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May 18th, 2005, 07:25 PM
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Re: Realtime or turnbased tactical combat?
Once again, i've communicated poorly. When I said doging. I mean moving out of range before it contacts. Basically what i'm talking about is moving out of sector before the weapon fires and all that is caclulated.
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May 18th, 2005, 07:52 PM
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Shrapnel Fanatic
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Re: Realtime or turnbased tactical combat?
For combat, you should base your stuff on Starfury.
Starfury combat involves no grids or sectors, but rather a 2D coordinate plane.
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May 18th, 2005, 08:30 PM
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Re: Realtime or turnbased tactical combat?
While i've never seen star fury. I don't see why an aera of a set size can't sub-in for a sector. If ship leaves a certain area around the orginally targetted point, it'd have the same effect.
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May 18th, 2005, 08:55 PM
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Shrapnel Fanatic
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Re: Realtime or turnbased tactical combat?
Missile dancing is generally a cheap tactic used against the AI in tactical combat.
If you could run in, fire, and then turn and run out of range before the enemy's projectiles reach you... that would be frustratingly annoying.
On the other hand, comparing stats and rolling the dice is tried and true. It has been used since the beginning, and it also means you don't have to worry about the fine details of manouevering in a 200-ship combat zone; only the overall strategies and formations matter.
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May 18th, 2005, 09:16 PM
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Re: Realtime or turnbased tactical combat?
Well, I personally think it would be nice if at leas the option for charging weapons was put it even it wasn't part of the standard game. It provides benefits other than just the dancing thing, perhaps I probably focused on that point a bit too much. But I suppose I can understand that not everyone would like the I may be in the minority, when it comes to thinking that charging weapons might be interesting.
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May 18th, 2005, 10:06 PM
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Shrapnel Fanatic
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Re: Realtime or turnbased tactical combat?
The option for nifty weapon types with new reload/charging schemes would certainly be nice.
But given that the AI will be managing them, most of the really fancy stuff would be wasted.
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May 19th, 2005, 06:08 PM
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Re: Realtime or turnbased tactical combat?
But doesn't all this charging weapons stuff basically only really boil down to rate of fire? The rate of fire of any said weapons is the time it take to either 'charge', or 'reload' before it can fire again.
Kana
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