Feature Requests - Host

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[edit] Rating

The feature requests can be rated according to the following key:

++ Top Will be implemented (reserved for Tim only)
+ High Good idea, improves general play and reduces micromanagement
+- Medium Maybe a good idea, but limited usability
- Low Idea could be done but should not necessarily
-- Forget it Not wished or too complex to implement or code -> unlikely to even get onto Tim's short list


[edit] HConfig

[edit] HConfig Switch: Allow GBx Codes yes/no

Details Add a HConfig switch "Allow GBx Codes (yes/no)" that can disable all kind of "Give away" Base Command Codes.
Program Host
Author Jochen 19:55, 12 July 2007 (CEST)
Motivation Similar to "Alien hulls fight poorly", "Allow hull plan trading" and "Allow Hacker Droids" to this may be switched off in order to prevent abusing alliances to overcome racial weaknesses.
Rating +

[edit] Minefields

[edit] Sweeping

  • Change the host order for minelaying/sweeping/replenishing:
    1. Lay Minefields
    2. Sweep Minefields
    3. Replenish Minefields
  • Minesweeper equipped ships must be inside the minefield to sweep it. It would be better if mineswepper had 3ly range to sweep them like the transport range, you can lay mines up to 30ly from your position, why do you have to be inside to sweep it ? Lord Lancelot 01:26, 16 May 2007 (CEST)

[edit] Cloak vs. Active State

Details Seperate cloak (ON/OFF) and active (ON/OFF).
  • Cloak should only make the minefield harder to scan/sweep - independend from the active state.
  • With cloak ON the ord decay should increase significantly.
  • Once a minefield is scanned or you have hit the minefield, you can see it, even if it is cloaked.
  • Only races that have cloaking ships should be able to cloak their mines.
Program Host
Author Jochen 16:09, 21 July 2007 (CEST)
Motivation  ?
Rating +-

[edit] Pod Detonations

Details Resupply pods loaded with ord that are self destructed inside a minefield reduce the minefield's ord by the amount of ord within the pod (with the current system: reduce lifetime to some extend).
  • The Pod must be inside the field for this to work.
  • It will effect active fields before cloaked, and cloaked fields before inactive. With lowest id first in the event there are more than 1 fields of that state.
  • Should a pod with ord detonate where a cloaked mine is laid, not only will the ord be reduced in the minefield, buts it status of cloaked will be comprimised as detonated ord will add 1000 sensor image to the field affected by the pod detonation.
Program Host
Author Protomatter
Motivation  ?
Rating +-

[edit] Logs

[edit] Log Entry (Insectoid Nest Abduction)

Details Add the Planet ID # when displaying which base colonists came from on the Insectoid Nest base logs?
Program Host
Author  ?
Motivation It's really hard to track them down by name. (I think that is the point; Amaranthine)
Rating +-

[edit] Messages

[edit] Population History

Details Show the CHANGE in population and happyness since last turn. That way I spot trends better, I can shut off my smelters, stop selling contraban, get my Hisser unit hissing or other actions if I see the happyness start a falling trend or turn off my space ports if natives begin leaving. Using a graph like on the contraban screen would be great.
Program Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Combat History

Details More information regarding combat. When I watch a VCR, I want a source that I can go to in order to find out WHY my ship did not fire. Was my ship out of ords? Did the enemy have exotic tech jammers? Did the ship have system damage? Were the crew killed by a boarding attempt? As it is now, my ship becomes wreckage and the only way for me to tell if I forgot to load enough ords is to reload the previous turn. Also, after a battle, I should be able to tell what exotic tech the enemy was using against me.
Program Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Spying

[edit] Infultrate Science Labs

Details A new Spy operation "Infultrate Science Labs" to gather information about what exotic tech is currently being used by the target enemy. Find out if your enemy has improved sand caster before you go in with your carriers. Find out if you need to put up more lazer mines because your enemy has stealth fighters...
Program Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Sabotage Science Labs

Details A new Spy operation "Sabotage Science Labs" should be able to turn off one random enemy exotic techs. This will cost the enemy more money for the startup cost as well as cause trouble for operation that turn.
Program Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Homeland Security

Details A new Spy operation "Homeland Security" to block planet based incoming spy attempts. These are operations to route out double agents, remove bugging devices and extinguish sleeper cells. The results will be to double the cost of spy attacks against you.
Program Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Exotic Tech

[edit] Exotic Tech: Reverse Engineering

Details Add an Exotic Tech around a cost of 100,000 that would allow a single ship with a command code of REN to be destroyed (no metal recovery) and be reverse engineered so that the plans for that hull will be at the base where the ship was orbiting. If implemented please add a switch in HConfig to disable it, for games with non hull plan trading and no Hacker Droid --Lord Lancelot 20:59, 21 April 2006 (CEST)
Program Client / Host
Author --Magik 17:14, 10 Oct 2005 (CEST)
Motivation This is basically a really high priced Hacker Droid, but available to all (since realistically it should be).
Rating -

[edit] Exotic Tech: Double Warpspeed

Details All warp engines distance is doubled.
Program Client / Host
Author  ?
Motivation It would cost a very lot of MC (akin to an amount like the other late game exotics) to start but little to maintain. This exotic would be very useful to many end games in making them more playable.
Rating -

[edit] Exotic Tech: High Tech Spy Gadgets

Details A new exotic tech "High Tech Spy Gadgets" to increase the accumulation rate of Spy Mana.
Program Client / Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Exotic Tech: Commando Training

Details A new exotic tech "Commando Training" to increase the strength of Troop and Highguard units.
Program Client / Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Exotic Tech: Prisoner Interigation

Details A new exotic tech "Prisoner Interigation" to help loosen the tongues of the prisoners (and thereby providing some "base information" just as the Spy option does.
Program Client / Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Buildings

[edit] UnBuild Base Structures

Details Right now, you can remove some specific structures with command codes but you must remove all of them. These include cities (DOC), smuggler's cantina (ATF), labor camps (USA), labor mines (USA). It would be great if you allow the entry of negative values in the Build Count field so that you can remove any structures in any quantity. This would remove the need for command codes and would allow all the structures to be removed as desires. I recently captured an enemy base with a military space port. Now my ministers keep shipping construction pods of metals and ore to that base and I don't want them to! I want to remove that military space port but I have not way to do that.
Program Host
Author Arsnick
Motivation  ?
Rating +-

[edit] Ground Combat

[edit] Host GUI

[edit] GUI (Resend RSTs to individual players)

Details In the "Players" screen (the that allows you to turn the AI on), allow the Host to re-send RSTs to individual players.
Program Host
Author  ?
Motivation
Rating +-

[edit] GUI: Killed Player

Details Add an option "Killed Player" like the "AI" option. A Killed player's Galaktik Bank account is blocked, his ships will receive damage immediatelly. Certain numbers of HG turns to Troop, troop to crew and crew to colonists each turn (% of desertion). His population will reduce each turn (% crime). MCs, Metal and Goods will reduce each turn (% Pillage). All bases turns to "Crush and Kill" (civil war)
Program Host
Author Myflowers
Motivation Once a player (lets say Bots) i.e. switch on Shokazul and they have i.e >1MIL MCs at GB, you can't do anything to avoid at least other 10 turns of shokazul effect even if you Kill them. That is, a killed empire without government should be a chaos. This will make harder to take advantage of a dropped player with lot of resources left, or for certain games where AI isn't a good option (Ranked games, Leagues, championships, etc.).
Rating

[edit] Miscellaneous

[edit] VP Programming Interface

Details Create a Programming Interface for VP.
Program Host
Author Jochen 10:06, 3 December 2007 (CET)
Motivation The current VP System is very restricted. A programming interface would allow for more automation of elaborate scoring systems (e.g. like the P4League score) and exotic winning conditions. in addition i could easily see a proposition for VP such as ccontolling homeworlds VP multiple King of the hill locations VP for perticauler Sjips scripted within a game(flagships)--protomatter 21:16, 3 December 2007 (CET)
Rating +

[edit] +1 Victory Point per million prisoners

Details A player gets an extra VP for every million prisoners he holds each turn.
Program Host
Author Paul H
Motivation It reflects success for prisoner taking races, who are usually low growth, and find it difficult to compete in VP based games. (If you look at pure VP games you'll see the experienced players rarely play EE, Lizards etc.) Getting a million prisoners ain't easy - unless it's a high population game - and they quickly burn up in labour camps, so it seems a pretty well balanced change which would encourage people to play a greater variety of races, and may encourage a bit more war in the game.

Myflowers It should be a Formula which take in count Prisioners in each base (Like Colonists VPs do), not the total amount. ( i disagree this idea entirely as the EE already recieve a perk from prisoners. even if the prisoners are owned by another race. EE gets perks of additional Resource points for prisoners being taken no matter who owns them. to give a race a VP perk for doing what they have to do anyway, is just another way to make the slaver races more powerful than they already are. thats like giving the COM vp for producing 100 million fighters. they have to do it any way so lets give them VP for every 1000kt of fighters. or give the IMT a VP for every 1mil minerals drilled out of a core. or Give UEA VP for every 1000kt of contraband that they Capture/redistribute they have to do it anyhow so let them earn points for it? or give crystals VP for every 1000 points of stress Lathed?. see it dont work like that, if you want to give VP for something lets not make it for something they have to do or for something they are meant to do, make it for something that they normally cannot do, at least then its a challenge. something like Non Slavers races who manage to get 1 milion Prisoners earn a VP Point now thats a challenge. since most of the non slaving races are designed for other purpoases rather than enslaving, due to weak ground troops and mechs usually this would be a perk. or crystals producing 100 milion kt of Repair units(producing not captureing). something they dont normally do which would involve capturing a base, and we all know crystal ground forces suck, ...er i mean are not that great so its now a challenge ---- )
You're wrong Protomatter - right now we *do have* a VP scoring system - and that system is favouring certain races (high growth + native friends). The proposal is just to introduce another criteria (that would of course favour some races more than others, too). Although this wouldn't be perfect either, it would allow for more diversity in VP games. Jochen 23:01, 2 December 2007 (CET) im not wrong if you think about it, im in disagreement. and high growth races will always have an advantage in growth. just as slaver races always have an advantage with prisoners. just as fighter races always have an advantage with fighters. i agree the VP system portion that counts population is not balanced. but its an option that can be turned on//off. so the mere fix for the situation quoted above is....turn off population VP.
You're right, it is good that VP conditions can be turned on/off, but I'd rather vote for more diversity than a generally restriction (see "VP Programming Interface" above). Thus a prisoner condition (that could also be turned on/off) would be good imho. Jochen 10:06, 3 December 2007 (CET) if that were allowed you would probably totally switch the game from a standard mix of races to a slavers only mix. if thats what youre trying to create then i think you nailed it on the head. yes i could see a variety of means to earn VP theres also the racial bonus for privs stealing. which noody ever seemns to turn on. so if it the vp were turned on for the prisoners, i can see possibly two scenarios. either everyone will become a slaver race in that game, or nobody will bother to sign up for it, like in the other privateer racial bonus games. where everyone wants to play the pirates or not play in it all. --protomatter 21:13, 3 December 2007 (CET)

Rating +

[edit] Happiness only helps breeding if there is some stress around too

Details Happiness bonus (1.5x growth rate above 80 happiness) only kicks in if at least 5% of player's crew OR troops see combat that turn.
Program Host
Author Paul H
Motivation In Real Life(TM), rich happy countries' birth rates drop unless they are in a war. A side benefit of this rule would be, that players who work hard to play this as a war game, see an economic benefit; whilst lazy players can no longer just sit and breed. Real Life(TM) economies rely on acquiring resources from other areas, not just growing food and breeding.
Rating --
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