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Post by piratep2r on Nov 6, 2018 5:13:45 GMT
Ok, first off, I know this idea is unrealistic from space realism perspective.
But right now space combat is fairly boring, and it has nothing to do with the engine, models, guns, ranges, or anything else. It's just a slugfest since there is not much point in maneuvering. Face to face shootout the name of the game.
But imagine if there was static (or possibly dynamic) terrain. We won't have high ground and low ground or forest, but we could have asteroid fields, small ion storms, gravity sling shot areas, etc to combine to create branching paths, choke points, fast (or slow) zones, and natural areas for battle.
We could also have line of sight; hide a ship - or a fleet - in place for a devastating ambush.
Additionally, we could have areas that were impassible to big ships, but passable for fighters ("sparse asteroids"). Or even vice verses (if that was of benefit).
All of this would create an annoying pathing problem for the game creator, but likely much more interesting RTS space combat than what we have now, IMO.
Plus, more for an ambitious executron to do (maneuver the fleet/ship here while I deal with economy there)!
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Post by Rob on Nov 6, 2018 18:50:17 GMT
You will find it makes a massive difference if you keep your ships facing the enemy as most of the turrets are at the front of the ship with very little at the rear, so try and manoeuvre your fleet behind theirs.
I guess you are thinking like Star Trek armada 2?
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Post by piratep2r on Nov 7, 2018 4:12:14 GMT
First, you rock for making this game, and engaging with the community.
Second, I am not a game dev, and don't know what I am talking about.
But, to your question. Haven't played armada 2, but was thinking about star wars empire at war. Here is a link to a short relevant video:
You can see in the minimap how asteroids create small impassible areas that could help define the combat.
I've taken a look at some A2 gameplay, and at least the levels I saw made the map into more of a linear maze, which I think is going a bit too far.
So I guess I am advocating at least something like EaW, and potentially even more extreme ranging up toward A2, but not an overly linear path.
In the end though, I think it would be nice to have combat be a little more complex then just "get your fleet behind the enemy fleet in a blank and empty space field." But hey, that's just my opinion!
Thanks for listening, and thanks again for making a cool and interesting game!
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