Yeah, but a range algorithm would have to be added that decides between proximity and threat priority. Otherwise, you could put a single high priority ship on the other side of the gravity well in order to force AI fleets to move into your defenses in order to get at their priority target. I'm not sure if I get your point. this would be an aspect of changed controlls and automation / reduction in micromanagement
Shadowhal
i have been giving the micro macro discussion some thought and came up with a rough idea. one of the or rather the most imporatant taks of a commander in battle is to identify threats how to deal with them. in a space game this usually means, figuring out which ships are the most dangerous for your fleet and the response is most of time to destroy them. this often does result in considerable clicking and checking. the idea now is rather simple: designate threat levels and let y
If the phase lanes were only between stars and interplanetary travel was freestyle, I would suggest that the number of planets per star system be reduced and the number of star systems increased. hm, yes, that would sound interesting. Hey 1Spartan, the 'Star to Star Phase Lanes/System Open Connection maps' type movement that we support does seem to offer so
hmm, sounds like some good ideas. if you are not exactly excited about the idea of buying upgrades, how about limiting the level you can buy? say the TEC can buy upgrades up to level 5 and the for rest they will have to fight (which will likely occur to some degree in any game anyway) this also opens two further interesting elements: one, the different factions could have different "buy upgrades" limits. two, research, in particular for the TEC, could raise your limit. <br/
another way to assess the quality of an enemy ship (and which should be in line with the world world example) is in listing the ships it destroyed. so, if you have a battleship that destroyed a good number of your high profile ships that would make it a prime candidate for taking it out. though the ecm idea is also appealing provided there is some other use (eg reducing accuracy of enemy ships, slowing reaction times, reducing shield efficiency, etc.) for these ships. but then ... knowi
is it artifial (remember this should be people on those ships not mindless machines)? I remembered it from the total war series and it didn't work too bad. just a thought.
what would you think of a morale or battle fatigue option that incites you to pull out of a no win situation ie withdraw as long as there is still something to be saved. it would mitigate a tendency to lust loose the whole fleet (or attack group as in other rts games) and add some tactical depth imo.
a little question: do you get a bonus at the moment for attacking from the side or behind? I have no idea how realistic it would be, but from a gameplay point of view it would encourage attacking from a different angle, flanking, using different forces / fleets in one engagement and so on ...
@yorkie: interesting post: what I saw here is that the game enabled you to do a lot a micromanagement BEFORE the battle and during the battle it was mostly adjusting and fine tuning. this would in fact be a system I would love to use because you usually have a few minutes to give your units precise orders (such as, fighters 1 - 3: protect carrier group from oncoming bombers; cap ships: concentrate fire on enemy flag ship(s); carriers: stay behind and deploy bombers against high damage u
@Shadow - That is the type of system we are pushing. Independent subsystems with individual critical hit points. We can only hope it will be implemented. Interesting enough after looking at some of the code there appears to be a critical hit system already in the embedded. However it appears to only be a general damage modifier. Regarding the OT, the more systems or subsystems that can be added to improve the player interactive dynamic the
agreed. this was also something I rather disliked in homeworld 2. it just played so much faster and hectical. part one had this epic feel and I really enjoyed a battle between a handful of capships that was not over in a minute but lasted a little while (which also allowed to bring in reinforcement of even draw out of the battle)
conerning the damage modell: star trek armada in fact had an interesting modell. basically each ship had five sub systems: shields, live support, engines, sensors, weapons and drive systems. the point was that any system could be damaged and if it were knocked out the ship would lose some capability, such as failing to maneuver, inability to fire weapons systems and so on. repair was gradually managed by crew members depending on how fully staffed the ship was and the chance for system