SE VI |

Hey I know it’s early but what the heck. What I would like to see in SE VI is a revamp of the ground combat system. Building vehicles just does not do it for me. I want to build divisions. Now this is one area where MOO3 almost got it right. Instead of the battle taking place in a city environment it would take place on the planet surface. If placement of structures was done like in GCII and defense unit placement was added, it would add a new level to the game. Each planet would have its map and the attacker would pick where to drop his units and the tactical combat would be played out like a small board game. This was done in Star General. You could have several different units like Infantry, Armor, Titan and Marine that you could research different tecs to give them each unique abilities. Just a thought.

I must agree on the
I must agree on the ground/space interface in Star General, very nifty. Probably one of its best features, actually (the space combat mechanics certainly weren't).
To incorporate a feature from the Hearts of Iron series, you could have units and brigades. Brigades must be attached to units to be used at all, but they add abilities that your units might lack otherwise. It allows you to custom-tailor certain units for specific roles without requiring too much micromanagement. Need to keep a planet you just occupied from revolting? Add some police brigades to your infantry and garrison divisions. Need to hold your ground against swarms of enemy infantry? Reinforce your troops with artillery brigades.
Also, I find games that differentiate between hard and soft units immensely satisfying (Star General, Hearts of Iron 2, and Supreme Ruler 2010 to name a few). You can simulate this in SE4/5 through the use of emissive armor but sometimes it feels like a less-than-intuitive stop-gap measure.
I don't think we need to alter the space combat mechanics at all, just the ground combat ones. In SE5 its a unified system but I think that is only b/c they share the same combat engine.
Hum...
I have implemented armor tickness (mean very light weapons can't even dent it) and piercing factor (with a powerful enough weapons, armor can be pierced) in my mod (inter-Related). With my system making the difference between a light combat unit or a Land-Cruiser of doom is really easy. Of course, ground combat in Se5 still look very bland and don't offer the flexibility of the space combat aspect (try my mod, you'll see what i mean). One thing i hate with Se5 ground combat is that fighters don't fly as fighter, more like hover-tanks. If they could fly as they can (with minor tweaks) in space, ground combat could be much more dynamic...
Re: SE VI
i'd like to see government type affect the game more - like if you select anarchy there's a higher chance of planets/ships going rogue or if you select democratic you have to hold elections every x number of years.
like an electoral college where each colony votes for either you or an opponent
also the chance that your empire will go into civil war, and all your ships and planets will form factions, some loyal to you, others not...
my 2p!
Re: SE VI
How about adding leaders with special abilities? Perhaps you could have planet govenors, scientist, admirals that can reactively retreat or attack passing ships, have special abilities with certain types of weapons (stealth vs fighters vs ship capture etc).
Also, I think simplifying some parts of the game could be interesting. Example: do not allow fighers to fly around in a solar system (only do battle in the hex they are in or perhaps give the carrier a fixed range ... makes carriers much more interesting).
Also, how about allowing for a cheap ships (no warp engine) that can fly around the solar system but cannot be carried out of the system (like drones but not as flexible)
I love the idea of real ground combat. This could practically be a new game. My favorite example of a GREAT system is "Emperor of the Fading Suns" with lots of diffeerent technologies land, air, sea that you could use the conquer a planet. The game kept blowing up just as the game got really interesting but it was an awsome concept.
The other thought is a better diplomatic system. Emperor of the fading Suns had the idea of a galactic empire where everyone needed to abide by galactic laws or face some very powerful neutral parties. The point being that you could outlaw technologies, start an inquisition, excommunicate competitors (you could really mess with your competitors). Having victory conditions that ended when someone became emperor could help keep the game very interesting and allow people to actually complete a game in a reasonable amount of time (you know - after a few hundred turns)

Re: SE VI
This is just too damn funny. Already people are tired of SE V that they are now wanting SE VI.

Re: SE VI
Also, I think simplifying some parts of the game could be interesting. Example: do not allow fighers to fly around in a solar system (only do battle in the hex they are in or perhaps give the carrier a fixed range ... makes carriers much more interesting).
Also, how about allowing for a cheap ships (no warp engine) that can fly around the solar system but cannot be carried out of the system (like drones but not as flexible)
I love the idea of real ground combat. This could practically be a new game. My favorite example of a GREAT system is "Emperor of the Fading Suns" with lots of diffeerent technologies land, air, sea that you could use the conquer a planet. The game kept blowing up just as the game got really interesting but it was an awsome concept.
The other thought is a better diplomatic system. Emperor of the fading Suns had the idea of a galactic empire where everyone needed to abide by galactic laws or face some very powerful neutral parties. The point being that you could outlaw technologies, start an inquisition, excommunicate competitors (you could really mess with your competitors). Having victory conditions that ended when someone became emperor could help keep the game very interesting and allow people to actually complete a game in a reasonable amount of time (you know - after a few hundred turns)
We called these HERO's when we were discussing ideas for SE V. Didn't happen. The concept of assassinating a enemy leader thus throwing an enemy's empire into chaos was simply too good of an idea for SE V.
Maybe it will make it into the next version of SE.

Re: SE VI
SEV is first and foremost a port of SEIV to 3D. Sure, there are some changes in mechanics and there's a beautiful tactical battle function now, but a lot of potential has remained untapped. I'm not tired of SEV at all, but if an SEVI were to come along which added new fun items, then what's not to want? I just hope such version will be improved for processing and rendering speed and tested a lot more before being released as a retail product. That way customers will be a lot happier and the reviews won't shred it when it comes out, which in turn should boost sales. SEV will do nicely until then.
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: SE VI
1)I'd like to see some fixes in ground combat as stated above..but most importantly the need for ground combat. As it is, its better/easier to glass the planet then worry about invading it..IMHO. But if the need was there, like.....saving structures, by using ground combat, and civilian population, then the need would be there for such combat.
2)I think the fighter issue should be looked into more. Insteead of ruining them with a loss of effectiveness, they should be more vulnerable. Maybe make PD weapons more effective by say 1.5 times damage. The only problem IMO with fighters is they can take alot of damage and last longer then they should.
3)The diplomatic situation needs work no doubt,an improvement there would be great....no more " stop spying on me!!" messages from a race when u dont even have spy tech yet or even use it, lol. Treaties need to be more meaning full and messages like "stop treating {race} badly..etc" when u get attacked by the said race and have never retaliated to begin with.
4)I'd like to see more dicoveries on planets (ancient or not), maybe even some new techs as well as choose your bonus's of +1 to +10% etc. And better resources usage by all factions, with more depency on food and radioactives for the techs that use it.
5)An easy to use Design your own Map section would be very cool as well.
6)Maybe a few more ship hull sizes added, as well as a hvy bomber type fighter to carry bigger wpns with more fire power, but with a easier to be hit pecentage etc.
Well those are some of the things i'd like to see in SEVI.




if you really like that kind of thing...
... try Pax Imperia 2 sometime... in some repects it was kind of simplistic, but each planet you colonized had its own surface topology and you could build a variety of defensive building/ground units.