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December 13th, 2007, 10:45 PM
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Captain
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Join Date: Apr 2003
Location: Burnaby
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Re: Ideal 4x Travel
I always liked the warp point system better. It allows for the use of strategic chokepoints to defend your space, which allows you to defend with fewer ships, since in an open system you basically just fortify the bejeebus out of every single one of your planets, because if you have a few fortified planets, they get passed over and your undefended planets wind up glassed.
That being said, an open system could be very interesting if implemented properly, but I don't think SE5 has the capability for this. What you would need would be a mixture of very fast, decently armed ships and slower heavy-duty pounders at each of your "chokepoints". When any enemy ships came cruising by, your fast ships would zip out and engage them, tying them up long enough for your heavier ships to arrive and do the smashey-smashey.
Of course, for this to work, you would have to have something that would funnel enemy fleets to the general area of your chokepoint, otherwise you wind up with one fleet defending each system, which is a slight improvement on one fleet per planet but not by much.
You could do something along the lines of what the 4X mod for Civ4 does, and use damaging nebulae and storms so that ships can't come at you from any direction. It's terribly unrealistic, but it would wind up being one of those fun-for-realism trades.
What would also help would be the inclusion of some sort of "supply line" system. This would not necessarily prevent, but make it very inadvisable to bypass fleets stationed at planets, even if you could, since said fleet could then cut off your supply line, and then crush your crippled fleet at it's leisure.
Anyway, I'm supposed to be studying right now, so I'm off!
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December 14th, 2007, 12:02 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Ideal 4x Travel
In GGmod, I've been experimenting with impenetrable sector cloaking warppoints.
Ideally ships which end turn on the warppoint will be moved to a random neighbouring hex, but for now, I'm just throwing damage because it is simpler to script.
Defending a warppoint typically means defending the 3-5 sectors around it, or maintaining a mobile defense fleet close enough nearby to intercept enemy fleets.
Plus a few very fast interceptors to pick off the enemy sensor scouts, of course, since they can easily outrun your warships.
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December 14th, 2007, 06:30 PM
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Sergeant
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Re: Ideal 4x Travel
Got to say I like both. I like Galcivs style in that you don't "need" warp points to get to enemy territory. This means that any warp points then become very high value targets. I don't like in Galciv the open borders stuff, declare war, ally or stay the hell out. One way for them to maybe make it a little better in this way would be to add some kind of "Zone control" module for starbases, which would prevent enemy ships entering your space for a set number of spaces. As it is now (Galciv2, not DA) you need to have a ship or SB on every sector of your borders and that eats up alot of resources alone, not to mention your actual fleets. In BOTF I used to make a starbase every 2nd square and also keep a small fast interceptor fleet on station to engage intruders. I dont mind them sending a massive fleet in my backdoor (which as I think most people agree is a act of war) as long as I have a way to defend from it without bankrupting my empire. Maybe also allow scout size ships to enter at will but be detectable by your ships and allow you to destroy them without war, would bring a few more options to the tables. "Hey, can you send a scout to Empire A since your friends (so he prob won't shoot you down) to get me some intel, in exchange I'll give you Item A?"
On the other hand system defense in SE is much easier in that you only have a few WP's to defend (assuming you get the System protection fac.), gotta love chokepoints.
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December 14th, 2007, 07:28 PM
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Second Lieutenant
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Re: Ideal 4x Travel
Anyone know how Starfire (I think that is the old game) dealt with travel?
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December 14th, 2007, 09:02 PM
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Corporal
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Join Date: Sep 2006
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Re: Ideal 4x Travel
I think warp points are overly delimiting for developing realistic strategies... However, this is vastly outweighed by the limits in AI and definable strategies. If the game was smart, then I'd dump the warp points and let the game evolve a more realistic and wider landscape of possible strategies.
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December 14th, 2007, 10:39 PM
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First Lieutenant
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Re: Ideal 4x Travel
I don't like GalCiv's style. SEV's style is alright, but a bit boring since travel is instanteneous. Would love to see warp points that actually took several turns to travel through. Travel time could be dependant on distance between the two systems, engine technology and warp point type( slow, fast instant, etc. ). The danger level could then vary from warp point to warp point, slower warp points being safer, etc.
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December 14th, 2007, 10:57 PM
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Shrapnel Fanatic
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Re: Ideal 4x Travel
The strategy game Ascendancy uses that exact warp lane style. It's kinda old, though.
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