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  #1  
Old December 14th, 2007, 06:30 PM

Spectarofdeath Spectarofdeath is offline
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Default 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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  #2  
Old December 14th, 2007, 07:28 PM

aegisx aegisx is offline
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Default Re: Ideal 4x Travel

Anyone know how Starfire (I think that is the old game) dealt with travel?
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  #3  
Old December 14th, 2007, 09:02 PM

MasterChiToes MasterChiToes is offline
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Default 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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Old December 14th, 2007, 10:39 PM

Raapys Raapys is offline
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Default 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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  #5  
Old December 14th, 2007, 10:57 PM
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narf poit chez BOOM narf poit chez BOOM is offline
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Default Re: Ideal 4x Travel

The strategy game Ascendancy uses that exact warp lane style. It's kinda old, though.
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Old December 14th, 2007, 11:22 PM
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Randallw Randallw is offline
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Default Re: Ideal 4x Travel

while we're on the topic, does anyone know if the size limits for some wormholes actually counts? I've seen a few that say nothing more than, say 500kt, can pass through only to see larger ships have no problem.
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Old December 15th, 2007, 05:13 AM
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AgentZero AgentZero is offline
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Default Re: Ideal 4x Travel

Quote:
Randallw said:
while we're on the topic, does anyone know if the size limits for some wormholes actually counts? I've seen a few that say nothing more than, say 500kt, can pass through only to see larger ships have no problem.
No, the size limits don't matter. They were going to, so the descriptions were added, but the feature itself didn't make it.
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