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 Feature Requests/Suggestions 
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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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How about a simple change, like turning off the ability to fire a photon from your ship while still in your citadel. You cant drop mines or attack with fighters without leaving the planet, why be able to fire photons from the planet, make them blast off first.

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Wed May 19, 2004 3:52 am
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Lieutenant J.G.

Joined: Fri Nov 16, 2001 3:00 am
Posts: 438
Location: USA
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quote:Originally posted by The WABBIT


When I had suggested this to JP. He liked it very will, and expanded upon it. And stated that a couple of other settings, that are server wide. Would also be made game only.


Sometimes JP likes and idea at first, but then finds out it's either not possible or very hard to do, or would be very unpopular. Then he doesn't implement it. Shrug, the way the cookie crumbles.

quote:Oririginaly Posted By Wabbit]br]
1) I would like to see that stock game ships. Be restricted to experience or alignment or both.

Except for the unfortunate inability to restrict a ship to evil aligned players only, the stock ships can already be set this way at the editor.

quote:Originally Posted By Wabbit

And I would like to see that all Gold ships. To be automatically be restricted, based on it's features, to either experience/alignment/both. And that the sysop can edit the amount of experience/alignment/both above the minimum deemed by the game/TEdit.


I'm really not following this suggestion at all, sorry.
When a game is "Gold" all ships are "Gold" ships, even the "Stock" ships. They can all have experience and "Fed Commission" requirements and there is no limit (up to the game limit of 4,500,000).

quote:Originally Posted By Wabbit

ie The game/Tedit states that the ship in question requires a experience restriction. The sysop can say that the ship will also require a minimum amount of alignment.

Again this can be accomplished currently. It's simple to add the "experience" requirement to the ship's stats, so that all players can see it requires experience/alignment when they do a C and C command. Here's an example:

Image


quote:Originally Posted By Wabbit

And the sysop will not be able to remove a restriction. Nor would they be able to lower the experience/alignment amount.

I'm just curios why you would want to limit the Sysop in this way?

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Sun May 23, 2004 8:03 pm
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Joined: Mon Nov 10, 2003 3:00 am
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I think that is a kewl idea Deflect Photons, but have like only a few ships that can do so and only with maxxed shields.
How about this?
Have actual defensive plat forms that have to be built such as or like up grading ports but make it to where planets still have qwawy cannons but defensive platform has ability to launch photons and hold figs. Maybe have it to where planet has to be self sufficient on all aspects Fuel/Orgs/Eqp and has to send certain percentage to Platform each day or defenses will not work...
Also have shields on platform that actually makes a sector a bubble you have to pop to get into...
bet this would make game a bit more interesting.
Maybe make game to where you can only have a certain number of planets
per corp all others must be destroyed.
and to make new one you must dismantle one of your own.(this would probably be a Sysop feature to turn on or off)
just Food for thought.

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Mon May 24, 2004 3:04 am
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Joined: Sun Feb 25, 2001 3:00 am
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This is ment more as an observation and suggestion.

Aliens can have level 6 planet , but I have not noticed IG is not activated.
And secondly , aliens in a gold edit may have interdictor ships but they too dont have them activated.

Why or why not ?
If I were them .. They would be automaticly turned on and left on at all times.
Just cause I can [:D]

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Mon May 24, 2004 9:44 am
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Lieutenant J.G.

Joined: Wed Oct 15, 2003 2:00 am
Posts: 437
Location: USA
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Perhaps a little off topic, but along the lines of the title of the thread.

I would like to see a list of the "features" as EIS sees them when a major change comes out. For example, if you get ship killed and a planet IG's you, your pod doesn't leave, but if a ship with IG won't hold your pod. Was this accidental? Or purposeful? Same with retreating off fighters from ship IG, but not planet IG. It would just be nice to see a list of what is a bug, vs a planned feature. I know that is asking alot (I do software design), but would be useful.

Jhereg


Mon May 24, 2004 4:02 pm
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A planet IG doesn't hold a pod even when killed ship2ship. It's a general pod flee bug when a game is heavily figged.


Mon May 24, 2004 7:19 pm
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Ensign

Joined: Fri Mar 02, 2001 3:00 am
Posts: 227
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quote:Originally posted by Supreme Galactic Overlord

quote:Oririginaly Posted By Wabbit]br]
1) I would like to see that stock game ships. Be restricted to experience or alignment or both.

Except for the unfortunate inability to restrict a ship to evil aligned players only, the stock ships can already be set this way at the editor.


There is not a single stock ship that requires any kind of experience. And there is only 1 stock ship that require a certain alignment, before you can get it.

So you are flat wrong.

BTW Stock ships are ship in the game. When not using any of the GOLD features. ie Do not turn on GOLD features in BigBang. Or GOLD features are turned on. But, there is no editing done on any of the ships. This includes the adding of additional ships. Or the removal of any ship.

quote:Originally posted by Supreme Galactic Overlord

quote:Originally Posted By Wabbit

And I would like to see that all Gold ships. To be automatically be restricted, based on it's features, to either experience/alignment/both. And that the sysop can edit the amount of experience/alignment/both above the minimum deemed by the game/TEdit.


I'm really not following this suggestion at all, sorry.
When a game is "Gold" all ships are "Gold" ships, even the "Stock" ships. They can all have experience and "Fed Commission" requirements and there is no limit (up to the game limit of 4,500,000).


For a person that supposedly played the game. For as long as you have stated that you have. You sure do not know the game at all.

Stock ships, are the ships you use in a game where no Gold features are being used. Or if Gold features are being used. Then all ships, in the game, are the original ships used by TW2002 v3. No edit of the ships. No adding of ships, and no removing of any ships.

Second, there is no way to have any ship be experience restricted. Unless that ship also requires a Fed. Commision. They are the only ships that can be restricted by alignement, and experience.

I have already to you this. But, again because of your 'I know the program betten then the Author.' attitude. You flat refuse anything anyone tells you about the game.


quote:Originally posted by Supreme Galactic Overlord

quote:Originally Posted By Wabbit

ie The game/Tedit states that the ship in question requires a experience restriction. The sysop can say that the ship will also require a minimum amount of alignment.

Again this can be accomplished currently. It's simple to add the "experience" requirement to the ship's stats, so that all players can see it requires experience/alignment when they do a C and C command. Here's an example:


Again this only works for any ship that require Fed. Commission. If the ship does not require a Fed. Commission. Then you can not, I repeat, CAN NOT assign a experience restriction.

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Mon May 24, 2004 10:55 pm
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Joined: Thu Jun 06, 2002 2:00 am
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do you guys even read when EIS posts? this is NOT a place to argue, this is NOT a place to *****, it is SOLELY for SUGGESTIONS. he stated this is NOT the place to DISCUSS the suggestions (which means stop argueing about crap in here pls!) take it to "tradewars open.. whatever" the old smack talk forum.
thank you :)

Slim
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Tue May 25, 2004 5:01 am
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Joined: Thu Feb 20, 2003 3:00 am
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Slim is right, the arguments need to go. If you want to debate the validity of a suggestion, start a new thread elsewhere.


Tue May 25, 2004 1:26 pm
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Ensign

Joined: Thu Jan 23, 2003 3:00 am
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I'd like to see sector shipyards. You could build it in a sector similar to the way you can build a port in a sector

- You park your extra ships in it
- You could add shields to it like a planet
- Make it corp or personal. W/out proper ident, the doors don't open :)
- Be cheap to build like a port with tedit definable build time
- Require planetary resources during the build
- Probably wouldn't be mobile (like a port)
- Could maybe upgrade the shipyards to include a shield regenerator with TEdit definable regen time.. like, it can do 5k shields per day divided among the ships in the yard
- I picture it as a large sphere. Unless you have access, you can't get inside to see exactly what's in there
- Could possibly upgrade it to include automated defenses that would use energy (aka fuel) from a planet to power them. Would be like a qcannon.

Think something like this would be a cool addition to V4. :)

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Tue May 25, 2004 4:23 pm
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Lieutenant

Joined: Sat Mar 03, 2001 3:00 am
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Here is a cool idea... A suicide bomb for Escape Pods, guaranteed to destroy the enemies ship. JIHAD baby! Excape pods only so that it is only used as a last resort and only activates if you CBY.


Fri May 28, 2004 10:59 pm
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Corporal

Joined: Mon May 31, 2004 2:00 am
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I'd like to see more flexibility in the ship editor. Basically, remove the maximum limit on ship items(holds, figs, shields, etc.), to allow for some serious ships.

This gives the Sysop a lot more flexibility to make the game into his image, and allows for some really serious combat operations.

This is a simple thing, but I'd also like to see ships in space, even if unnmanned be able to defend a planet as a manned ship does.. Just cause the captain isn't on board doesn't mean the crew isn't. And won't respond. Just a thought.


Mon May 31, 2004 4:21 am
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Lance Corporal

Joined: Fri Sep 02, 2005 2:00 am
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I'd like to see the ability to destroy sectors. It would be very costly but it would add a new twist to the game. And tournament games destroying the sectors would leave your opponents less places to hide. A maximum % of sectors destroyable would be encouraged and sectors marked by The Federation, The Ferrengi and GOLD Aliens would not be destroyable, for obvious reasons. If a sector is destroyed, the map and sector data would change accordingly. If a port was in that sector it would be either destroyed with the sector or moved (possibly configurable).

As I said, this would be very costly and probably GOLD only option...if the price to destroy a planet is 15,000 credits, a good price to destroy a sector would range between 150,000 and 500,000 credits by default. Given there is a max of 20,000 sectors in a universe, and a maximum of say 10% of the world could be destroyed, that is still 300,000,000 credits to 1,000,000,000 credits to destroy 2,000 sectors.

You can destroy fighters, mines, ships, ports, and planets so why not sectors? [:P]


Sun Mar 12, 2006 4:28 pm
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Wow. Old thread... hehe. Have thought about this, would need to make it cost more
than 1b tho... that's next to nothing in most established games. Not sure if you
could actually re-do the entire map or not like that, but you make a sysop extension
that would mark a sector "uninhabitable." Say once you've cleared everything (ports,
planets, etc... don't want someone invading your sector by obliterating it on the
cheap) from the sector you could fire off some kind of big bomb that makes the sector
unusable. Then at extern the sysop extension would clear out anything in that sector,
making it impossible to rebuild in.

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Sun Mar 12, 2006 9:02 pm
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Gameop
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also I would like to see a roaming SD and other 0 class ports without using a external helper to manage it, make it a sysop option, also maybe a roaming Terra and Alien planets, just to stir things up a bit, all without having a external script from a helper to do this.

but you are right sing, this is an old thread, but it has our wish lists in it, hehe.

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Sun Mar 12, 2006 9:30 pm
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