HsojVvad -> RE: What I find lacking in Space Combat (4/12/2010 1:49:50 AM)
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ORIGINAL: Erik Rutins quote:
ORIGINAL: Davor Why can't we issue orders to attack from far away and not up close? Why can't we design a ship that would have longer range fire power but shoot at a distance? I would love to have ships with tractor beams to slow down ships as well when they try to 'warp' out. You can actually, it's set on the design screen. Ah so there is something that I forgot. I am glad I made this post, I will go back and double check and see what was made. What would you suggest for the sips to shoot from afar? quote:
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Another thing I don't like, is what is the purpose of damage control? To take less than 20% damage? WTF? That is what shields and armour is for. Damage control should be able to fix the ship after combat espically when in enemy territory. What about the Star Ship Voyager? If it was in DW it would never be able to fix herself. I'm not entirely understanding you - only the most basic damage control tech has no self-repair capability. Damage Control historically was also more about keeping damage from becoming catastrophic and then doing basic repairs after battle. Ah ok, I see where you are coming from. So what you are saying is that the reduction of damage of say 20% is that damage was done, but repaired then? quote:
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1 Tactics. We need to be able to tell our ships or fleets how to behave. Just shoot at one target and then they stop and do nothing while the other enemies are getting away is no fun. Yes this game is done in Real Time, but it's not a RTS game. We should be able to say shoot at long range only. Or once an enemy is destroyed it should target another enemy that is close by. There are two different points here. You can set tactics on the design screen. As far as ship behavior in combat, automated ships behave differently from manual control ships and we're already looking to add in some more tactical intelligence to manual control ships as it's clear that people would prefer that to having them "completely manual". Looking forward to it. quote:
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2 Maybe something about having an option, of using less fire power, but increase defence from evasding or have ships going faster in speed. Or maybe increas firepower but defence and speed will be decreased. More fire power, but easier to hit in return for example. Like when we see in movies and shows and books, where they divert the power to shields or the engines to get more power. That would mean power is taken away from the weapons or need more power to the weapons, it takes power away from the engines making the ship less manoverable so easier to hit, but the shots have more wallop to them. A lot of this depends on how you design your ship, whether it's got plenty of extra power or just enough. Making this a tactical micro-management decision seems to me like it's not right for the scale of this game though. Fair enough, I guess since I have restartitis, I don't have a huge fleet to take care off, so I never realized how huge the game can be. I guess it is opening my mouth before finishing the game. [:'(] quote:
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4. Have combat mean something. Why bother attacking ships that can't move. All that does is cause me to waste more fuel. Maybe having an experiance level, if not for ships, but maybe for leaders then. We should have Captians, and Admirals. What about helms men to make the ships more faster or more manoverable so they it's harder to hit in combat. Have leaders or helmsmen that have a bonus to hit in combat, or engineers who can make the shields last long or repair the ship faster after combat or even during combat. Helmsmen? Crewing each ship in detail again seems like we're getting game scales mixed up. Admirals with game effects I could see, some experience could also make sense. True enough. I was sort of playing like you said in an old post of mine, controlling one ship and being the captian of it while the rest of the galaxy is playing. Just would have loved more options when playing it that way. [:D] quote:
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I just feel that the combat system is making this game a classic of what it can be. I am loving this game so much now, but feel it's just missing that little somethting. I think that as you get into more detail, you run the risk of losing the focus of the game. It certainly does not have everything that Star Fleet Battles or Full Thrust or something like that, but tell me how those games did at creating and managing an entire empire? [;)] Nothing against adding more to ship battles, but there are a lot of areas in the game that have the potential for expansion and improvement, this is a first release that's only a couple of weeks out from the gates. Regards, - Erik Fair enough. Maybe once I finally hit 20 years I will see the whole scope of the game. Man I just love playing this game. Never had as much fun playing a 4X space game like this in years.
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