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Old June 2nd, 2001, 09:46 AM

Steven-n-Donna Steven-n-Donna is offline
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Default Fix to movement problem

I recently read in a thread that the distance to move sideways is about equal to moving 1.5 spaces. Without ditching the chess board style layout, I remembered some demo of a game I downloaded like 8 years ago which the squares were 6 sided honey come shapes which fit together. This gives you an equal sideways movement. The only true problem I see with it is the fact that individuals create their own ship images. Isn't a 6 sider a hectagon?
The next step in realism for the game would to dictate the direction the ship was facing to fire, and rate of speed to turn.
No hard U'ies in a Dreadnaught.
I would go with larger ship images if I went to the honey comb shapes though. More details.
If you limited the way a certain type of gun could fire, you could add a lot more strategic game play. It would give smaller escort and destroyer class ships more of a use than just what you had to use at the beginning of the game. More types of weapons too, like phaser banks (sweep to all sides-lower power) and extra thrusters to make them hard turns that dump over coffee cups.
If you implemented splash damage and fixed the fleet ordering problem( one ship moves at a time in a fleet instead of all together) you would have an awesome tactical simulator in the game!
You could build sE5 out of all these options alone and sell it as is.
add comments!

Steve
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