New ideas for se6...crazy ones only, no upgrades, just crazy |
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
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
It would also affect the crew, if you don't have max live support
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
Remember : Pillage! then burn.
- Cpt. Kaff Tagon
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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

Re: New ideas for se6...crazy ones only, no upgrades, just crazy
The trail idea is good
It would be a nice feature for more colorful graphics too
( choose the engine trail color for your race, or make the color coded to the engines )
you could research stealth engines
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
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
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
Sounds like MOO2. 
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
I think leader name is more of a title, since no one person is a hive either
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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,

Re: New ideas for se6...crazy ones only, no upgrades, just crazy
How about an effective AI.....GASP.....
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
*laughs* ..
yeah, that one never gets old.
Remember : Pillage! then burn.
- Cpt. Kaff Tagon
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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). 
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
A storm battery?
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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.
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
and..extra power so you couldgoover 100% and maintain life systems would require something...i now recall something called a quantum generator in SEV
, 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.)
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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.)
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
Just thought of another one: Support for multi-core CPUs, at least dual cores. 
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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.
Re: New ideas for se6...crazy ones only, no upgrades, just crazy
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.




Re: New ideas for se6...crazy ones only, no upgrades, just crazy
Wooooohooooooo
More micromanagement
More ways for the AI to bite the dust
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