.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #12  
Old November 30th, 2000, 11:43 AM

WendellM WendellM is offline
Sergeant
 
Join Date: Dec 1999
Location: Alabama USA
Posts: 253
Thanks: 0
Thanked 0 Times in 0 Posts
WendellM is on a distinguished road
Default Re: \'Opportunity Fire\' for Sattelites & WPs

Arc.Smiloid,

Both of the models you mention have things going for them.

A. is like Starfleet Command (a great, real-time adaptation of Star Fleet Battles, IMHO) which provides for a seamless and thus more-"realistic" simulation of starship combat. Assuming that players can set the speed as low as desired (as in SFC), this won't result in lack of time making for rushed/poor decisions (a leading reason why RTS games can be disliked by turn-based players, I believe).

B. is the Combat Mission model (I keep finding myself relating this game to SE4, though I don't plan it ). CM provides a really fascinating mix of your "omniscient" orders given at the start of each minute-long turn as they're interpreted by your troops (a tactical AI that can partially or totally take over depending on how the turn plays out) during the turn.

As big a supporter as I used to be of total player control in a turn-based environment (and still am, compared to the frenzied click-fest that substitutes for "strategy" in most RT'S' games), I must say that SFC and CM have changed my view, and I now enjoy the non-turn-based structure they offer, in addition to turn-based games.

Well, that's a bit off the subject: the "I move then fire; you fire then move" tradeoff of the non-simultaneous/non-impulse movement system in SE4 that can result in the combat problems mentioned. AFAIK, the turn-based game that best corrected this was Star Fleet Battles. By breaking movement down into a per-hex/impulse basis and allowing fire at that level, it prevented the sort of excesses present in SE4 (and Starfire before it, along with every other tactical all-move-then-fire or fire-then-all-move or fire-at-will-during-movement system) without going real-time. Something like opportunity fire would do this too, but wouldn't be as thorough a solution as impulse movement. However, it might be a worthwhile trade-off since today's players don't really expect to need the patience that impulse movement requires (myself included, though I was happy with impulse movement 18 years ago).

Just my two centi-credits...
Reply With Quote
 

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:33 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.