Feature Requests - Host
From PlanetsWiki
Contents |
[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:
- Lay Minefields
- Sweep Minefields
- 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).
|
| 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).
|
| 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 ---- ) |
| 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 | -- |
