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  #1  
Old June 1st, 2001, 01:03 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Straight vs. Diagonal

quote:
Originally posted by Taqwus:
Ah, for a CM-style WEGO turn order including simultaneous fine-grid movement, firing arcs, shield facing, 3D and inertia...

(Just kidding, Aaron. We're NOT here to work you to death...)




We aren't???

I think a simple round-robin "impulse" system would solve most of the troubles with combat, though. Give each ship size and each weapon class an "initiative" rating. Break the turn up into many smaller segments. At the beginning of each turn you "program" what you want your ships to do. When you've given orders for the turn, the computer rotates through all available ships for each 'impulse' checking to see who is fast enough to do what at this point. No more of this "everyone fire on the lead ship before it can fire a shot" unless you really do have faster ships and weapons.

Well, that and a hex grid.



[This message has been edited by Baron Munchausen (edited 01 June 2001).]
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Old June 1st, 2001, 01:50 AM

Marty Ward Marty Ward is offline
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Default 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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  #3  
Old June 1st, 2001, 03:11 AM

DS DS is offline
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Default 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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  #4  
Old June 1st, 2001, 04:25 PM
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Taqwus Taqwus is offline
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Default 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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Old June 1st, 2001, 05:12 PM

Nostropholo Nostropholo is offline
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Default 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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  #6  
Old June 1st, 2001, 11:59 PM

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Default 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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  #7  
Old June 2nd, 2001, 12:07 AM
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Atrocities Atrocities is offline
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Default 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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