I remember an episode where this general on babylon5 boasted to the commander (whoever it was that season) that with current earth technology, the minbari war could have ended differently. They were showcasing some new fighter ships in that episode and they could definitely get a lock on minbari ships. I guess I assumed that this means they're above centauri tech already. Granted, it was just a boast by a human general, but it IS at least a bit indicative of human technology lev
Lightzy
The system strain of ANYTHING more or less would not be negligable on low end machines.. and it IS strictly an aesthetic thing. So articulated turrets can be optional. I just think its just about the worst visual blooper you can do when you can reach a situation where a cannon is visibly aiming one way and a shot firing another. You don't need any distance calculations or anything. Just the turret to align in the direction of the shot which is already calculated. as soon as
Um, if its per salvo and not damage per second, then how can you gauge accurately which ship does more damage than another? do all ships cannons fire at the same rate?
You kinda need a 'DM client' to do all that.. Maybe a starting base thats invisible and indestructible, no fog of war, and the ability to create/destroy anything, send messages from any source (assume the role of a ship and send msgs to players from it so it's as if the ships captain is saying something to the player?).. tons of stuff you need to be able to do. not sure any game is THAT moddable.
Ron, I think you might be wrong though. The fact that turrets are animated properly does not mean that they operate on some physics engine, much less does it have anything to do with the projectile or beam.. those are animated as they already are, the only thing you need to do is animate the turret to align with the direction of projectile (which is already calculated and used). there's no physics engines or complex calcs involved, just more animations and some relatively very simpl
If you didn't understand, he said "tried the beta SOONER", meaning he played the game, then saw the flaws, then wrote them down. But here are 2 points for your uneducated sarcasm. 3 points next time if you learn to read. Other than that, the game could DEFINITELY feel more alive with a few small changes, I kinda agree with the general spirit of his post, if not with the particulars exactly
For all we know there IS a race of super-advanced space faring bunnies out there..
I prefer the granny smiths, but thats because I generally cook and bake with my apples.. You couldn't make a creppe suzette without oranges though. I have a gtx, why don't I just try it out when its released and tell u? :)
a nebula in the distance is very realistic.. its just a very long-way-off galaxy, instead of gas or whatever as originally thought (some great many years ago)
Im not sure what kind of toasters you people are using but my computer is several years old and runs SupCom with high details without a hitch in performance even on large 4v4 games (other than lag, sometimes, if a laggy bastard sneaks in). That said, if I zoom down to combat and see a gun pointing on way and a laser shooting out of it to a completely different direction, I'd think "whos the utter idiot that made THIS?". Of course, it may count against me here that I think
I don't think it'll mesh very well.. The vorlons/shadows are clearly superior to the minbari, who are clearly superior to the EA, who are clearly superior to the centauri, who are clearly superior to the narn, who are clearly superior to minor races
Auto retreat options in a submenu: 2 sliders, one for shields, one for health --> adjust when your ships move out with pinpoint precision at any point of the game. each ship class gets its own 2 sliders. All in all pretty workable. I thought the point is to give you as much command over the game as you would have if it weren't a game.. a 'retreat if --' standing order is pretty basic. sure, it would usually be left to the commander of the specific operation t