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 Post subject: THE ENHANCEMENT THREAD
PostPosted: Aug 08 2005 
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Colonel
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Joined: May 19 2004
Posts: 461
Location: Cape Town, South Africa
In line with an earlier post in the "General" forum, I am taking the liberty of starting a new thread in the "Wish List" forum that is dedicated to suggestions for any possible enhancements that could be made to SR2010.

Perhaps all subscribers (posters) could try to keep the following convention:

# Each suggestion should preferably be in the form of a fairly short SINGLE paragraph

# No discussion regarding the merits (or demerits) of a suggestion should be made in this thread as it is intended to serve as a check list for both the devs and for community members with ideas. However, any improvements upon earlier ideas can also be included as separate entries (maybe with a brief cross-reference)

# Perhaps it might be apropriate to subdivide suggestions into the following three categories:

----- Short-term improvements (for near immediate consideration)

----- Medium-term improvements (for consideration within the next 6 or so months)

----- Long-term improvements (for consideration much later .... maybe even with SR2020 or whatever)

I just feel that it would be great to try to introduce a single thread (like this one) that will serve to consolidate the dozens (maybe even hundreds) of suggestions that have been made elsewhere in this forum. :D

[Edit] - Made it a Sticky - Balthagor.


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 Post subject:
PostPosted: Aug 08 2005 
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Brigadier Gen.

Joined: Aug 14 2004
Posts: 906
Location: Canada, BC
Fix the missile interface for SSBNs. Right now there is no way of using them. Make thier interface like the missile silo's missile interface. With pretargeted targets.

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Missiles!! Nukes!


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 Post subject:
PostPosted: Aug 10 2005 
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General

Joined: Dec 22 2004
Posts: 1444
Location: Holland
Well maybe a short (or at least a medium term) imp..

* A better diplomatic AI

OK..Ok.. there is already a lot written about the AI
But i promise i will go completly out of my roof when i get a diplomatic
offer saying " Hey we like you ... we offer a free trade (or something
like that) treaty... "

That wil make the game more - alive -

Cheers


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 Post subject:
PostPosted: Sep 24 2005 
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Brigadier Gen.

Joined: Jun 01 2005
Posts: 542
Location: Sydney
LONG TERM ADDITION/ENHANCEMENT RELATING TO UNITS, UPGRADES AND TECH LEVELS

This is based on SuperPower2 and the recent comment about upgrades.

Anyway the idea is

Have units that are already in the game but give the option to customize them and upgrade certain areas of them eg, Hard attack or speed insteed of completely changing the unit.

This idea is intended to allow for the game to have many units and MOST IMPORTANTLY many future unit options without spefically designing a unit for each tech region and tech level.

PS the upgrade would be expensive so people would only start using it once they ran out of options for further unit upgrades


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 Post subject:
PostPosted: Sep 25 2005 
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Brigadier Gen.

Joined: Aug 14 2004
Posts: 906
Location: Canada, BC
MILITARY AI

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Missiles!! Nukes!


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 Post subject:
PostPosted: Sep 28 2005 
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Corporal

Joined: Sep 21 2005
Posts: 9
Location: Serbia
Allow marking of forbidden territories to help focus operations minister on needed efforts.
I think this should be short-term enhancement.
More details...


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 Post subject:
PostPosted: Oct 31 2005 
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Sergeant

Joined: Oct 30 2005
Posts: 17
1. More communications between countries. (player vs AI)

As a player, you dont get the feeling of a real world... :(
And whats the use for an embassy if you never talk to anyone?


2. More realistic AI.

Airstrikes, airdrops, naval landings...


3. Spec Ops/Intel

Destroy supplylines, get info about AI:s future plans, wreck havoc in harbours, and more...


4. Ability to "stack" units and then move them together.

Armour units running away from its artillery cover? No thanx! Let them move together in a "locked to stackleader" mode or something. or maybe build "Brigade HQ" as a small unit and let that unit act as a "leader" for stacked units?


5. Let AI build structures.

Not too many though, we dont want too have it unrealistic in the other way around with too many structures.


6. Carriergroups.

Let the AI build small fleets with a carrier as a center, and make it use its carriers aircrafts in a realistic way.


7. Make the AI build less AA and artillery, and more combat units like INF and TANKs.

OR; let the AI use it units in stacks with ARTY and AA together. (see 4)




Ah... well... I have and endless supply of suggestions if you want more.... ;)

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 Post subject:
PostPosted: Oct 31 2005 
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General
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Joined: Sep 08 2002
Posts: 2555
Location: Ancaster, Ontario - BattleGoat Studios
These all seem like great ideas...

If you have more ideas... keep them coming!!!


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 Post subject:
PostPosted: Nov 01 2005 
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Corporal

Joined: Oct 07 2005
Posts: 9
Let a country be able to do foreign investment and build up economic facilities (factories, farms, mines, etc) in other countries. This would be done through the diplomatic relations screen and the raw materials and money required for the build would come from the offering country while the labor would come from the receiving country.

A typical trade could look like this.

Offered: Coal Mine

Received: 50% (whatever that number is) of the coal produced perpetually.

In this way poor countries could open up to foreign investment. Lower their unemployment and gain some needed ressources

Rich countries could increase their available resources while at maximum employment.

This type of trade would also forge much neede alliances between rich and poor countries and make the diplomacy part of game more interesting.


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 Post subject:
PostPosted: Nov 13 2005 
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Private

Joined: Nov 13 2005
Posts: 1
Hi I am new here! So I don't know if someone brought this up already.

1.) Can we have more info on the labour force, unemployment figures and how many people each factory employs.

2.) Can we have the labour force divided into skilled and unskilled employment for each industry.

I see at the immgration control there is a restriction on skilled workers, but how do we know how many of each type is in the country?

What is the point in me investing millions in education and social programs (my biggest expenses of the whole budget) and the only benefit is my approval rating. I want to see investing in education would give me more skilled workforce, moving from a primary goods society to a more developed world.

I was playing Ethiopia, I built too many timber factories, because I don't know how many each factory employs, unemployment is 1% and inflation soars. I conquered Sudan and Keyan Fed and population doubled but unemployment is still 1%. I removed a lot of the factories but unemployment remains low.

I wish I could know more about my workforce.

Codgamer


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 Post subject:
PostPosted: Nov 21 2005 
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Brigadier Gen.
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Joined: May 27 2005
Posts: 597
Location: Netherlands
The extra button on all artillery units so i can direct them what hex they need to bombard!

This makes more interesting strat viable, like laying down suppression fire.
And the military AI attacks the wrong target often, you see a direct thread for your arty unit, the enemy unit even fires at it. And your arty still fires at a beat up supply truck, almost dead doing nothing...


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 Post subject:
PostPosted: Nov 24 2005 
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Captain

Joined: Jan 14 2004
Posts: 139
A calculator for the transports. What i mean by this is th ability to see how many of one unit can fit into a transport. I would like to click a transport unit, and then a land unit, and a number will pop up showing me how many of that unit can fit into the transport.


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 Post subject:
PostPosted: Dec 01 2005 
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Sergeant

Joined: Oct 04 2005
Posts: 14
Location: Texas
Construction exclusions.

We have the ability now to exclude various types of units (ground/sea/land), but I would like the ability to exclude any particular missile designs.

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 Post subject:
PostPosted: Jan 10 2006 
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Corporal

Joined: Jan 10 2006
Posts: 4
Hello, this is my first post here.
I an currently playing campaign, I have Greece, and I have just conquered Bulgaria. I was happy to see that the conquest 'unlocked' another map, where I can continue with Greece, however, I was dissapointed that this was a completely 'new' map, which on the one hand included the addition of the land I had conquered (Bulgaria) but it did not include the units I had created and the land improvements I had built. THis made the campaign game lose a lot of the 'depth' that it would otherwise have had, since all that I had built while combating Bulgaria were lost in the beginning of the next part of my campaign. In essence I am asking for troop/land improvement carryover.

Would it be possible to mod the game in such a way as to accomodate this? eg, once you take their capital, the game saves the numbers and types of troops as well as the land improvements that were done.

In my humble opinion this would make it a really great game, with monumental depth, as it would force the player to play this part of the campaign and in the back of his mind 'plan ahead' for the next.


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 Post subject:
PostPosted: Jan 10 2006 
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Supreme Ruler

Joined: Jun 04 2002
Posts: 16497
Location: BattleGoat Studios
Do you have the most recent updates? There had been some issues with this but I tested it just before the release of 4.4.1 and was sure I saw no problems with that issue. The game is supposed to give you the units carried forward although they all start in reserves.

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BattleGoat Studios
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