Space Voyager

Space Voyager

Joined Member # 2314234
10 Posts 448 Replies 10,010 Reputation

not really, its simple as programming some conical regions into the ship and seeing if you can fit a ship into each one (sounds like up to 3, one for each side, at this point) AFAIK each weapon will have it's own cone of fire. So to compute which position in a large group of ships (cosidering the ship would be able to move freely among the ships

55 Replies 109,553 Views

thing is that this is a very offensive based playing style, if I want to play defensive (say, to wait for reinforcements) I want to be able to turn this off rather easily Yes, some sort of "hold position" option would be nice. I don't think this highest damage dealt includes moving the ship (it could be really hard for the AI to compute the highe

55 Replies 109,553 Views

This all seems phenomenal! Especially the part where the ship (AI) will try to orient itself so that the most damage potential is used... I guess this must be pretty hard to achieve (programming-wise) in full 3D!

55 Replies 109,553 Views

Is there a sensory tech research in the game? I guess an older sensor could have a margin of error, but the better they get...

17 Replies 43,397 Views

I really detest games where you can send in a single innately powerful unit and take out a portion of an opposing army because its supposedly some superhuman "hero"... I agree. This is (IMO) the same problem as with superweapons. Heavy weaponry is ok while star killers or similar can take the fun out of the game.

28 Replies 75,184 Views

This is a silly disagreement... the distinction between tactics and strategy is scale. I'm happy to grant that the HW games didn't have strategy if the TBS people will grant that most of their games don't have any tactics. Tactics are often as deep and complex as most strategies. They're typically on a smaller scale and over a shorter period of time. But the natur

80 Replies 44,502 Views

Tactics are the way that your ships fight and maneuver. It is things like what to attack (specifically), what formations to use, how to maneuver, and where to go. Strategy is the plan behind these movements. Is it a feint to draw his forces away? Is it an attempt to cripple his resource collection? Is it an assault designed to kill the MS? <br/

80 Replies 44,502 Views

God forbid, that when developers create a whole universe, in which they feel has the potential to become a series of games, they make the story linear to keep consistency! Do you imagine TW series to only allow you to take one path - for instance the path of the history as it really happened? Oh, it would be consistent, but it would be a crappy g

80 Replies 44,502 Views

So far no real time game was successfull at creating enough time for it to be a strategy. Perhaps MoO3 was the closest but it had so many other problems that it just never came through... So Sins will more or less be the first one or so it is promised. We have yet to see. So until now - I'd say turn based. From Sins on... we'll see. EDIT; speaking from a personal viewpoint: I think the prospect of an epic real time empire building is something we are all looking for. I

80 Replies 44,502 Views

Blair, from how you describe the surface infrastructures are simplified, reminds me of SotS's abstracted Terraforming/Infrastructure/Construction sliders... I wonder if they're in similar spirit... It isn't really similar. In SotS you set the sliders and decide which field you want to develop most/less/least. The main difference is that at some

28 Replies 22,817 Views

why were these not posted on gamespot and instead some of the most horrible least flattering screens are? True... Those at Gamespot are horrible. Bad commercial.

10 Replies 37,735 Views