Teddy Bär

Teddy Bär

Joined Member # 3116117
1 Posts 1 Replies 155 Reputation

It is great to see that they have made great strides in the way that combat is handled. Please feel free to politely point me in the direction where all this is explained should there be somewhere and I have missed it. Though combat is only a small portion of the game it is for me something that has great importance beyond. Are the descriptions here and on that link regarding combat simplified to the simplest examples? That is, do they take into account all aspec

15 Replies 10,560 Views

I love this style of game and would have been here a long time ago with bells on but for the way in which combat was handled. My post now is to confirm that my understanding of how it works is correct. I understand it that the combat system uses a stack with the units at the top of the stack fighting until one is destroyed and then the next unit in the stack faces off against the surviving unit until one is destroyed and so it continous until there is a winner.

15 Replies 10,560 Views

Hi thecaptain_ps, What are the combat ranges in relation to the planet gravity area? Some of the following is not exactly on topic but partly related and could have some bearing on the design of your work. Also is there a maintenance cost associated with any of these ships and if not, can one be implemented? The thinking here is it would tie you ability to not only wage war but to what you can wage war with to your economy so that the trade etc would have a big p

17 Replies 12,603 Views

thecaptain_ps, Say what? :LOL: I am interested to hear more about what you have done. Can a ship be undamaged/lightly damaged to have a chance to loose a critical system? Would make combat a very unsure thing. It sounds as if things were originally designed for a reasonably sophisticated combat system but was not implemented? May I also be so bold as to suggest if it is possible to reduce the ships ability to stop on a dime? Going so far to say that may

51 Replies 24,900 Views

I am most willing to listen and learn i.e. not arguing for the sake of it. I also do not want to micro manage the battles, but I am forced too, that is one the issues. Otherwise my forces fight like zombie's and throw themselves to their deaths without question. I am asking seriously, where is the strategic depth in combat? I do have an issue with the pace of the game and the time scales used in it. For example a battle can last long enough that I can pump ou

51 Replies 24,900 Views

transitive, Thank you for your detailed reply, much appreciated. From your reply I take it that essentially there is no combat AI and very little real tactics above the rock/paper/scissors and in the end we have a C&C style battle where more often than not more mean victory. The high priority targets should be those that can hurt you the most and that you can hurt relative to proximity and/or battle orders. A ship receiving fire should be less effective in attack,

51 Replies 24,900 Views

It would appear that the AI essentially lines up against each other just like in the old musket days before the gattling/machine gun and take shots until there is a winner. There are no flanking manoeuvres from faster more agile ships and when I order my ships to do so they stop firing while they move!! Even WWI/II warships moved and tried to get into a position so as to maximise their hit chances while minimising the enemies and/or allowed the support vessels such as the destroyer

51 Replies 24,900 Views

I am currently playing the demo to get a feel if this great game is for me, there is a lot to like about it. I do however have an issue with the pace of the game and the time scales used in it. Yes I think the game could do with the option to slow it down either further for us old boys who are more attune to playing 4x4's or We/You go games. There is also a distinct lack of feeling for time as there is no year and/or tangible relationship between one thing and another. <b

0 Replies 3,882 Views