rayedude

rayedude

Joined Member # 2399874
0 Posts 3 Replies 64 Reputation

... or you could start at the other end and make battles last a bit longer. if two rougly equal fleets meet one another I am think it should take at least a few minutes for the battle to actually resolve itself. I'm not sure what it is like now and if prolonging battles for example by increasing general unit health wouldn't break the game at a tactical level. I mean don't forget that in the past battles did often last a long time. land based battle

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good post. another example for a imo well done weapons arc was homeworld (I think both parts, part one definately). even cruisers couldn't fire 360° and the ion cannon frigate was so nicely strong even against cap ships, but had a ridiculously narrow weapons range. so ... yes, there are many variables along which you can differentiate ships. just a question: does RPS always mean you have to have just 3 kinds of units that counter each ot

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Hi all, First time poster here. I'm coming into this with a background of playing RTS games from Dune 2 up to Company of Heroes. Also, I'm coming into this with a background of playing EVE - the MMORPG which has large space fleet battles. Thus, I'd like to point out a few suggestions which come from my experience playing these other games: 1. All ships have to be viable in most, if not all, phases of the game in order to MAKE people want to do combined arms. The basic

239 Replies 68,177 Views