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  #31  
Old March 28th, 2006, 02:16 PM
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Default Re: Combat in SEV

Malfador has never claimed SE5 to have a 3D grid, just 3D rendering.
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  #32  
Old March 28th, 2006, 04:47 PM
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Default Re: Combat in SEV

With regard to weapons on opposite sides of the ship, you could get the same effect as 3D rotation by just allowing all weapons to engage at once, regardless of facing.
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  #33  
Old March 28th, 2006, 08:38 PM
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Default Re: Combat in SEV

Homeworld and Homeworld2 both have 3d combat. Neither of them got as far in the market as many other RTS's. Many people just can't handle 3d combat.
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  #34  
Old March 29th, 2006, 01:04 AM
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Default Re: Combat in SEV

Trying to handle a 3D UI with frantic combat going on and controlling heaps of ships at the same time is pretty tough. Homeworld does about as good a job as I've seen, but it's still way too frantic for me, and of course it has all the RTS bull**** of researching and resource gathering and building new ships all at the same time as combat is going on, as if the constant action spread all over 3D space were not enough. Anathema to me. Good tactical 3D is I think possible in theory, but a whole lot more work just to tell WTF is going on, for developers, for the AI, for players... so I think 2D is a very respectable decision.
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  #35  
Old March 30th, 2006, 09:27 AM
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Default Re: Combat in SEV

Quote:
BBegemott said:
...I think rotating along its own axis is much more cost efficient rather than making a big circle.
For this reason a new type of engines could be introduced- that provide rotating speed...
Never heard of the pilots saying: "A sitting duck is a dead duck."
It's best to be on the move, that way you're more difficult to hit. Go ahead and try it with a helicopter in any given flight sim.
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  #36  
Old March 30th, 2006, 04:40 PM
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Default Re: Combat in SEV

I was wondering how range is calculated, and the size of the combat area in SEV? I was going over some material for my SFB mod, and was wondering if SEV uses some arbitrary LOS measurement (KM?, AU?) or if its still based on squares or hexes. Also the size of the combat area would affect the maximum range that we could apply to weapons, and the effects of movement of the ships. Especially if the retreat option is included.

Kana
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  #37  
Old March 30th, 2006, 04:50 PM
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Default Re: Combat in SEV

Supposedly the combat area is infinite, combat is Starfury style with floating-point distances, and there is retreat, so presumably ships need to reach a certain distance from all enemies to retreat, or issue a "warp out" order which takes some time to execute (ala MOO2)...
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  #38  
Old March 31st, 2006, 05:01 AM
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Default Re: Combat in SEV

Quote:
Ed Kolis said:
Supposedly the combat area is infinite, combat is Starfury style with floating-point distances, and there is retreat, so presumably ships need to reach a certain distance from all enemies to retreat, or issue a "warp out" order which takes some time to execute (ala MOO2)...
An infinte area sounds a bit big...but the retreat option being a certain distance out of direct combat contact is a very good idea, and 'realistic' enough to fit with many forms of sci-fi combat genres...Yet again I can't wait till SEV comes out...
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