Search found 9 matches
- Wed Aug 18, 2004 11:51 am
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
I slowly get the slight feeling that the defender is in a much weaker position than the attacker of asystem and this I think should not be. Although I like the whole system battle the defender should get some extra gimmicks beside positioning his fleet. So I strongly recommend some sort of system se...
- Sat Aug 14, 2004 3:08 pm
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
I dislike hassleing the player with no-brain decisions in the name of realism. Fighters (and missles and ammo) should more or less automatically replenish. I meant, that a carrier had unlimited fighters in one battle. Every two minutes the next wave of fighters were attacking, even if the former we...
- Sat Aug 14, 2004 2:28 pm
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
Who-ho, this is getting too far, I guess. Ground combat is not comparable to space combat. On a corvette there are at least 50 men (and women) on board. A marine unit has maybe 50 men, too. But why don't we take Total War as a good example again : after a combat, where some squadrons were partially ...
- Fri Aug 13, 2004 6:21 pm
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
Mid game we as designers want to shove them towards building the corvettes in groups (i.e. building a squadron unit which IS a group of corvettes), perhaps progressing to larger groups as the game goes up in scale (i.e. late game). Hmmm, I think I can live with that version as long as it's only an ...
- Fri Aug 13, 2004 12:55 pm
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
- Thu Aug 12, 2004 9:49 am
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
maybe I didn't explain my view of a 3D system not clear enough: I think of a system where you have maybe 3-5 levels where a ship is positioned. That would be like a 2D-system but with more possibilities. You could assign a key like - or + to go one level up or down, but not more. Still you have to c...
- Thu Aug 12, 2004 9:19 am
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
Ya, in some points I agree with you. With semi-RT I meant giving orders and then see your orders fulfilled. Maybe similar to that way botf handeled it where after moving and firing in RT the next orders were given to your fleet. And in this way you could also include real 3D that is not hectical or ...
- Thu Aug 12, 2004 8:25 am
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
- Thu Aug 12, 2004 7:32 am
- Forum: Other Game Design
- Topic: General Issues / "Feel" of Space Battles
- Replies: 97
- Views: 21879
Another point is the question if space combat should be real 3D like shown in Homeworld or faked 3D like MoO3? My Opinion about this is that especially with lots of moons, planets and asteroidbelts it should be more like the battles in Homeworld, because that would make it quite more strategic and n...