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Re: Ship Talk
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Speaking specifically to both SE4 and 5 for example while numerous perhaps even too numerous weapon options existed for a player to research and use in his/her designs some of the real differences (to me) were often (but not always) too negligible to really justify one over another in any real overall design strategy. But at the end of the day the question will be "Is the game fun?" and tedious MM (depending on what your preferences are) - especially as mentioned elsewhere - later in the game can be a serious kill-joy. |
Re: Ship Talk
I have a small question.
When I played Ascendancy I could send my ships home in one turn with the "Recaller". I know this can be implemented. Just state the following with every ship you produce: "Impaler 01 build on stardate 1979 at Earth". You can use this data to send that particular ship homewards in the blink of an eye. Would such a system be useful/wanted. Obviously implementing such a system wouldn't mean you have to show the data. But you could check out which ship is most antiquated or which shipyard build the most ships. More numbers to crunch! |
Re: Ship Talk
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Unless SL affords individual ships a greater level of importance then I think most 4X games do - I would be in favor of a oversimplified and perhaps even a "unrealistic" way of dealing with this issue. Perhaps a monetary cost of upgrade only with limited time investment and generally loose or multiple valid upgrade locations. In SE a construction/repair style ship would take too long to perform an overhaul and sending back to a shipyard meant not only the time invested in the upgrade but also a two way trip (perhaps made worse by an already damaged ship) - that combined with the restrictions on percentages of old/new component on an overhaul more often then not at least for me ships either rarely got upgraded or since no attachment existed with ships the older ones were used as bait/kamikaze ships in battle. |
Re: Ship Talk
I see on page 2 of the off topic thread there is a discussion that also address this issue in some detail - I think the off topic is now on topic and we need a new off topic thread! :confused:
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Re: Ship Talk
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I think it's implicitly accepted that many elements of ship design are tied in with combat mechanics. It'd be kinda nice if the thread title acknowledged this, as I guess discussion of the two would be simpler if it took place in the same thread. For simplicitly, I'll quickly quote the appropriate comment here: Quote:
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Re: Ship Talk
OK, you got it.
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Re: Ship Talk
?? Err, I was suggesting that ship design and combat mechanics share a thread. I probably didn't make myself clear enough, sorry.
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Re: Ship Talk
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Re: Ship Talk
Large chunks of the thread are about combat mechanics already - combat movement and how it relates to weapon firing arcs was the first topic discussed in this thread.
Unless you're purely talking about artistic design, ship design is heavily interlinked with game mechanics - they're one of the agents through which you interact with the game, after all. |
Re: Ship Talk
How detailed are ships going to be, will you have to have juggle power food and fuel, or just 'supplies'?
Also, one thing I never really liked about Space Empires was the fact that if you wanted to upgrade so much as one single weapon you had to make a new design. In regards to this, I'd like to propose: 1. Ship names don't need changing if you simply upgrade the components, only if you change them. 2. Rather than having a dozen different designs, you build one general ship type and equip it with a load of 'Hardpoints', onto which can be placed whatever guns, extra shields or one-shot missile launchers you want. |
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