Wraithguru

Wraithguru

Joined Member # 2706133
0 Posts 39 Replies 82 Reputation

@ raydude homeworld 1 is a perfect example of an RPS system, and your definition is too narrow, there is no game where one strategy (or ship, or fleet) no matter how badly executed will ALWAYS beat another, RPS is a generalization one of the biggest reasons i liked cataclysm more than homeworld was that hw1 was extremely RPS - there were basically 3-4 (no, the RPS description doesn't mean there are necessarily exactly 3 major strats/ships) major strats each of which had an extr

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Reply to True 3-D in Beta Feedback

@space voyager yes space, in order for you to even give me or any of my clanmates any kind of decent challenge (meaning killing more than a dozen ships b4 losing) you would have to practice your little heart out for a year and to the rest of you that are talking about the hw series: both hw:c and hw2 (not so much hw1) are good examples of the benefits of going 3D, now i'm not talking to multiplayer n00bs who i already dismissed by pointing out that the majority of consumer

74 Replies 11,753 Views
Reply to True 3-D in Beta Feedback

yarlan: ya, that's basically what i've concluded from the participation in homeworld cataclysm, it's got a huge skill curve (takes about a year of hardcore training to even get close to the best guys) and huge tactical depth, it's strategy is also great though you're right it focuses on small combat tactics hardly anyone played what i consider the greatest strategy game of all time after the second year, i think it was because it took too much brain effort to enjoy it fully and most

74 Replies 11,753 Views
Reply to True 3-D in Beta Feedback

sentient: um, the hw series is space rts, so is this, they are very similar in concept, afay this just isn't on par with hw tactically, this could change when they add more stuff, i have to keep reminding myself they didn't plan on the beta-1 to be "fun"

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Reply to True 3-D in Beta Feedback

greatemperor: i'm pretty sure 3D gameplay is something that isn't going to come in to play in later betas/full version, it's just one of those core aspects servius: we know there is some Z movement, but no Z gameplay, we aren't talking aesthetics, we are talking tactics

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Reply to True 3-D in Beta Feedback

i understand where everyone who wants true 3D is coming from, i was slightly dissapointed myself. right now it's like the rogue squadron games, where you could move your fighter "upside down" but clearly there was an up and a down, and limits to space in the Z direction - your fighter would "right" itself whenever you rolled or turned, you'd be forced back down if you went too high, all the ships started on the same plane, etc. This is how soase feels right now, but this is one time where

74 Replies 11,753 Views

but with a game of this level of detail and magnitude... so far this game has very little detail, at least not in terms of strategy/tactics and all this talk about algorithms setting up target priorities... you guys are talking about making this game into a movie where you build/research then send some ships into a battle, sit back and watch the show

239 Replies 68,288 Views

bleh, i personally think its cool when the most powerful ship is actually significantly smaller than some of the others...

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ya, thats what i meant by a pop cap (ship # limit), i think 5 or less caps (just pulled that number out of my hat) should be able to take out the megaship and isnt this just called shitty planning? rofl... you beat me to the punch

35 Replies 10,289 Views

rofl, yes you would need to scout a system b4 entering it... lol and whoever the heck it was didn't have all the information, if you read my post above you'll notice i said in real life there are too many variables to consider (and still no randomness), but in a game you cannot make it exactly like real life and still make it enjoyable/practical

239 Replies 68,288 Views

@advalary i'm guessing then that you want to play against comps, because a six hour online game is going to be rare, if possible at all also, im talking about expanding our options, not shrinking the game down to "C&C or HW2" - i want them to improve the short game maps, not get rid of the long range ones, that way all of us can be happy

24 Replies 8,351 Views

whats PDS exactly? anti-missile systems and such? if i guessed correctly, why would it add a great deal of immersion in the game and what exactly do you mean by that?

68 Replies 99,852 Views

random events in real war usually only affect one battle they do not decide the war and you are right it shouldn't dictate the winner of a game but in an rts, one battle can win the war, and hence you cannot say that a couple random events (which might cause a battle to be lost) will never lose the war and if the random events never do change the outcome of our soase wars, then whats the point of them? (don't misunderstand my qu

239 Replies 68,288 Views

ima just post here what i posted on guruclan.com: EDIT1: i changed min planet to 6, then custom galaxy with 6 planets 1v1, the game ended up with 5 planets, 3 asteroid planets and 1 dead asteroid planet... iirc that's 9 planets, not 6 , this game took me exactly 1:31, i was hoping for only 6 planets though, ima try 4 planet min, maybe i'll get what i want EDIT2: tried 4 minimum, turned out to be 7 planets total, map was slightly unbalanced (one side had 4 easy planets, t

24 Replies 8,351 Views

inert... are you the inert from cata? i'm sure momo's suggestion is possible, it'd most likely be a question of how hard would it be to program/design i wouldn't mind a ship with a pop cap that's a class above capital, but i wouldn't want it to be any more effective against caps than caps are against frigs i'm personally more interested in specialized ships (not customized, spec

35 Replies 10,289 Views

i want skill and skill only to win these games, if anyone plays a shoddy game vs a player that plays a perfectly executed game, the shoddy sucker better lose yes, in real life there is a certain of what you might call "randomness", though to be technical nothing is random - nothing. the more information you acquire and the smarter your decisions, the less unexpected or "random" things happen to you the reason "random" things happen in war is because there are just WAY TOO many

239 Replies 68,288 Views

@com i just pray that there is never introduced any randomness , to an extent i believe strategy is about "running the numbers through your head", more detail - yay - any sort of "roll the dice" action - boo

239 Replies 68,288 Views

@Van i don't agree 100% with your entire post, but it's the most intriguing set of suggestions i've heard yet the reason i agree is when i picture a battle in space b/n very large ships (and if you think of these caps compared to a human... ya, they're supposed to be massive right?) i think of something like this (from a "real life" standpoint): say 2 caps square off against 2 caps, it's not gonna take much (once fire starts penetrating the shields and piercing the hull) to

239 Replies 68,288 Views

i think modifying ships' effectiveness against other ships is a dangerous road to go down, make a solid game and you won't need fake modifications like that to patch up weak points in the strategy

239 Replies 68,288 Views

logically speaking when comparing a gauss to a frigate... if the gauss has a small firing range and is immobile, it makes sense that it would cost less, i like gauss cannons as they are atm if you want to protect a certain system, put a small fleet there

40 Replies 9,154 Views

@P5y that kind of "strategy" can only be considered strategy for the first few games you play, after counters are well known they become unoriginal and automatic, like rock paper scissors

239 Replies 68,288 Views

From what I hear, the object that the developers are shooting for is actually micromanagement of fleet production and macromanagement of fleet deployment. Your work goes in to building a fleet, then you send it off to do its work, and the computer deals with the nitty gritty of actual fighting. I'm totally cool with that, I get it, and it has me excited. i wanted to add, if i sound a bit terse or hostile: if this is the road everyone (devs and players) d

239 Replies 68,288 Views

about the 3d stuff: i dont care whether the AI uses the 3rd dimension or not, i dont ever plan on playing the AI once the multiplayer comes online seriously guys, (other than for fighters) what use are formations?? if they make it so i have control over my ships (we don't right now), then formations will never be used by skilled players: i'll move my ships precisely where i want them to be, not in a lame wall or X which serve no purpose but to make your fleet look pretty, the only argum

239 Replies 68,288 Views

i second spartan's last post and for the love of pete, formations are not gonna change anything here (except for maybe fighters), we do not yet have any kind of significant control over the ships (tell one of your caps to retreat and watch it take 5 minutes as it runs in the opposite direction first)

239 Replies 68,288 Views

Oh oh! Wanna know what I do with platforms?? Nothing, I don't build gauss or hangars at all, I just build 2 fleets and charge each side of the map, haven't had a problem yet with comps getting through. Besides, even on hard they are scaredy cats, they seem to run if you have a few caps in the system.

40 Replies 9,154 Views