quote:Original post by Wavinator
For instance, let's say that you're simultaneously boarded in the middle of space combat. If you have a competent security chief, he'll tell you where they are, what they're attempting, how likely it is to succeed, and what he plans to do about it ("We've got PA Suits attempting to sieze control of engineering, but I already have defenses in place. The situation should be contained in 10 minutes."). Then you'll get to either nudge a few factors or veto his action and take on the situation yourself. If you do that, your Executive Officer handles the space combat while you deal with the boarders.
If you veto his decision, he should feel let down/lose loyalty, even though you may have made the right desicion. Adding a little more humanlike AI could be a good thing. But this is off-topic.
quote:Original post by Wavinator
Would you bother with a snap-on UI to build ships and bases if it had no real impact on your in-game capabilities? Maybe you make a T shape with engines on the ends of the T, versus a H shape with engines on the bottom. In game stats still control your turn rate, armor etc. (I REFUSE to tackle rigid body physics!!!! )
I would use the "snap-on UI", but personally, I think that customization should be heavily encouraged, but not necessary, even though customization is one of the main reasons to play this game. Make it so that you can buy a pre-made ship, but a self-made ship is probably going to be better. This way there are multiple levels of customization:
Low Customization - Buy pre-made ship
Medium Customization - Make ship with pre-made rooms
High Customization - Make ship with custom designed rooms
quote:Original post by Wavinator
I was thinking about adding in psuedo-physics "principles" for putting things together (like "warp fields" that interfere with sensors) but I'm not sure its even worth the trouble.
Don't. If you want warp fields to interfere with sensors, make anything that makes a warp field also make a sensor-interference field. This also adds the potential for "cleaner" (less interference) warp fields.
quote:Original post by Wavinator
Tech has a level and a class. The difference betweeen your empire's level and the TL of the object you want to install determines how difficult it will be. The class adds a further modification. Classes are alphabetical, and each letter is a 33% chance that putting in an alien object will cause problems and critical failures in not just the item, but in surrounding connected systems. If the tech is too advanced, you won't be able to make it work; and if it's too alien, it'll may work intermittenly, burn out nearby systems, cause internal damage, etc.
How about this: Make it so that the class letters have a relation to each other. For example, if your crew is used to class B, class A systems will be easy for the to install, but class O systems will be near impossible. If you decide to implement this, make the relation loop (...X-Y-Z-A-B-C...).
Edited for clarity.
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If only I could just write them down...
I just saw this quote and had to put it here, "Just look at 99% of entertainment, it's all in your face detritus."
[edited by - Nathaniel Hammen on June 8, 2004 12:33:02 AM]
I am the master of ideas.....If only I could write them down...