In Homeworld, I'm sure you're well aware that the more units you have after each battle dictates how many units there are in the next? That each battle, while pre-defined, does not affect how many units of each appear in the next mission? In addition, you're free to capture and reshape your entire fleet at any point, correct? I've spent days pondering how to rearrange my fleet, constructing and retiring units so that they'd be fit for the current mission, only to be ousted in the next a
Inert
Sorry Space, but I just automatically disagree when you tell me that if a game has a linear storyline, than it's not strategy. 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! I feel that the storyline of a game is a component of, but does not define, a strategy game, but rather: the gameplay. Likewise, Wedge pretty much sums it up for me. Your tactics are what defi
This just doesn't work without Karma.
That first picture just got me off guard! I thought I've seen the end of it, but here we are.
Not sure what you mean by a game having strategy; clarify? As far as I knew, neither Homeworld 1 or 2 fights were over after one engagement.
Only a year to go guys...
I suck at anything that involves click-fests. Warcraft, starcraft, and TA both come to mind. For some reason though, I was okay for Homeworld. So whatever is more like Homeworld.
I'm pretty sure it has to be everyone's commands, because that is how the replay videos are done. I think they will encode it for your sake.
Yeah. They'll be a giant glowing target. But, maybe something like not being able to build. . .
Yeah, homeworld 2 has a very rough polygon reduction. It's really noticeable when doing those slow show-off zoom-in's.
On a slightly relative note - the feeling of an explosion is affected not only by it's size and pretty art, but by the camera. Merely making the camera wobble a bit can make an explosion, or even any mere projectile round "feel" heavy at the time of impact/explosion. This is something I found really effective in Nexus. In short: Shaky camera = "whoa".
The developers mentioned how 'recording games' worked a while back, which allowed the commands player made to be stored. In this case, I think it may be possible to merely record the game up to the point where you wish to 'break' and save it for a later date to be resumed. I'm not familiar with programming, and I'm sure it's all hard in itself, but if it's doable I'll be really impresed. Only the host will be able to control this function, though. Unless he drops, in which case the comp
We should be able to name our homeworlds! Just a passing thought.
It's so hard to spot a Stardock member that it's frightening. You sound literally like one of us! I guess that's a good thing. Indeed, spending too much time on graphics only to be tuned down is a waste; however, not enough would disappoint the majority. It really is a tough decision to make. Given the choice I would probably go the graphic route, though that's probably why I'm not an ad
No, I don't. I see a reasonable evolution. Like from homeworld to homeworld 2.
Oh ye of little faith: Original nexus: ss1 ss2
I remember this discussion. Even though Blair already answered (he's a fast one, that), it basically boils down to the number of planets you have.
Nexus 2 can look like that, in-game. I have Nexus and it looks pretty damn good for being a year or two ago.
That suggests that it's dancing time.
Instrumental guitar (either solo or accompanied) does it for me.
We still
Nexus! (@ side interface.)