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  #1  
Old August 22nd, 2006, 06:07 PM
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Default Re: SEV Questions?

On firing arcs: One of the big sales pitches for the RTS game Supreme Commander is the way weapons work. Some units may have powerful shots, but are slow to turn, and so a fast moving unit will make a dangerous foe. Not because of a random dice roll modifier, but because the turret doesn't turn fast enough to keep the rabbit in it's crosshairs.

I hope that firing arcs have the same sort of effect in overall vessel performance, design, and use in combat. It does present a new componant size consideration: Ships will need comparatively more weapons, and AI will also have to consider turning ships to bring weapons to bear.
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Old August 23rd, 2006, 04:12 PM
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Default Re: SEV Questions?

Quote:
AngleWyrm said:
On firing arcs: I hope that firing arcs have the same sort of effect in overall vessel performance, design, and use in combat. It does present a new componant size consideration: Ships will need comparatively more weapons, and AI will also have to consider turning ships to bring weapons to bear.
That begs the Question how well does the AI handle the direct firing arcs and damage? Supposedly the damage is arc specific, so that one side of the ships defenses will take damage before other sides. Will the AI be smart enough to turn that damaged side away from the enemy?
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Old August 24th, 2006, 01:07 AM
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Default Re: SEV Questions?

on damage arcs, I'm imagining there finally being a use for the "Hold Formation" option. Ships in a wall formation with all their armor on the front, possibly with fighter screens or sub-formations set up to flank.

Battles will probalby look more like brigade level infantry combat in the Napoleonic Wars.
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Old August 24th, 2006, 01:50 AM
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Default Re: SEV Questions?

I have one question about SE V. Will it include the full version of SE III as a bonus?
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  #5  
Old August 24th, 2006, 09:46 AM
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Default Re: SEV Questions?

Let the Battle for planet Waterloo IV in the Waterloo system begin!!!

I don't beleive that firing and damage arc will create a better game with AI control. Those battles should be best left for human players that want to have that factor in their games. The actual construction of a ship will dictate the firing arcs. In Star Trek, the Federation ships do not fire to the rear of the ship well. That's because of the construction. The Klingon ships, because of the wing design can fire pretty much 360° on the top half of their ships. I just beleive that it would hinder the AI more then creat a 'better' game.
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Old August 24th, 2006, 04:29 PM
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Default Re: SEV Questions?

oh ye of little faith. The best battles in SE4 are huge fleet battles with carefully designed strategies and tactics, left to auto-resolve.

Good AI programmers can create devestating combinations of ship design and fleet strategy. Ever play Carrier Battles Mod against the AI?

And SE5 is only going to be better. People will write AI that use optimal ship design and formations, and they will be better than anything we have seen yet.
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Old August 25th, 2006, 09:47 AM
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Default Re: SEV Questions?

Thank you for your post Puke, but you also state the obvious,

"and they will be better than anything we have seen yet."


When I see it, I will believe. The AI's right NOW are good, BUT they lack ability to improvise when needed.
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Old August 25th, 2006, 10:47 AM
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Default Re: SEV Questions?

Although to be fair, you should give it some time after release for the AI to be optimized.
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Old August 30th, 2006, 01:30 AM
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Default Re: SEV Questions?

nope. its doomed. over react now, before its too late.

doomity-doomed.
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  #10  
Old August 30th, 2006, 02:53 AM
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Default Re: SEV Questions?

DOOM OF DOOMITY DOOMED!
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