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  #81  
Old May 18th, 2005, 05:59 PM
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Default Re: Realtime or turnbased tactical combat?

Note that direct fire weapons will still have a time-to-target after being fired.

When two DUC ships attack, both with fire... and then shortly after, both will be hit and possibly both be destroyed.
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  #82  
Old May 18th, 2005, 06:09 PM

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Default Re: Realtime or turnbased tactical combat?

Quote:
Suicide Junkie said:
Note that direct fire weapons will still have a time-to-target after being fired.

I suppose. I honeslty always saw beam weapons at least as instant or near-instant weapons.

Quote:

When two DUC ships attack, both with fire... and then shortly after, both will be hit and possibly both be destroyed.
I'm afraid i've hit a vocabulary barrier here. "DUC"?
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  #83  
Old May 18th, 2005, 06:10 PM

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Default Re: Realtime or turnbased tactical combat?

Quote:
HP Delron said:
Quote:
Suicide Junkie said:
Note that direct fire weapons will still have a time-to-target after being fired.

I suppose. I honeslty always saw beam weapons at least as instant or near-instant weapons. To the point where dodging them would be out of the question.

Quote:

When two DUC ships attack, both with fire... and then shortly after, both will be hit and possibly both be destroyed.
I'm afraid i've hit a vocabulary barrier here. "DUC"?

[/quote]
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  #84  
Old May 18th, 2005, 06:21 PM
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Default Re: Realtime or turnbased tactical combat?

Quote:
HP Delron said:
I'm afraid i've hit a vocabulary barrier here. "DUC"?
Depleted Uranium Cannon. Basically a mass-driver that uses DU as "bullets".
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  #85  
Old May 18th, 2005, 07:06 PM
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Default Re: Realtime or turnbased tactical combat?

Quote:
HP Delron said:
I suppose. I honeslty always saw beam weapons at least as instant or near-instant weapons. To the point where dodging them would be out of the question.
Whether the beam or projectile, or whatever classical direct-fire weapon used will score a hit or a miss gets decided before the shot is animated.

Whether it hits or not depends on distance modifiers, ECM, combat sensors, hull bonuses, racial bonuses, culture bonuses, terrain modifiers, etc, plus the dice rolls.

All of the SE series has been this way.
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  #86  
Old May 18th, 2005, 07:25 PM

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Default Re: Realtime or turnbased tactical combat?

Once again, i've communicated poorly. When I said doging. I mean moving out of range before it contacts. Basically what i'm talking about is moving out of sector before the weapon fires and all that is caclulated.
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  #87  
Old May 18th, 2005, 07:52 PM
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Default Re: Realtime or turnbased tactical combat?

For combat, you should base your stuff on Starfury.
Starfury combat involves no grids or sectors, but rather a 2D coordinate plane.
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  #88  
Old May 18th, 2005, 08:30 PM

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Default Re: Realtime or turnbased tactical combat?

While i've never seen star fury. I don't see why an aera of a set size can't sub-in for a sector. If ship leaves a certain area around the orginally targetted point, it'd have the same effect.
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  #89  
Old May 18th, 2005, 08:55 PM
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Default Re: Realtime or turnbased tactical combat?

Missile dancing is generally a cheap tactic used against the AI in tactical combat.

If you could run in, fire, and then turn and run out of range before the enemy's projectiles reach you... that would be frustratingly annoying.

On the other hand, comparing stats and rolling the dice is tried and true. It has been used since the beginning, and it also means you don't have to worry about the fine details of manouevering in a 200-ship combat zone; only the overall strategies and formations matter.
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  #90  
Old May 18th, 2005, 09:16 PM

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Default Re: Realtime or turnbased tactical combat?

Well, I personally think it would be nice if at leas the option for charging weapons was put it even it wasn't part of the standard game. It provides benefits other than just the dancing thing, perhaps I probably focused on that point a bit too much. But I suppose I can understand that not everyone would like the I may be in the minority, when it comes to thinking that charging weapons might be interesting.
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