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February 6th, 2004, 07:14 AM
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Sergeant
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Join Date: May 2001
Location: Great Falls, Montana, US
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Re: Unusual New Propulsion Idea
Just want too ask a question about this suject.
I think this is a neat idea, and if I have time, I may experiment with it in my game. But I must ask, wouldnt this be rather hard too code into the AI races?
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Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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February 6th, 2004, 07:43 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
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Re: Unusual New Propulsion Idea
Quote:
Originally posted by Imperator Fyron:
SEV is still under wraps. As far as I know, all that has been done is a bit of groudnwork and interface work.
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it has been stated that starfury is the combat system.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
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February 6th, 2004, 09:40 AM
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Sergeant
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Join Date: Feb 2003
Location: Finland
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Re: Unusual New Propulsion Idea
Are you serious? SEV combat system like Starfury? I have tried Starfury flight in demo (not combat however) and if Starfury combat is anything like flying one ship in it, I watch with amazed disbelief that have they not learned anything from other "real time strategy experiments" like MOO3; Dune, Battle for Emperor; Starcraft, etc. Is it going to be one more clicking feast? Please, please tell me I'm wrong...
With current interface to communicate with computer (keyboard and mouse) there is no good way to create any system to control fleets, squads, individual troops and such in real time. We would need a direct braincable to handle all the thingies with sufficient efficiency.
Therefore: NO real time combat on STRATEGY games.
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If you give a man a fish, he will eat a day;
But if you teach a man to fish, he will buy an ugly hat;
And if you talk about a fish to a starving man, then you're a consultant
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February 7th, 2004, 02:20 AM
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Corporal
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Join Date: Nov 2003
Location: Thailand
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Re: Unusual New Propulsion Idea
MUST agree with Karibu.
Strategy games work better without "Real Time" combat.
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February 6th, 2004, 09:51 PM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: Unusual New Propulsion Idea
homeworld.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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February 7th, 2004, 02:54 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Unusual New Propulsion Idea
From what I understand, it's supposed to be fully pauseable combat with a fully scalable time rate. You could take as much time as you want to set up fleets and battle Groups, give orders, and assign targets. You then let the battle progress at whatever pace you wish, stopping or slowing it as necessary to alter your strategies or speeding it up to mop up the remainder of the resistance.
Of course, the strategy options will have to be fairly complex, magnitudes above even SE3 (let alone SE4) in both user interface and options.
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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February 7th, 2004, 03:01 AM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Unusual New Propulsion Idea
except in multi player games.... I hope.... As i would not have the time 
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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