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April 24th, 2005, 12:50 AM
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Re: Realtime or turnbased tactical combat?
I heard the same from the MOOIII developers about their real time combat system and for three years I waited only to see the game die in three weeks. I am very disappointed I thought I had finally found a 4X game to take up where MOOII left off. I will not buy a real time game.
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April 24th, 2005, 01:08 AM
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Re: Realtime or turnbased tactical combat?
MoO3 was a disaster, I'll grant you that, but I very much doubt the same thing will happen to SEV. MoO3 wasn't even developed by the same company as MoO1 and 2, much less the same people, and went through many major design changes. It also suffered from a lack of dedication to making a truly good game in the face of pressure to get it out the door quickly so the publisher could make money. SEV is being developed by exactly the same person who made all the previous Space Empires games, is not going through frequent radical revisions to the basic design, and Aaron has a history of delaying release to make the game better and then sticking around and improving it for years afterwards. Even right now, the beta test has started and quite a number of the beta testers are forum regulars who have expressed some concern over the issue in the past. If the consensus is that the realtime combat engine sucks, you can depend on it that Aaron will keep working on it and improving it, taking suggestions from every fan who cares to give one, until it's great. You should at the very least give the demo a try when it comes out.
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April 24th, 2005, 01:10 AM
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Re: Realtime or turnbased tactical combat?
I don't understand why game companies don't get it. The exploration, the Tec research the building up of the planets are all for one purpose....combat. It is all just to get you into comabt with the ships you've designed. It is the tactical turnbased combat that made MOOII and for me SEIV must have games. I don't want the AI making any decisions for me. I'd play MOOIII (if it can still be found in the dust bin) if I wanted that. I'm sorry to come off so hard but I am very dissapoined. There is a reason everyone holds MOOII up are a measuring stick. Think of that, a 10 year old game that is still considered the best game yet.
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Pressure, it makes diamonds and it makes dust. Do you sparkle in the sunshine, or just blow away with the wind?
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April 24th, 2005, 01:14 AM
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Re: Realtime or turnbased tactical combat?
I will be willing to try the Demo. After all Bauler's (Spelling?)Gate, had a semi-realtime and it was a great game.
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Pressure, it makes diamonds and it makes dust. Do you sparkle in the sunshine, or just blow away with the wind?
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April 24th, 2005, 04:11 AM
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Re: Realtime or turnbased tactical combat?
Realtime combat is good. Remember it isn't a real time strategy game. There will be no real time resource management or build queues or anything like that, just straight up combat. Say you have a small skirmish with just a few ships each side, maybe you can speed up the time. Big huge fleet battle? Slow it down a bit. Alot of RTS games have that sort of option.
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April 24th, 2005, 10:22 AM
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Re: Realtime or turnbased tactical combat?
Quote:
Stregone said:
Realtime combat is good. Remember it isn't a real time strategy game. There will be no real time resource management or build queues or anything like that, just straight up combat. Say you have a small skirmish with just a few ships each side, maybe you can speed up the time. Big huge fleet battle? Slow it down a bit. Alot of RTS games have that sort of option.
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That will not do it for me. Name me one 4X game with real-time combat that is still talked about let alone still on the market. Ask your self why games like SEIV and Galactic Civilization have a following. Many of the players are die-hard MOO II fans that love turn base combat. I'm sorry but I very seriously doubt I'll be buying SEV. Out of respect for the developers and beta testes I will not post on this again. I've worked on a lot of games and I know how much blood sweet and tears goes into making a game.
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Pressure, it makes diamonds and it makes dust. Do you sparkle in the sunshine, or just blow away with the wind?
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April 24th, 2005, 01:27 PM
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Re: Realtime or turnbased tactical combat?
Quote:
Kid said:
Name me one 4X game with real-time combat that is still talked about let alone still on the market. Ask your self why games like SEIV and Galactic Civilization has a following. Many of the players are die-hard MOO II fans that love turn base combat.
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I'm sorry, but you really can't compare SEIV combat to Galactic Civilizations combat. GalCiv combat was, quite frankly, primitive. SEIV had a much greater deal of control, and had far fewer things hidden from the player. No comparison, really.
Some advice: You have said you probably won't be buying SEV, simply because of the change in the way combat is dealt with. Why judge so fast? There's really no reason at this stage for you to believe it will be horrible. I'd suggest at least waiting until the demo comes out, download it, run a few combats, then judge. But please, don't be so negative just because some other games haven't managed to do a good job.
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Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".
Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.
Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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April 26th, 2005, 08:31 PM
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Re: Realtime or turnbased tactical combat?
Quote:
Kid said:
That will not do it for me. Name me one 4X game with real-time combat that is still talked about let alone still on the market. Ask your self why games like SEIV and Galactic Civilization have a following. Many of the players are die-hard MOO II fans that love turn base combat. I'm sorry but I very seriously doubt I'll be buying SEV. Out of respect for the developers and beta testes I will not post on this again. I've worked on a lot of games and I know how much blood sweet and tears goes into making a game.
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I just would like to add that although I love Turn-based 4x games too, there is one Realtime game out their that uses Real Time combat AND is still quite popular even today. Sierra's Strategy game "Homeworld".
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I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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April 27th, 2005, 07:06 PM
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Re: Realtime or turnbased tactical combat?
I might add for real time combat, since more of the games time units pass in a real time situation. The putting in of weapons that would take too many turns to scale out properly (such as extremely low power, rapid fire weapons).
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April 29th, 2005, 12:00 AM
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Major
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Re: Realtime or turnbased tactical combat?
Quote:
Kid said:
I will be willing to try the Demo. After all Bauler's (Spelling?)Gate, had a semi-realtime and it was a great game.
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Baldur's Gate is perhaps one of the greatest games of all time.
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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.
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