Dont forget off map support.
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How would you do a good space fleet combat game?
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Re: How would you do a good space fleet combat game?
I wouldn't mind seeing a Warhammer 40k "realistic" (read: 3d space and full-weapons range) game, really just to see several miles of space cathedral spew atomic death into other absurdly baroque voidcraft for a few hours at a time. 40k could actually make a pretty good setting for that sort of game, because in system maneuvering takes a while, but not forever like in a hard sci-fi setting or instantly like in Star Wars-type settings, while FTL is a crapshoot. Basically, I see a TW style sector map where you plot the campaign, request and refit ships at the Navy bases, and so forth, and then an infinitely scaling, real-time (with time-speeding options) solar systems where you can battle and move freely. Planning a move would be a long-term gamble, and you are pretty much committed when you arrive.
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Think about it.
Cruising low in my N-1 blasting phat beats,
showin' off my chrome on them Coruscant streets
Got my 'saber on my belt and my gat by side,
this here yellow plane makes for a sick ride
Think about it.
Cruising low in my N-1 blasting phat beats,
showin' off my chrome on them Coruscant streets
Got my 'saber on my belt and my gat by side,
this here yellow plane makes for a sick ride