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Combat

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13 years ago
May 4, 2012, 11:49:06 AM
I agree with some of the posts here: Keep the overall style but expand it with some more options. I really would not want some RTS-style battles - but some more tactics would be welcome. Maybe something like the "Attack attitude" where you could define something like "Frontal assault!", "Go for the capital ship!" or "Lure them into the asteroid belt!"...
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13 years ago
May 4, 2012, 11:39:03 AM
Spritzen wrote:
I'd like to see some more depth in the combat set up, something along the lines of Gratuitous Space Battles, where you can assign a priority list of orders the ships can follow during the cinematic sequence.




That seems like a really good idea , and maybe feasible , rts style fight at this point i bet is out of the question, regardless if it would be a good idea or not
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13 years ago
May 4, 2012, 11:36:04 AM
I highly doubt their goingto change it to real time combat guys, that would take a rework of the entire engine and lots of time and monies, so u can kiss that idea goodbye. Adding new attack cards and things like formations on the other hand with benifits to attack and defense or even negatives to things would make all the diffrence. Before combat you could say select a formation (out of several maybe) then during the phases the attack cards like it is now. Like for example, i choose at the very start of combat Spear Head Formation, which gives a big boost to all out attack but trades off defense and my enemy being the smart bugger he is choses say Sphere Attack (or flanking manuvers) which is the counter to Spear Head.



This just adds another choice to the card system in the first phase of battle then you chose that 3 attack cards. Like the rest of the card system you make the Formations have clear ups and downs and also have counter formations that will decimate each other.



As it is i like the ocmbat system, keep it its diffrent i dont know if any of you have ever played a space RPG on the DS called Infinite Space but its very similar to that game and i loved that game.
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13 years ago
May 4, 2012, 11:33:42 AM
Spritzen wrote:
I'd like to see some more depth in the combat set up, something along the lines of Gratuitous Space Battles, where you can assign a priority list of orders the ships can follow during the cinematic sequence.




I'd like something around those lines as well. A little bit of control but not too much smiley: biggrin
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13 years ago
May 4, 2012, 11:30:04 AM
Spritzen wrote:
I'd like to see some more depth in the combat set up, something along the lines of Gratuitous Space Battles, where you can assign a priority list of orders the ships can follow during the cinematic sequence.




I had a similar thought. Choosing three cards is okay, however, a more advanced combat system would definitely make it more fun.
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13 years ago
May 4, 2012, 11:27:11 AM
Would be nice if combat was like MOO2 but just with the sexy graphics engine please smiley: smile
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13 years ago
May 4, 2012, 11:08:32 AM
I'd like to see some more depth in the combat set up, something along the lines of Gratuitous Space Battles, where you can assign a priority list of orders the ships can follow during the cinematic sequence.
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13 years ago
May 4, 2012, 10:52:25 AM
I'm liking the premise of the combat system and setting tactics and strategies vice actually controlling individual ships. I think there's a lot more that can be done with that system - and that's exactly why we're playing the Alpha. People should start making suggestions for additions within the context of the present combat system.
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13 years ago
May 4, 2012, 12:13:53 PM
macgyv wrote:
A bit more of tactics would be good, mostly :



* which targets hit in priority (with a list)



* formation (big ship in front, then small ones / the other way around / ...) Each formation giving penalties to some weapons/ships. For example with the big at the front and small at the back, the small could not use the long range weapons but only the medium and small ones etc...



Aesthetic point of view: right now I didn't feel the power of the different fleets and the dramatics of victory or defeat. Playing with sounds could give some "space opera" feeling like some voices to stress out the dynamic of the combats: "they've lost their battleship", "damage all over the engine desk", "abandon the ship", etc..




nice i like it
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13 years ago
May 4, 2012, 9:56:54 AM
More tactics (fleet formations)? Sure! Target designation (i.e. focus on capital ship(s) or support ships)? Perhaps. RTS-style combat? Not really. Don't get me wrong, I do love RTS games, but I feel the combat here is just the right mix to keep things simple and enjoyable for this particular game. It's a bit like Civilization and its battles in space.
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13 years ago
May 4, 2012, 9:49:50 AM
i find it too static too... i dont see the impact of my choices in battle..



i cant say : "... hum... if i had more long range, and played this card i could've won this fight..."



i feal it's just "pick the 3 best cards you have and wait."
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13 years ago
May 4, 2012, 8:27:10 AM
... for my person, I would like to see a combat like Nexus or EVE

at this time it is in my opinion to static.

What is the plan for combat dev, there are some increments in the eye of the dev team?

Would be nice to explain these part of the game by a dev member.

My suggestion is, make a poll so the sci-fi-folkes can choose what they want to develope!!!



BTW, the ships design is great, but the textures too comic art!!!
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13 years ago
May 4, 2012, 8:06:56 AM
Like moonmonster says.

Its fun for once cause it ain't real time but ofcourse more tactic's wouldn't hurt the gameplay.
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13 years ago
May 4, 2012, 7:58:34 AM
MoonMonster wrote:
Actually a pauseable planning phase would be nice, but yeah.




Yes, this would be a nice addition to the initial phase of combat.
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13 years ago
May 4, 2012, 7:56:09 AM
Yeah, I guess it'd be nice to select an "attack Attitude" before the game starts. So if you have better longer range weapons, you can tell you fleet, "keep long range", and when the battle takes place, you get a bonus long range card.
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13 years ago
May 4, 2012, 6:58:10 AM
Errrgh. I like it because it's *not* real time combat. I don't enjoy RTS games. It's cinematic and nice and you have a bit of interplay with your tactic cards, but in the end it's down to the fleet you brought and how it was equipped.



I wouldn't mind some high level options along the lines of the tactic cards, bur ... all that comes to mind is just variations on the cards. Like a Sphere defense or Pincer attack that has bonuses to some stuff, penalties to others, and you choose at what stage of battle it happens. Soo... I guess it's perfect as is, hm. Actually a pauseable planning phase would be nice, but yeah.
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13 years ago
May 4, 2012, 6:14:28 AM
I agree. right now, it just seems like a simple slugfest, both sides cluster together and throw everything all at once at the other side: where's the target designation, where do different ship types come into play? the tactic cards are an excellent idea, but hopefully the mechanic gets expanded to allow a lot more options, and, well, tactics
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13 years ago
May 5, 2012, 1:39:01 AM
mackintosh wrote:
This! A thousand times this! I had gone through numerous battles where I couldn't gauge the relative health of individual ships vis-a-vis the overall fleet strength, which appeared to be full, only to have a ship seemingly inexplicably destroyed out of the blue by a wayward salvo, leaving me completely baffled as to how and why it happened.
yeah that bar really doesnt say a lot. and they should have a retreat button somewhere.
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13 years ago
May 5, 2012, 7:36:08 AM
Being able to choose whomever you want to attack isn't tied to the real-time genre.

Anyway, the fleet should be able to recieve orders like "destroy at least one ship" or "target support modules" etc.
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13 years ago
May 5, 2012, 7:33:18 AM
Real Time battle would be nice cause i want to tell my sphips wich enemy to attack.



the gameplay on the galaxymap is fun so far. very good work on that!



sorry for my bad english smiley: smile
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