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 Post subject: OFFICIAL: Gameplay Suggestions
PostPosted: Mon May 19, 2008 9:29 pm 
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<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
Please use this thread for any suggestions/feedback.  If anyone remembers EvR, the game was a completely different game by the time I stopped working on it, and that was primarily because of all the great suggestions and ideas of the EvR community.

Thanks,
Mark


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Tue May 20, 2008 11:19 pm 
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<!-- Corporal //-->
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Joined: Mon Oct 11, 2004 12:00 am
Posts: 26
Location: Australia
Just a few suggestions:

A ship stats comparer
A status update window whenever u log in that gives u details on whats happen since u were last on
A intel screen which helps u find the location of enemy ships and details on friendly, neutral, and enemy unit ships
And last of all a sort of more in detail guide to how to play


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Tue May 20, 2008 11:42 pm 
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working on the battle reports that you can get to tell you what happened.

as for the intel screen, from the main menu you can select a link that will show you all enemy, neutral, and friendly ships detected, broken down by sector, and you can zoom right to that sector from a link on that display.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Sun Jun 01, 2008 6:47 pm 
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Joined: Mon Oct 11, 2004 12:00 am
Posts: 26
Location: Australia
I would like a Dip report thing so I know if someone is trying to be my ally or something and those who have set me to hostile. Also I would like to be able to setup like a mini empire where its just invite ppl into that empire instead of telling a collective group who to set to ally.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Sun Jun 01, 2008 8:25 pm 
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i think i can put in your user report if someone is requesting you to be an ally so I will look at that.
i dont want to  let you know if someone sets you to hostile until they fire on you.

mini empire is like a faction and I want to stay away from factions for the time being.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Sun Jun 01, 2008 9:13 pm 
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Joined: Fri May 30, 2008 7:50 pm
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A suggestion I've got, being able to specify jump/move co-ords via keyboard, similar to how you order units. Would help with moving to a pre-arranged meeting point, especially if you haven't got an ally on visual.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Mon Jun 02, 2008 9:19 am 
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Joined: Sat May 17, 2008 2:05 am
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i can see the usefulness of being able to just type in a coord, but I am not sure I see how often that functionality is really needed.

If you are meeting up with an unseen ally, im guessing they have written to you with the coords, well, it seems somewhat easy to just find the general area.  its not like you need to be at that exact location down to the meter.  and if you are, you can get down to that detail as well.  Adding typing to the process just seems to be asking for typo errors especially with jumps.  one character off and you are in hyperspace forever.  Good suggestion, but I will have to think about that one.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Wed Jun 04, 2008 11:19 am 
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Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
A suggestion (which maybe exists already): if I would have a bunch of fighters which aren't hyperspace capable escorting a vessel that is and that can carry fighters, when that main capship will enter hyperspace, the non-hyperspace capable fighters will happily try to fly there the old fashioned way. (i.e. showing up a year later ;) ). Maybe a possibility for these fighters to dock automatically (if possible) in case of a jump. (this could be a toggle perhaps)

Of course this is just a minor concern but it is somewhat preventing me from using non HS capable fighters at the moment.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Wed Jun 04, 2008 2:20 pm 
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Joined: Sat May 17, 2008 2:05 am
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ok, i can look at that.  good thing that the calc times should be long enough to dock all of them. 

but another strategy could be to give them...

DOCK order
WAIT (30 or long enough for the ship to go into Hyper and get there)
ESCORT

or

DOCK
ATTACK
(once an enemy ship is sighted they will launch and go after the bad guy)


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Wed Jun 04, 2008 4:28 pm 
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<!-- Cadet //-->

Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
True, but if you're away you can't always micromanage your fleet so an automated method would be preferred.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 05, 2008 8:00 pm 
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Joined: Thu May 22, 2008 6:42 am
Posts: 0
Very minor request:

Could we get a "mass rename" function?

So that if I select a bunch of TDs and click on Rename, then I can type in "Alpha", and the individual units will get renamed "Alpha 1", "Alpha 2", etc.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Thu Jun 05, 2008 8:04 pm 
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Can we have an 'engage at X range'. At the moment if you select the attack order a ship will move continually closer to it's target. Certain ships are better off at range and it would be nice to tell them to stay that way, whilst still swiveling to face their target.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Fri Jun 06, 2008 8:25 am 
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Kobra wrote:
Very minor request:

Could we get a "mass rename" function?

So that if I select a bunch of TDs and click on Rename, then I can type in "Alpha", and the individual units will get renamed "Alpha 1", "Alpha 2", etc.


seems so simple doesnt it?  I dont think it is, but I will check if this is easy.  If it gets complicated, I will probably not put it in.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Fri Jun 06, 2008 8:27 am 
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Joined: Sat May 17, 2008 2:05 am
Posts: 4
Idle_Scholar wrote:
Can we have an 'engage at X range'. At the moment if you select the attack order a ship will move continually closer to it's target. Certain ships are better off at range and it would be nice to tell them to stay that way, whilst still swiveling to face their target.


fighters wont standoff, but cap ships will.  if a ships ATKRANGE and BRKRANGE are equal they will just standoff at that range when engaging a target.  I came up with the range so that all of their main weapons will be in range.  If that is too short, give me a specific ship and a recommended range.  if that recommended range is not one people can agree on, then I will look at putting in a standoff range.


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 Post subject: Re: OFFICIAL: Gameplay Suggestions
PostPosted: Fri Jun 06, 2008 10:49 am 
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Joined: Thu May 22, 2008 6:42 am
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I think the key is avoiding return fire. If I have HTLBs and you don't, I'll want to stay beyond 15km, even if that means my TLBs won't be shooting.

Since the optimum engagement range will depend on the target, and often its escorts, it would be nice to set it as an option within the Attack order.

About the "mass rename", it'd be useful even if no numbers were appended, so if that's easier, it'll do just fine.


Last edited by Kobra_warlords on Fri Jun 06, 2008 10:53 am, edited 1 time in total.

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