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Actual 4D Space combat

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9 years ago
Aug 3, 2015, 6:22:12 PM
Combat is gonna need a huge overhull in ES2 both space and ground. The current state is both boring and uninteresting.
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9 years ago
Aug 3, 2015, 6:15:00 PM
If the battle in ES2 is like in ES (Great visiual fight but not so much commanding ) i would say ok but i wish that there could be more . I would like if you have the nice view in the fight but you can command "Ship 3 attack enemy ship 5" or " Ship 2 try escape" (If damaged and you want to keep it) or " ship 4 help repair ship 1 " (Thats another idea special ship improvements wich block for the ship all wepons improvements but it can help repair other ships or push the Damage otput of one ship /push the Defense of one ship for a time )





(I am sorry but my english isn´t very well )

smiley: smile
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9 years ago
Aug 2, 2015, 8:40:01 AM
Combat never was very interesting to me in ES but granted the fascination first dropped significantly once I figured out how to win reliably. When I first thought strategy and planning made a different I was captivated and glued to the screen. After I figured out its all specific designs which the AI cannot counter combat became an "auto-resolve" matter which I wasnt very interested in anymore.



While the space animations in ES were misleading to many players who thought ES was featuring epic space fights I consider it "well done" for the genre. Too many 4x games either reduce combat to a window of stats or try to bring it to life in a manner which turns it into a RTS. Even tho you only watched "clips" in ES they at least mirrored the actual fleets and actions taken from each side which made it awesome to look at for me.
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9 years ago
Aug 1, 2015, 11:57:03 PM
Have you played SOTS1/2?
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9 years ago
Aug 1, 2015, 10:40:38 PM
Do you mean Homeworld? It had 3D combat, but it was also an RTS, I don't think that's really the focus of a 4X to offer such battles. Don't get me wrong, I see the interest, but I think a lot of 4x games are already struggling to stay away from too much micro-management, and that kind of tactical placement of defensive features is something that'd slow down the pace of the game significantly.
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