The ships, battles and weapons thread
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skeeter
Klingon Honor Guard
Joined: 22 Apr 2005, 01:00 Posts: 1527 Location: UK
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| 19 Sep 2005, 13:32 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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you would almost have to put a program like armada into birth, might give our poor programmer a huge headache
Last edited by zahadoom on 25 Oct 2005, 16:27, edited 1 time in total.
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| 29 Sep 2005, 20:34 |
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tielee
Cadet
Joined: 28 Jun 2005, 01:00 Posts: 60
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| 16 Oct 2005, 03:09 |
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tielee
Cadet
Joined: 28 Jun 2005, 01:00 Posts: 60
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| 16 Oct 2005, 03:25 |
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CVN-65
Lieutenant Commander
Joined: 21 Jan 2005, 01:00 Posts: 652 Location: HRVATSKA
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| 16 Oct 2005, 11:32 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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So a Galaxy class ship with 1,014 crew could at the rate could end up with a colony of 168,000 people after 200 years...that's a lot of people, but in BOTF terms, that isn't even one population block! 8O
Still, if the numbers could be adjusted to avoid me and the other nerds nit-picking it to death...it might be a cool idea!
...
Tielee, i'd forgotten about that post I made. I didn't know you could remove the files like that without causing problems - thanks for the tip!
Of course, I know how to add files... 
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| 16 Oct 2005, 20:04 |
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CVN-65
Lieutenant Commander
Joined: 21 Jan 2005, 01:00 Posts: 652 Location: HRVATSKA
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| 16 Oct 2005, 20:13 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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| 16 Oct 2005, 20:17 |
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CVN-65
Lieutenant Commander
Joined: 21 Jan 2005, 01:00 Posts: 652 Location: HRVATSKA
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Calculus isn't exactly one of my stronger points either, but it really doesn't matter. That colony couldn't do squat of labour. Scr*w them. If they weren't smart enough to find/steal/produce a batch deuterium, then they ceurtainly aren't smart enough to survive on my prospective colony site
EDIT: Tik-tak tik-tak 
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| 16 Oct 2005, 20:29 |
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TrashMan
Ship Engineer
Joined: 09 Jun 2005, 01:00 Posts: 334 Location: On the bridge of the USS Apocalypse
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_________________ - Modeler and Modder
- Vision of Escaflowne and Tolkien fan
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| 16 Oct 2005, 22:42 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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| 16 Oct 2005, 23:46 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Um...<Thinking...thinking...>
Two ships battled in deep space, the surviving crew land on a planet and create a colony...
THAT'S how it relates to this thread... 
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| 17 Oct 2005, 13:38 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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| 17 Oct 2005, 15:15 |
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CVN-65
Lieutenant Commander
Joined: 21 Jan 2005, 01:00 Posts: 652 Location: HRVATSKA
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| 18 Oct 2005, 19:44 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I wasn't the one that posted that either... 
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| 19 Oct 2005, 12:55 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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| 25 Oct 2005, 16:32 |
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mburrell1979
Crewman
Joined: 23 Mar 2007, 01:00 Posts: 16 Location: Inman, SC
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| 25 Mar 2007, 22:16 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Uh...you do realise this thread hasn't been posted in for about 2 years, don't you mburrell?
Meh, don't worry about it. We like resurrecting old threads if new ideas come along. I'm not really sure what you're asking though.
We don't have any games with a working combat system yet - we're looking at an absolute minimum of a year before such systems can be considered.
However, Dafedz gave a LOT of thought to balancing and stuff in the past, and created a set of stats and a combat system which most of the games will be losely following. You can find the database
The database contains a lot more information than just combat though - minor races, structures, concepts...just lick on the links on the left of the page for the other info.
Some of the info (Such as some of the structure images etc) is a little outdated so take the information with a tiny pinch of salt. 
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| 26 Mar 2007, 15:37 |
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mburrell1979
Crewman
Joined: 23 Mar 2007, 01:00 Posts: 16 Location: Inman, SC
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I just got a reply for supremecy that it might be a bit for ship to ship combat. Just was one of my favorite parts of BoTF 1. It is looking really great!
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| 26 Mar 2007, 16:14 |
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mburrell1979
Crewman
Joined: 23 Mar 2007, 01:00 Posts: 16 Location: Inman, SC
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Just a thought to throw out there... i hated in BoTF 1 the lack of camera control durring combat, think that it might be possible to give a better camera placement system in newer versions? Not exactly sure how difficult that would be, as I said just a thougt.
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| 26 Mar 2007, 16:16 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Better camera control is definitely something I'm planning to implement. At the very least, I hope to have a sort of "free camera" control.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 26 Mar 2007, 16:17 |
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mburrell1979
Crewman
Joined: 23 Mar 2007, 01:00 Posts: 16 Location: Inman, SC
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thanx that would be great! The only other thing I have thought of is better targeting commands. i.e. in BOTF if you said to target "command class" it would target all command class no matter the strength. But if you had some good destroyer class ships going at 2 dreadnaught class and a few weak light crusiers, you really want to take the dreadnaughts out first. but your ships would fire at all of them, just slightly weakening the shields of the dreadnaughts. Just another thought.
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| 26 Mar 2007, 16:21 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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well in botf there was the single ship command which pretty much allowed you for targetting one particuliar ship out of the enemy's group as well.
might wanna try that out. 
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| 26 Mar 2007, 16:26 |
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mburrell1979
Crewman
Joined: 23 Mar 2007, 01:00 Posts: 16 Location: Inman, SC
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I do know about that but, it became a problem when it was to be a large fleet combat, some thing like 18 command class with 27 fast attack taking on 10 command, 20 fast attack, and 8 strike crusiers. trying to give each individual ship a command became a pain.
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| 26 Mar 2007, 16:28 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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yeah 
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| 26 Mar 2007, 16:35 |
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Cange
Crewman
Joined: 07 Oct 2006, 01:00 Posts: 39
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would be fun in there was a command to board enemy ship to capture them,also it would be better if ship would not blow in one attack,i dont know if you see what i mean but in the first klingon and romulan fleet were just too powerfull cause they had the first attack and usualy it was enought to destroy every ship in a single attack,
maybey it would be better to have it in real time,you know like a small Armada version,
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| 08 Nov 2007, 19:27 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Eek...old thread here, Cange! Some of the guys that have posted above aren't even on the forums anymore...  Capturing ships might be fun, but I seriously doubt it will make it into Supremacy. BOTF1 combat was about killing ships, not taking control of them. I imagine that a capture option would be dificult to implement and balance too. The combat is many months - if not years - away though, so we can worry about that later. As for the ships being too powerful, that's purely a balance issue. Obviously if you've got the entire Klingon fleet against a tiny little Oberth, then you're in trouble. But if a Sovereign is getting beaten by a single B'rel, then methinks the captain needs to be fired.  ...As for having the combat in real time, yes it would be cool, but again it wouldn't be like BOTF anymore. The game is turn-based afterall, and this allows for more strategy. Still, combat is a long ways off...be patient, we'll be able to discuss these things when we get closer to actually thinking about the combat system.
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| 09 Nov 2007, 02:12 |
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Fireball
Ensign
Joined: 18 Sep 2004, 01:00 Posts: 150 Location: Canada
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I think turn based would allow for more strategic combat. Boarding an enemy vessel is intriguing but how would you go about doing something like this when you've got 2 large oposing fleets? I suppose it could be done and is an interesting idea, dont know how difficult it would be to impliment though?
Keep the ideas coming guys!
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| 19 Dec 2007, 16:39 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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This isn't a tactical space combat game, it's a turn-based strategy game that happens to have a tactical combat component. It's not sensible to try to make the combat engine into SFC. First, you'll often have so many ships that micro-managing at that level would take a lot of time that could be spent playing the strategic part of the game. Secondly, other players who aren't engaged in combat might be sitting and staring at their screen while you're having fun fuxing around with your transporters  . That said, I'm still open to ideas about weapons and such.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 19 Dec 2007, 17:31 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Boooo  The problem with the turn-based strategy element for combat is that there rarely ever is any actual 'Strategy', just click and wait, click and wait, while the AI does something god awful and that nice fleet of your gets vaporized  , well thats how BOTF worked anyway  . Regards Wolfe
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| 19 Dec 2007, 19:07 |
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