hide in a astroide belt or right next to a sun...Its as cool as cloak but would add a great feature to the game because you always see ships hiding behind the far side of the planet or in a some kind of spacial anomaly or what have you and this would let you do it

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Vince278 on Sun, 2008-03-16 19:28.

A storm battery?

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by pyroman on Sun, 2008-03-16 20:13.

no

The storms in game can make it so you cant see whats in that grid section because the storm meses up your sensors (obstruction via storm)

You hide in a storm and your ship emits the same kind of interference that the storm does but more of it, and worse so it hides your ship more then what a regular storm would do...

basically storm prevents lvl 2 scans

ship with sensor interference jammer goes in same storm and its now preventing lvl 5 scans

with more lvls in this technology it increases the lvl of obstruction, and allows you to hide in other areas like asteroids or behind a planet or right next to a star or warp points maybe...as long as there is something for you to hide in/around it lets you hide there, not as good as a cloak because you cant travel and be cloaked but good for other uses/rp/giving races a cloak but not/interesting game play feature.

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Mod Designer

Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by battlespud on Sat, 2008-03-29 22:51.

The energy diversion idea was interesting... how about this, all ships carry reactors that can give off a new type of supply (examples of previous aare Supply and ordanance) called Energy? (if the reactor is destroyed the ship is disabled by loss of power) it gives a certain number of "power points" that can be allocated to a certain Component Group instead of individual components. examples are
construction= faster repair
engines= faster
shields= faster regen and larger capacity
weapons= faster loading
sensors= increased range and level
supply and ordanance= increased supply regen if a component able to generate supply is presnt

i was thinking that when you use more than 100% supply on one system that it should do a certain amount of damage per 30
seconds to represent the damage being incurred sucha s burnt out engines, overloaded shieldsand weapons, polarized sensors etc.
maybe 10% or so? That way a ship would need to be refit after battle if it overloaded its shields weapons and engines to survive. This could be changed via settings.txt of course.

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by trivium1 on Mon, 2008-03-31 02:29.

and..extra power so you couldgoover 100% and maintain life systems would require something...i now recall something called a quantum generator in SEV Sticking out tongue, utalization would be nice, i like this idea a lot. and of course a req at least 5% in certain systems like bride and life support and engines. quantum reactor could give 15% bonus to energy allowing you to actually get a 100% modifierr forthings or haave 50%shield and 50 weapon.

(What was thought impossible years before is now normal life...Just give it a few more years, you'll be amazed.)

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by trivium1 on Mon, 2008-03-31 02:40.

oh yea, i would like a galaxy setting in the game to have

no warp pooints but createable later /mid game, but fromyou solar system you can see which stars*stars only* are the closest and be able to send you ship to that star as an ordersaying this will take (x turns, engine movement=A, Formula: x=(ly*8)/A :req 1000 supply for trip )

(What was thought impossible years before is now normal life...Just give it a few more years, you'll be amazed.)

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Vince278 on Mon, 2008-03-31 18:29.

Just thought of another one: Support for multi-core CPUs, at least dual cores. Smiling

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by jshelby on Mon, 2008-03-31 21:16.

Could I please program my ships' master control computers in python?
No, really!

There are few of life's problems that cannot be solved with the proper application of a high explosive projectile. -- 13B

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by Krec7 on Fri, 2008-04-04 11:00.

interstallar space travel. so you can travel to systems without using warp points. keep the warp points , just have have interstellar space travel as another way to get to systems, of course it will be slower but would open the game up. sealing a warp point would no longer keep ships out. then add a branch of the tech tree with different drives and such for faster IS travel.

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Re: New ideas for se6...crazy ones only, no upgrades, just crazy

Submitted by solanrix on Fri, 2008-04-04 20:24.

have u tryed isopsyco's BSG mod? it has only warp capable ships in it and no warp points. playing at mo and it makes game very different not being able to bottleneck.

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