Lharrs

Lharrs

Joined Member # 2676307
8 Posts 150 Replies 379 Reputation

hidden, I think we may have a misunderstanding here, I am not for making anything simple, I was just pointing out that and RTS vs a TBS is very simplistic by comparison. The way I have been interperting your part of the discussion, is that you can have a game just as complex as a TBS, you used GC2 as an example(at least for the diplo side of things) and that all you really needed to do was slow down the game. I most likely have misinterperted your point. The way and RTS must be made(

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The Devs could always play it safe by taking a page from HW. That is all PD weps dont have a turret and fire in a full spherical arc while anything that is bigger then ship to strike Fight/bomber/hvy bombmer will have a mount of some kind and be visible. That would be enough, and asking for more with a game set-up like this would be asking for something we don't really need, nor do we really need be concerned with something that is for hte most part insignificant when compared to what the deve

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As far as slowing down a game. This is a weak solution for a problem. Imperium galactica both I and II were terrible, with the exception of ground combat and planetary guns. Having to slow a game down for the sake of play is absurd, what that is saying, is that the makers wanted to have a semblence of a TBS yet wanted to take advantage of a rising playstyle and didn't take the time to come up with a suitable medium. They went with a very easy and half-assed atempt for a answer to the problem

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I shall indeed make the endevour to reduce the length of my responses. It is just so very difficult to formulate short retorts once the creative flow begin to move. Never the less, I will make the attempt. Lharrs. Thanks for the compliments.

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I think abother way I could have presented this is by making an example out of the structure of a small segment of a game I am putting together. This is a TBS invasion of a starsystem that for the simplicities sake will be a 1v1 match so that in in one turn, it will be resolved. 1 turn would be the equivilant to perhaps a week real time. Some things have been changed from the original design so that others can't steal the ideas( not that mine are great or anything, but I havn't seen people

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I have never played Europa Universalis, but I do know that a if the games are done well, a TBS cannot be played in an RTS format, and an RTS in a TBS format will be increadibly boring. The reasons why can be shown through the shear number of things that can be done in a TBS that would only make playing it in an RTS fashion rather frustrating. Say, for example you were playing Sword of the Stars in RTS format, Sword of the Stars being one of the most simplistic stratagy games I have seen, it in

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Hello again all, If someone is attacked, then of course there will be a rather sudden end to any positive diplomatic treatise or pacts between the factions involved, and there would be a color coded ping/message notifying a combat involving an ally( if of course the ally has elected to show such pings... one wouldn't wish to show all ones battles to allies). As for the time length, I was trying to keep most of my text as it pertains to diplomacy and not other involoving factors.

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Hello again eveyone, it IS antiquaited, however I dont know how long things will take during a given game. It would be fairly simple to make a nice diplo/political model for a TBS but since this is an RTS, things must be simple, given the point of the game is combat. That is why you have a multi-stage process, to give the illusion of an indepth setting. There could also be a specificity levels aswell. By that, I mean, if you wanted to initiate trade with a given faction, tod

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Hello all, In respose to Ridinghood, that is a good idea, but take it a little further. Example. You could create (like you said) a market of sort, in this case and Commerce shipyard. Allocate "X" amount of funds from your tresury to be taken out...insert detail info here... and with those funds commerce ships will be constructed for convoys or what not. Now once one of those are created at your military shipyards and option lights up tha alows you to create Escort ships. I would a

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Hello all, I to am looking forward to SoaSE since I have not seen any good strategy games for quite some time. I have played the SupCom game and was like most people that I have read about disapointed. I was looking for strategy in that and there was none. Mass arty, AA guns and some quick fire AT units and your good to go. didnt get much into the see game but still it was a huge let down. As for SoaSE it looks good from what I have gathered, which isnt much, they have put some t

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Hello again all, Based on what I have seen in other RTS games on Diplomacy coppeled with the scope of this game, most likely there will be limited diplomacy; by that, I mean what Emperor said will most likely be close to what will be released. Sadly, only turn-based strategy games would have the capabilities for comprehensive Diplo and the like but unfortunatly none that i have seen have anything approching good diplomacy options. It is possible that SoaSE will have something m

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Howdy, first post on these forums, so Hi. P5y, your idea in the context you'd( and I would want it) would probably take some doing. However, if you would accept modular desgins(think interchangeable parts but with ship hull sections; custimzied in the style of empire they are from) I don't really see much problem with it, just a little more work by the dev team which I am sure they be up to. Now as for numbers, another comprimise would be small convoys. This is some I would do i nthe

39 Replies 68,906 Views