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RE: What I find lacking in Space Combat

 
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RE: What I find lacking in Space Combat - 4/12/2010 3:51:18 PM   
mllange

 

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quote:

ORIGINAL: DavidR

...

3)The fact that in combat , time is still incrementing , so you have the scenario where space combat can take a couple of months in DW time reach a conclusion and a vessel can take days to just turn around.

It seems to me that combat in DW needs a radical overhaul as it is just too frustrating at present.

DavidR



A player can start, finish, and deploy several new destroyers from large space ports in the time a single combat is taking place.

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(in reply to davidjruss)
Post #: 31
RE: What I find lacking in Space Combat - 4/12/2010 6:30:52 PM   
JonathanStrange


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I read one of those rare AARs that actually reach a conclusion despite having plenty of screenshots and text (see Octopus Overlords forum for the AAR) and space combat was a small part of the game until the very end. Even the player didn't build a single capital ship and apparently (aside from what was probably a recovered space hulk) neither did the AIs. Space Combat: all that crucial? is what I'm thinking.

Then when you add the feeling that bigger ships don't mean bigger ... fun (for lack of a better word). Just combat with bigger ships, no real sense of "now here comes the pain!"


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(in reply to mllange)
Post #: 32
RE: What I find lacking in Space Combat - 4/12/2010 9:37:43 PM   
PDiFolco

 

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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: PDiFolco
What's really lacking is some kind of rock-paper-scissors effects with different weapon/armor types, as it was in MoO, SE, etc... Shield-breaking weapons, weapons ignoring shields, targetting engines, power sources, psychic weapons, long range weapons, area weapons, missile defenses etc ... Currently we have guns that do 4 damage, then 6,8,12,16.. same for missiles, that's quite poor.


There are so many things that could still be done in terms of adding techs and interactions between techs and new design options. I agree, and there's a long road ahead.


Sure Erik
But in a 4X game, a well-designed and rich tech tree/components are of primary importance, improving this aspect should be a priority.

(in reply to Erik Rutins)
Post #: 33
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