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June 1st, 2001, 01:50 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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Re: Straight vs. Diagonal
An initiative system would really be nice. Then there would be an incentive to build fast, hard to hit, small ships as well as the big boys!
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June 1st, 2001, 03:11 AM
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Private
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Join Date: May 2001
Posts: 16
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Re: Straight vs. Diagonal
Something I would like to see is weapon range zones displayed on the tactical grid. As I approach an opponent I'll often look at the ranges of his weapons and his movement range and try to position myself so that I stay just out of his reach. Then I'll dart in and get the first crucial shots off. It would be easier if I could display the range of his and my weapons on the screen.
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June 1st, 2001, 04:25 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
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Re: Straight vs. Diagonal
Yeah, impulses plus initiative would help with certain bits of cheese. One could see not only ship size and weapon type involved, but perhaps also experience and, maybe, sensors.
Showing weapon power at a range... Hrm. It'd be nice, but as-is it's a nasty problem. Would it take into account the movement that the other guy could make before firing? Beam weapons may be easy enough, since one can compute their probability of hitting multiplied by damage at the particular range, but missiles and fighters are a different story. That carrier may look sweet and innocent with no non-PD weapons, but if it's chock-full of heavy fighters with quantum engines, afterburners, and rocket pods or lightning rays...
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-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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June 1st, 2001, 05:12 PM
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Private
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Join Date: May 2001
Location: Buenos Aires, Argentina
Posts: 4
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Re: Straight vs. Diagonal
Have you played Ascendancy?
It didn't account for any inertia, but still I loved the 3D look of it.
To me, the biggest issue with 3D space is the number of frames per sprite, if you want to draw it in any rotation.
Still, I would really like to see 3D space in SEV.
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June 1st, 2001, 11:59 PM
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Re: Straight vs. Diagonal
quote: Originally posted by Nostropholo:
Have you played Ascendancy?
I played for about 6 months but got bored because the AI would lay back and take whatever I dished out after a while. I played the race with extra warp movement, forget what it was called. I liked the tech tree and how I got tech not only off of ruins but also off of doing the thing that increased planet capacity, forget what it was called. Which reminds me that I would like something to increase capacity of both facilities and population. Alternatively add a Category to ships/bases such as Orbital Habitat - can build all facilities except m/o/r resource production. Could be done as a ship if ship components would generate tech/int. Another component would make population grow. Make it a quarter the cost of a Ringworld without requiring Stellar Manipulation, and add it to the ship construction tech list after base ships.
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June 2nd, 2001, 12:07 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Thanked 30 Times in 18 Posts
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Re: Straight vs. Diagonal
LCC, this happened to me too. I decided to beef up the AI to max, and use all the AI mods that I could get.
Now the AI is a lot harder to beat, and in some cases, it actually is near impossible to beat.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 2nd, 2001, 12:52 AM
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Re: Straight vs. Diagonal
quote: Originally posted by Atrocities:
LCC, this happened to me too. I decided to beef up the AI to max, and use all the AI mods that I could get.
Now the AI is a lot harder to beat, and in some cases, it actually is near impossible to beat.
I was talking about Ascendacy - SE IV is ok with the TDM-Modpack races being more competitive, I do not give the AI a bonus - seems flakey to me. They should be able to compete on a level playing field.
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