Oh well, at least we have true 3D planes on star systems. I can't think a of a single other game that does that. Ironclad rocks! I just hope ships arriving at a map enter at a X/Y/Z that corresponds to the X/Y/Z of their departure point/plane = encourage true 3D battles. As for orbits, they would have provided some interesting position/navigation challenges, but alas it was not to be.
Paradoxnt
Star systems should have planets in varied orbital planes. There really isn't as much use in having a 3D map if every planet/star/asteroid is on a 2D plane. Also, fleets X/Y/Z entry points on maps should be determined by the X/Y/Z of their departure point/map. This way, fleet engagements are more likely to include 3D considerations (which is cool). Also, planets and asteroids should slowly orbit their stars as the game progresses. This would provide fun navigational challeng
Too bad, it would be cool to be able to use gravity well projector equipped ships to set up ambushes in deep space along likely course lines...very cool. I hope Ironclad will allow destination points/battles in deep space. Another idea might be to give planets and asteroids orbits around stars. So while you might have a clear path from point A to D at one moment, 30 minutes later might have a gravity well in your way that would require a stop or a detour. Hmmm, orbits would a
Sorry, that wasn't what what Schem and I were getting at (sorry if I am misrepresenting your views on this Schem. If so, I doubt you'll mind setting me straight). What would happen is the first weapon hit would cause a shield flare up/vortex. This shield flare up/vortex is tied into the physics of the shield projectors introducing new energy to compensate for shield damage. This flare up/vortex would increase the shields ability to resist damage. However, this resistance bonus would
Hey Schem, what does 'very very close' + 'Now we are even closer' = ?
Okay, just the facts Mam. Schematicsninja, be sure to let me know if you have any disagreements on the following statements. -Bullets can be deflected by minor objects they strike before reaching their target. -Bullets can become fragmented or deformed from striking minor objects prior to reaching their target. -Damaging the shape of an explosive shaped charge can reduce the effectiveness of the plasma jet. -Damaging the shape of the spherical shaped primer charge on a nuc
It is really going to depend on how important they make AM regarding Phase Travel, weapons and technologies. Also, recharge rates near and away from Stars will determine their importance as well. No point in taking the time to go near a Star if it only gives you a tiny boost to your recharge rate.
Okay Schematicsninja, I don't plan on posing here as a physicist. But let's look at this a little more closely. Let's compare each (known and probable) in game weapon systems performance versus that 3/4 inch of floating in-the-way steel. 1) Nuclear/shaped charge tipped Missiles/Torpedoes and a layer of 3/4 inches of floating in-the-way steel: I don't think anybody will argue the potential disastrous effects here on missile/torpedo integrity. Even if the weapons rips through the layer
Hehe, it is like the Navigation Officer couldn't quite recall the name of the system and didn't want to look stupid, so he tries to mumble out a similar name and hopes no one calls him on it. "Our fleet has entered the 'mumble' Schmaticsninja 'mumble' system"
Hey, I know planets are actually models in the 3D maps. But what I would love to have confirmed is whether or not STARS are part of the 3D maps, or are they just backdrop images?
Yeah, me and Schematicsninja have been having fun in this post.
An energy flare that occurs when filling in weakened points in the shield that gives a momentary bonus to shield resistance = Sounds good to me. I just want to point out that my shield damage resistance theory is based on weapon debris and gases dissipating quickly. If fact, the idea that I mentioned earlier that said debris and gases would momentarily get in the way of incoming fire works well with your idea of a exponential decrease in weapon damage (as debris/gases quickly clear, sh
Good idea Schematicsninja. That would work out even better than the 1 second period I mentioned earlier. Having shield damage resistance increase after a hit only to then drop exponentially back to normal would be far more logical. It even fits with my Tech Lore about missile/shell and plasma/particle hits to shields leaving debris/gases near the shield surface which would momentarily interfere with further income weapons fire. The end result of which would decrease weapon damage get
I wouldn't say my Tech Lore described above has no physical sense. Let's say a missile/torpedo/shell hits the shield and is blown to pieces. These pieces could get in the way of other incoming missiles/torpedoes/shells, thereby reducing their damage potential. As for plasma/particle weapons, they also would be halted by the shields. Plasma and particle residue hovering near the shield surface would then momentarily interfere and decrease the damage potential of any other inco
Right on Schematicsninja, glad to have you aboard. I think we both deserve cookies. The shield system I described above is probably the best way to lower (but not necessary totally end) focus fire tactics. Blair's "This is very very close" statement clearly means that...it is very very close
Hehe, thanks Blair. Yippeee for me! I got a cookie...sorta:)
If I am right, I do hope Blair gives me a cookie. Blair has posted that the shield system is designed to reduce micro focus firing tactics. Here is my best guess on how Ironclad could do this. When shields get hit, they will get a % bonus to resisting damage for a second or so. This means that for that second after the shields take a hit, they will be more effective at minimizing the damage from any further weapon hits. Once the second (or whatever time span) is up, shields
Okay, did I miss something here. Is SoaSE implementing a fast food chain? Hehe, I am already seeing the creation of a new playable race here. Burger King breaks away from the TEC to form their own Fleet High Command. Part of their strategy is to sell high calorie junk food to their enemies in order to make them too ill and sleepy to fight back. Hmmm, wait a second here. This is starting to resemble real life too much. I had better stop before the Feds use the Patriot Act t
From what I've read so far, there won't be any ship capturing or ramming in SoaSE. Hopefully, those abilities will be included in the editor for modders though.
Hi Blair, I hope you read this. Your posts seem to suggest the shield mechanics are meant to avoid/minimize the standard micromanaging tactic of sequential target focus fire. If that is the goal, then here is my 1.5 cents on to do it. Each time shields take a hit, they should get a % bonus on resisting damage from any further hits for the next second or so. This would reduce the effectiveness of focus fire to some extent, and allow players to concentrate on other issues.
I have to applaud Ironclads decision to make effective weapon ranges of 20+ kilometers on capital ships. I just want to say that the longer the weapon ranges, the happier I will be. Of course, these ranges are no where near those of real life weapons. Still, it beats the point blank ranges found in most space combat games. Also, I get that Ironclad needed to have fleets close enough to make battles fun and look good. As for Spinal Mounted Weapons, I believe that I've read that the T
Blair has said that ships in Phase space can't change directions. Once they arrive at the target, they can then be redirected.
I think they work the same for all, although some races might have upgrades to the shields based on research or by building ship modules
You wouldn't keep shield power low, because then only a few hits would take them out completely. But what I think you are trying to say is why not keep the shields on an efficient low power setting, and slowly apply more power as the shields get damaged. The problem is what happens when that low powered shield is hit with several shots at once and fail entirely before you can compensate = dead ship that would have survived had the crew not been stingy with shield power. It makes