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Post by baldielocks on Jul 15, 2013 18:02:39 GMT -5
Think the battle system from CK would be close ish to emulating some sort of positional strategy. With range limits for cannon, long cannon, grape shOt and chain shot.
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Post by Cory Trese on Jul 15, 2013 21:36:38 GMT -5
I really think that the AoP combat system we've been working on has a lot of potential.
Going to give it at least a year of effort before I call it off and we try something else.
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Post by baldielocks on Jul 15, 2013 22:03:29 GMT -5
It's the lack of maneuvering for position that gets me. Lack of dimensional combat space?
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Post by Cory Trese on Jul 15, 2013 22:07:23 GMT -5
It's the lack of maneuvering for position that gets me. Lack of dimensional combat space? I think it is a matter of getting the combat interface in AoP to help the player understand the simulated dimensional combat space. Directly representing, like CK, really isn't one of the goals in AoP and so much of the work has gone into the combat backend I'm certain we can make it work!
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Post by Cory Trese on Jul 15, 2013 22:24:53 GMT -5
But nothing is set in stone ... we're going to do what we do ... collect feedback, listen to every player, evolve the game and improve the FUN of playing it as much as possible!
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athios
Templar
[ Star Traders 2 Supporter ]
Posts: 1,611
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Post by athios on Jul 16, 2013 9:01:25 GMT -5
Oh hey Cory, just thought of something while reading this thread. You mentioned trying to give an impression as to the distance the ships are at while in combat... How about if you made the ship icons smaller when they are at long range (as if the "camera" or viewer needs to be further away to see the entire scene)? Then they become larger at close range (as the "camera" zooms in on the action). Oh, come to think of it, I think SM's Pirates! had a similar display as what I'm talking about.
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