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Re: SE:V, I\'ll be honest
Do I see MOO3 making a come back? With the last patch, mods, moddabilty, & STABILITY. This game (in my opinion) should be considered a classic. Alas, such is not the case, but the game does have a "feel" like no other.
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Re: SE:V, I\'ll be honest
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Yet...I could have easily lived with SEIV graphics, a non-real time combat engine, and these improvements... |
Re: SE:V, I\'ll be honest
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Re: SE:V, I\'ll be honest
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The value of anything (including an hour of your labor) is exactly what somebody else will pay you for it, and not a penny more or less, and if the market price isn't high enough to justify the investment then suppliers exit the market (which in fact is happening in the US medical industry as malpractice insurance rates continue to rise and insurance reembursement continues to fall). |
Re: SE:V, I\'ll be honest
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In fact, with location quantized to a grid (hex is better, but still true for squares), the SFB proportional movement / pre-ordered movement system effectively is real-time. I can envision an almost direct real-time port of the SFB system, with the player able to pause at any impulse to change movement orders (subject to turn mode) or fire weapons that bear & are charged, and the computer just stepping through the impulses. You would not have to take the complexities of SFB internal energy management, sticking with the more simplified SF/SE assumption that (aside from ordnance & weapon cycle times) everything in the ship can be run simultaneously at full bore. You could track shields & armor by the hex side they face and determine weapon firing arcs by the side they face and how much extra $/hull space you spend on a mount with a bigger arc. A 2D system that eliminates the issues of SEIV combat is very doable... Not to say that I dislike the SEV system, just that it wasn't the only way to skin the cat... |
Re: SE:V, I\'ll be honest
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Thermodyne, I see your points about UI etc. I don't see how strategy was traded for eye candy though. By my experience, there's more strategy involved with SE:V... |
Re: SE:V, I\'ll be honest
I didn't really like the SE4 UI, but I only played the game 5 years after it was released. On the other hand, I like the SE5 UI which seems more intuitive to me, just another viewpoint.
As far as strategy, I agree with kwok in that it there seems to be more but there is a 3d layer on top of it. |
Re: SE:V, I\'ll be honest
I agree with Kana, I'm not very fond of REAL-TIME combat. In multi-ship combats the advantage always goes to the computer as it will give and process orders much faster then I can. If I wanted real time then I would purchase a ‘first person’ action game. I want to be able to sit and drink my coffee while doing combat or be able to pause the action (which never seems to be an option with real time) when something comes up in the middle of combat. The only way to determine if your ship designs are good is to run them in battle where you can see what is taking place and the results of the battle as they happen.
I will wait to hear the reviews on this board before I decide to purchase SEV. I’m not interested in a game that will be corrected after it’s released. I would rather purchase a functioning game out of the box and patch it later to improve it, but if the game is not similar to SEIV and what’s new is what doesn’t work, then MM missed the point of releasing the game. http://forum.shrapnelgames.com/images/smilies/Sick.gif |
Re: SE:V, I\'ll be honest
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Re: SE:V, I\'ll be honest
You can slow the real time combat down to a crawl if you want too,you don't have to pause,there are multiple speeds.
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