|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				February 8th, 2001, 01:46 AM
			
			
			
		 |  
	| 
		
			|  | 
 Second Lieutenant |  | 
					Join Date: Aug 2000 Location: New York, New York USA 
						Posts: 480
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Interview With Aaron Hall 
 Nyx,
 Is it too late to get in that tourny?
 
 ------------------
 Seawolf on the prowl
 
				__________________Seawolf on the prowl
 |  
	
		
	
	
	| 
			
			 
			
				February 8th, 2001, 02:00 AM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Dec 2000 
						Posts: 248
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Interview With Aaron Hall 
 Actually Drake, that's only way real-time would really work worth spit. One man, one ship. Otherwise it quickly becomes a jumble of incoherence as one person tries in a futile fashion to simulate the tactical thought of many in real-time battle. No way, no how. Boy, do I ever hate that click-fest stuff (can you tell?). 
 FPS games like Unreal Tournament and the Quakes I love, on the other hand. Real-time they are but it's just you making the decisions for you.
 
				__________________The difference between genius and stupidity is that genius has its limits.
 |  
	
		
	
	
	| 
			
			 
			
				February 8th, 2001, 02:01 AM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Jan 2001 Location: Ohio 
						Posts: 8,450
					 Thanks: 0 
		
			
				Thanked 5 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: Interview With Aaron Hall 
 March 7th is the deadline to turn in your scores. 
				__________________I used to be somebody but now I am somebody else
 Who I'll be tomorrow is anybody's guess
 |  
	
		
	
	
	| 
			
			 
			
				February 8th, 2001, 02:11 AM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Jan 2001 Location: Ohio 
						Posts: 8,450
					 Thanks: 0 
		
			
				Thanked 5 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: Interview With Aaron Hall 
 I could see a functional "real-time" tactical combat along the lines of the combat in Age of Empires. 
 You would have your various ships and you would click on them and click a point to give them commands such as "move to this point, Defend" where it would hold position and fire on anything that came into range. Or "attack" would hold position until something came into a certain range and then it would fire and persue if the other ship fled.
 
 You can right click and drag a box to cover a group of units, ships in this case, which would then move in formation.
 
 It's hard to describe, but if anyone here has played AOE you should know what I am talking about.
 
 Not saying I would like that, I prefer Turn based myself. But it would be tolearable for the tactical combat part of it. It does get very messy when you have more than a dozen units or so. I would think fighters would have to be automated or you would have brain-freeze.
 
 [This message has been edited by geoschmo (edited 08 February 2001).]
 
				__________________I used to be somebody but now I am somebody else
 Who I'll be tomorrow is anybody's guess
 |  
	
		
	
	
	| 
			
			 
			
				February 8th, 2001, 02:29 AM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Dec 2000 
						Posts: 248
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Interview With Aaron Hall 
 Personally, the very best tactical combat game engines I've ever seen have been the ones that were turn based and used a fixed number of "action points" for each units round of tactical combat. Each action peformed took a specific number of a units' allocated points per round. As units got more experienced, they got more action points to spend per round. Using specific types of equipment also reduced or raised the number of action points you had to spend. The best examples of this that I can think of offhand are the classic games XCOM and both of the 'Fallout' series RPGs. I've often wondered why none of the 4x games ever adopted this approach. Seems it would have been a natural fit for the tactical combat (shrugs). 
				__________________The difference between genius and stupidity is that genius has its limits.
 |  
	
		
	
	
	| 
			
			 
			
				February 8th, 2001, 04:18 AM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Aug 2000 
						Posts: 1,246
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Interview With Aaron Hall 
 X-COM ruled man!  It was aweomse! 
				__________________When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
 |  
	
		
	
	
	| 
			
			 
			
				February 8th, 2001, 08:32 AM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Jan 2001 Location: Texas 
						Posts: 830
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Interview With Aaron Hall 
 The developers of the original XCOM are working on a new project. Check it out at:http://www.mythosgames.com/ |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |