aimless wrote:Shooting at icons isn't so much of a problem with an RTS game because you could have your pretty 3d ships and just say that they're an abstraction blown up hundreds of times their actual size to make things playable.
That's how the Starfleet Command games handle it. Visually it looks a lot like typical Star Trek combat, but the game make it rather clear that the distances are in tens of megametres, so while visually ships at a distance of 1 maybe seem to be within spitting range of each other, they're actually trading shots from 10,000 km away. Maximum firing range is just over one light second, but most combat is conducted at around 80,000 km. Space stations can blast ships from a million km away (lol spinal mounts), which can make assaulting them rather difficult. Being a Star Trek game, however, that's pretty much the
only aspect of the game that at all realistic.
Covenant wrote:In any game that accurately depicts any kind of kinetic weapon, ranges should be infinite, and accuracy would be the big issue. You'd need to stay moving at all times. Any game that depicts any kind of beam weapon with a shred of realism should also have extremely long ranges and nearly impossible-to-avoid blasts of laserlight. If you can imagine the biggest Homeworld map with all sides being able to relatively accurately fire upon each other from maximum distance, you begin to see the problem.
See above, you could have the ships out of scale with the combat ranges.
Stark wrote:If it had stayed weak ships with long-range weapons like in the first mission, it might have not sucked shit from my dog's anus.
Some guy made a combat generator for it, I like to set up fights between the early ships, that can be fun. Especially with the nukes, I can't believe Nexus is the only dammed game that has nuclear weapons make very large flashes in space (though they last too long, and should be white, not yellow).But yeah, Nexus is a pretty crappy game, the combat generator is only worth it if you already have the game.