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August 23rd, 2006, 12:58 PM
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Corporal
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Join Date: Apr 2006
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Re: SEV Questions?
So how about this: Could someone script a supply ship to continously resupply fighters to a carrier group in SEV?
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August 23rd, 2006, 02:55 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: SEV Questions?
I haven't tried it as yet but as far as I understand the script files - yes, it will be possible to do this IMHO.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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August 23rd, 2006, 04:12 PM
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Captain
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Join Date: Apr 2004
Location: Texas
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Re: SEV Questions?
Quote:
AngleWyrm said:
On firing arcs: I hope that firing arcs have the same sort of effect in overall vessel performance, design, and use in combat. It does present a new componant size consideration: Ships will need comparatively more weapons, and AI will also have to consider turning ships to bring weapons to bear.
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That begs the Question how well does the AI handle the direct firing arcs and damage? Supposedly the damage is arc specific, so that one side of the ships defenses will take damage before other sides. Will the AI be smart enough to turn that damaged side away from the enemy?
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August 24th, 2006, 01:07 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: SEV Questions?
on damage arcs, I'm imagining there finally being a use for the "Hold Formation" option. Ships in a wall formation with all their armor on the front, possibly with fighter screens or sub-formations set up to flank.
Battles will probalby look more like brigade level infantry combat in the Napoleonic Wars.
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August 24th, 2006, 01:50 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: SEV Questions?
I have one question about SE V. Will it include the full version of SE III as a bonus?
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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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August 24th, 2006, 09:46 AM
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First Lieutenant
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Join Date: May 2005
Location: Outter Glazbox
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Re: SEV Questions?
Let the Battle for planet Waterloo IV in the Waterloo system begin!!!
I don't beleive that firing and damage arc will create a better game with AI control. Those battles should be best left for human players that want to have that factor in their games. The actual construction of a ship will dictate the firing arcs. In Star Trek, the Federation ships do not fire to the rear of the ship well. That's because of the construction. The Klingon ships, because of the wing design can fire pretty much 360° on the top half of their ships. I just beleive that it would hinder the AI more then creat a 'better' game.
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August 24th, 2006, 04:29 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: SEV Questions?
oh ye of little faith. The best battles in SE4 are huge fleet battles with carefully designed strategies and tactics, left to auto-resolve.
Good AI programmers can create devestating combinations of ship design and fleet strategy. Ever play Carrier Battles Mod against the AI?
And SE5 is only going to be better. People will write AI that use optimal ship design and formations, and they will be better than anything we have seen yet.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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August 25th, 2006, 09:47 AM
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First Lieutenant
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Join Date: May 2005
Location: Outter Glazbox
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Re: SEV Questions?
Thank you for your post Puke, but you also state the obvious,
"and they will be better than anything we have seen yet."
When I see it, I will believe. The AI's right NOW are good, BUT they lack ability to improvise when needed.
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August 25th, 2006, 10:47 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SEV Questions?
Although to be fair, you should give it some time after release for the AI to be optimized.
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August 25th, 2006, 06:53 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: SEV Questions?
And for the mods to fill in some of the awesome potential gamespace.
SE4 is a lush, well developed forest of mods, while SE5 will be starting out in a wide but currently barren field of possibilities.
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