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Old February 8th, 2001, 01:46 AM
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Default Re: Interview With Aaron Hall

Nyx,

Is it too late to get in that tourny?

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Old February 8th, 2001, 02:00 AM
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Default Re: Interview With Aaron Hall

Actually Drake, that's only way real-time would really work worth spit. One man, one ship. Otherwise it quickly becomes a jumble of incoherence as one person tries in a futile fashion to simulate the tactical thought of many in real-time battle. No way, no how. Boy, do I ever hate that click-fest stuff (can you tell?).

FPS games like Unreal Tournament and the Quakes I love, on the other hand. Real-time they are but it's just you making the decisions for you.
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Old February 8th, 2001, 02:01 AM
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Default Re: Interview With Aaron Hall

March 7th is the deadline to turn in your scores.
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Old February 8th, 2001, 02:11 AM
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Default Re: Interview With Aaron Hall

I could see a functional "real-time" tactical combat along the lines of the combat in Age of Empires.

You would have your various ships and you would click on them and click a point to give them commands such as "move to this point, Defend" where it would hold position and fire on anything that came into range. Or "attack" would hold position until something came into a certain range and then it would fire and persue if the other ship fled.

You can right click and drag a box to cover a group of units, ships in this case, which would then move in formation.

It's hard to describe, but if anyone here has played AOE you should know what I am talking about.

Not saying I would like that, I prefer Turn based myself. But it would be tolearable for the tactical combat part of it. It does get very messy when you have more than a dozen units or so. I would think fighters would have to be automated or you would have brain-freeze.

[This message has been edited by geoschmo (edited 08 February 2001).]
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Old February 8th, 2001, 02:29 AM
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Default Re: Interview With Aaron Hall

Personally, the very best tactical combat game engines I've ever seen have been the ones that were turn based and used a fixed number of "action points" for each units round of tactical combat. Each action peformed took a specific number of a units' allocated points per round. As units got more experienced, they got more action points to spend per round. Using specific types of equipment also reduced or raised the number of action points you had to spend. The best examples of this that I can think of offhand are the classic games XCOM and both of the 'Fallout' series RPGs. I've often wondered why none of the 4x games ever adopted this approach. Seems it would have been a natural fit for the tactical combat (shrugs).
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Old February 8th, 2001, 04:18 AM
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Default Re: Interview With Aaron Hall

X-COM ruled man! It was aweomse!
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Old February 8th, 2001, 08:32 AM
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Default Re: Interview With Aaron Hall

The developers of the original XCOM are working on a new project. Check it out at:
http://www.mythosgames.com/

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