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Re: SE IV The End Of An Era.
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At least with full-control turn-based orders as in SE4, there is no danger of "the AI did something really stupid and I lost my fleet because of it!" Well, there is if you don't break formation in tactical combat... PvK |
Re: SE IV The End Of An Era.
It could be dual turn-based & RTS, like Fallout Tactics, with in RTS units moving and firing as long as they have action points.
I don't think that game its that much of a click fest. (Oh well, yes it is. http://forum.shrapnelgames.com/images/icons/blush.gif ) [ March 01, 2004, 20:07: Message edited by: SB ] |
Re: SE IV The End Of An Era.
*staggers out of the thread, muttering something about 'not even thinking of reading all that!'* http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: SE IV The End Of An Era.
Aside from 'real-time' combat resolution, another idea I see viable for SE:V that can eliminate most of the quirks with the current SE:IV system is some sort of 'staggered' turn-based movement. Rather than Player 1 moves all his ships and fires, then player 2 moves all his ships and fires - have movement alternate between them like this:
Player 1 - Ships A,B,C Player 2 - Ships X,Y,Z Order of Movement/Fire A-X-B-Y-C-Z This is more like 'real-time' in its execution and will go a long way in improving combat, and from a programming aspect much easier to do. Battles between fleets of unequal size can still be handled rather easily, if a player is outnumbered 3:1, then the player moves only 1 of his ships for 3 of his opponents etc. |
Re: SE IV The End Of An Era.
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Also the game is sold in stores. |
Re: SE IV The End Of An Era.
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So the problem of the ship initiative in SE4 could be solved with formation activation as beautiful depicted in the panzergrenadier series of Avalanche Press. bye KlausD |
Re: SE IV The End Of An Era.
Well a more advanced and adaptable AI combat system in SE5 would be helpful
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Re: SE IV The End Of An Era.
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