Kruos
Posts: 129
Joined: 5/5/2010 From: France Status: offline
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quote:
As a game design matter, the more essentially different forms of combat interaction, the harder it is to make the AI strong or credible and the more restrictions need to fine-tuned in to avoid exploits. It also depends on the grand vision of the evolution of weapon systems in the game - will fighters/light attack craft be a dominant strategy, or good only in some situations? Or will it be rock/scissors/paper among types through the game, or will tech cycles shift the balance back and forth (full of that in human history). What do the designers have in mind. Have the designers explained their vision of this somewhere? Yes your are right the key thing behind the integration of fighter in the game is how they will fit with the combat system. I dont have seen post of the designer on that, but here is my vue. As far as I understand the actual combat design, it is pretty simple. You have ship design, with different size and linked to that different role. You make a fleet, you send it somewhere with opposition and BOOM there is a fight. Due to the epic scale of the game, there are not so many combat option, all is pretty automatised, and it is nice like that. It appears that win is a matter of fire power and distance of fire. So, to integrate the most simply fighters to the game, you have to play with these two levers. My point of vue is that fighters could be integrated with a weapon system balanced like that : - Beam : short/medium range, letal against ships and maybe also fighters (with some point defense for example) - Torpedo : medium/long range, letal against ships only - Bomb : close range, letal against planets - Fighters : long range/very long range, letal against ships, fighters, torpedo and maybe also planets (with some ehanced mutli-task version for example) As I explained in the wishlist thread it should not be so hard to make. The basis of the combat system are pretty good, the system is quite simple and any addition should keep it simple to avoid some additionnal IA programming work, I think.
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