
March 25th, 2003, 08:04 PM
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Sergeant
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Join Date: Feb 2002
Location: Canada
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Re: OT) Best Turn Based Game: Fantasy or Space or War
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Originally posted by Phoenix-D:
What Fyron's refering to as a "stupid quirk" is the way an -entire side- moves and fires at once. All your ships can be destroyed before they even do anything. Even turn-based systems can get rid of this, through initiative and not letting one side move all its units at once, and/or having phases of "Player 1 moves, Player 2 moves, both fire".
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This problem isn't really present in SEIV. You tend to start far enough away that niether player can get the "jump" on the other. By the time you close into combat distance your fleeet is broken up enough due to varying ship speeds and different ship strategies that the benefits of your fleet acting in unison tend to be minimized. At least it's not like in MOO2 where your fleet was often wiped out before it could break battle formation.
The only situation where this isn't the case is with something like warp-point defense. In this case the fleets begin in combat range and the defender gets to open the gates of Hell upon the attacker. As it should be. If it was switched to an initiative based system you wouldn't be able to pull that same thing off, at leadt not without giving the attacker some kind of "surprise" penalty, but that just wouldn't be the same.
Besides, without the quirks of turn-based satellites would be virtually useless.
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I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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