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 Post subject: How will the combat?
PostPosted: Sun 9. Sep 2012, 16:31 
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Joined: Sun 9. Sep 2012, 16:22
Posts: 3
Hi,im new here and i dont know english,so forgive google translator
How will the combat between 2 spaceships?(combat with cannons,at long range,not marines assaults), i cant imagine how it will work, can you make a short sumary?
Is there any approximate Release date?


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 Post subject: Re: How will the combat?
PostPosted: Sun 9. Sep 2012, 18:41 
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Joined: Thu 2. Aug 2012, 12:10
Posts: 389
Ship to Ship Combat isnĀ“t fixed yet, I am open for new ideas. I think it could work a bit like in FTL (http://www.ftlgame.com/), only more detailed - and better of course :lol:
I cant determine a release date yet, sorry.


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 Post subject: Re: How will the combat?
PostPosted: Sun 9. Sep 2012, 18:59 
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Joined: Sun 9. Sep 2012, 16:22
Posts: 3
Good!,i like FTL.
Are you planning to translate the game into spanish?,you should do it, and i can help if you want.


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 Post subject: Re: How will the combat?
PostPosted: Sun 9. Sep 2012, 22:23 
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Joined: Fri 7. Sep 2012, 15:13
Posts: 31
And what about 2 or more stages?

Long range: missile duels and counter missile and PD minigame from CIC perspective, it can looks like old xcom intercept mini game with much more options, or someting like janes fleet comand, when aegis cruiser defending fleet agaist kitchens.

mid range: engage with canons and lasers, disable engine and take out Point defences

close range: boarding:) like in teaser.


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 Post subject: Re: How will the combat?
PostPosted: Mon 24. Sep 2012, 14:48 
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Joined: Mon 24. Sep 2012, 13:50
Posts: 13
I think the FLT route would be the best. However, the player could become quickly overwhelmed if:

1:) You're engaged in ranged combat with an enemy ship when
2:) you launch a boarding party whom you have to control, while
3:) They also have launched a boarding party, whom you have to defend against.

If we're talking about more detail than FLT, the "stages" of combat isn't too bad an idea, so long as it's not too rigidly enforced (see the BS combat in Endless space). So make the movement between stages fluid. For example, missiles / torpedoes work from ranges of thousands of Km's, Cannon works from ranges of hundreds of Km's and some sort of point defence for <10Km's. (Keep range above the windowed graphic above their ship), and allows the player to issue broad to the Bridge (Move in to close range, keep distance, Flee, et cetra).

Also, make shuttles / capture craft have only a range of a few KM's meaning that you'd pretty much have to have disarmed a ship before getting that close. (Unless you pulled a sneaky and boarded with stealthy shuttles or something).

Just a couple of thoughts. I'm quite excited about this game, and am really hoping to see what you've managed to create.


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