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-   -   Unusual New Propulsion Idea (http://forum.shrapnelgames.com/showthread.php?t=11235)

Fyron February 9th, 2004 08:30 PM

Re: Unusual New Propulsion Idea
 
Quote:

Okay, I may be wrong in this. I remembered that MOO1&2 were made by Microprose. Also I know that Quicksilver made MOO3, but Atari bought Quicksilver and cut all support from MOO3. Who knows, perhaps they had some revolutionary idea but it never saw daylight because of this. I assumed that Microprose had become into Quicksilver. Perhaps it just bought rights from Simtex.
<font size="2" face="sans-serif, arial, verdana">Microprose was bought out by Hasborg (or Hasbro... http://forum.shrapnelgames.com/images/icons/icon12.gif ), who did not interfere too much. Civ 2 ToT was released under Hasborg dominion. Then Hasborg was by by Infogrames, who lead to the abomination that is Civ 3. Then Infogrames was bought out by Atari. I am not entirely sure where Quiksilver was from, but I think that Simtex was some sort of subdivision of the overal Microprose company, which had lots of different developers under it. So the rights to MOO were transfered with the ownership of Microprose.


Quote:

I didin't say it wasn't perfect. Only that it is best of current ways to simulate real time combat when you take into account playability in multiplayer. I still stand behind this. Real time is ideal if you just find the way to control it without it getting into clicking feast. Please, tell us if you know one.
<font size="2" face="sans-serif, arial, verdana">I did tell you the ideal way.

Multiplayer has combat executed strategically without player intervention (PBEM), so what does it matter how it is executed in multiplayer, as long as it makes sense and it works? For hotseat you can have it forcibly do the auto-pause after X seconds method, and give each player the chance to revise/issue orders, just as if they were doing single player. It would still work great with real time combat. You would have to have the players agree to how long combat is executed before the "pausing phase", either at game setup or for each combat. Having both modes possible when you create a game (pick which one will be in effect the entire game) would be the optimal solution. Now if a proper TCP/IP mode is introduced for SEV, you can use the auto pause after X seconds feature exactly the same way as in hotseat. No clickfesting is involved in any mode, at all, unless all parties involved choose to play without the auto-pause after X seconds feature and introduce clickfesting.

Fyron February 9th, 2004 10:42 PM

Re: Unusual New Propulsion Idea
 
Just had a thought: make it take a few "seconds" (not real secondds, but whatever time measure is used by the real time engine) to charge up weapons at the beginning of combat, so you can't fire in the first 3 "seconds" or whatever. Then, ships defending a warp point could start with their weapons already charged, so you get to ambush people coming through! This would be just as it works now for warp point, where defenders get to go first. But with simultaneous real time exectution, noone gets to "move first." For other battles, the 3 "second" delay will be passed long before ships engage each other.

Ed Kolis February 10th, 2004 12:56 AM

Re: Unusual New Propulsion Idea
 
Wouldn't someone who's attacking a warp point and expecting an ambush have his weapons charged as well? http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron February 10th, 2004 01:00 AM

Re: Unusual New Propulsion Idea
 
Sometimes... but they would not know where the enemy is going to be, whereas the defender knows exactly where the attacker will be coming from. It is an abstraction, really. http://forum.shrapnelgames.com/images/icons/icon12.gif


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