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#11 | |||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
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![]() Thanks for the welcome, guys!
Let me get to some of your questions right away and always feel free to ask more. Quote:
SOTS has turn based strategic play which means all players simultaneous maintain their empire, adjust planet settings, build ships, research and move fleets. When you are happy with what you have done, you hit end turn. Your efforts are then beamed to the server (the player who started the game) and the game arranges all that data together. If the fleet of any 2 (or more) hostile empires is in the same system or has a deep space intercept encounter, then the system notifies the involved players that real time combat is about to begin and you have a choice of fighting it out yourself or leaving it up to the AI. Combat is fully 3-D though we have tightened movement down to a 2-D plain (though ships will leave the plain briefly to manouver over and under each other). This will be familiar to anyone who has played our critically acclaimed but very obscure The games arranges for as many simultaneous battles as possible to reduce down time for non-fighting players. ie.- If players 1 and 3 have a battle and 2 and 4 also have a battle, they are played out at the same time. THough if player 1 also has a battle with player 2 it will have to wait till his first fight is resolved. Players NOT involved in combat still have access to their empire for planning and can also spy on combat providing they have the right tech. Quote:
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Great talking to you guys, --MEC |
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#12 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
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![]() Wow! Great news, thank you for your answers!
Glad to hear about the pixel shaders. :-) I will buy this game. Two more questions 1) Is it possible to have fleets with several hundrend ships or are the numbers lower? I don't mind either way (though yes I would prefer the larger number 2) My guess is the answer to this one will be no (as it reasonably should) but I will ask anyhow. In cases (if any) of very different civlizations, is there a chance of having also very different weapons? Meaning not just different attack numbers but also different type of attacks, beyond perhaps the beam/laser missiles/rockets combo? Your choices for the game intrigue me very much. The idea of limiting the time of the battle encounter is a very nice touch IMO, I would love to see how it works. Also the idea of having the feeling of being an emperor etc is a GREAT change IMO. Good, good move. |
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#13 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
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![]() Great! We love questions down here at the hell-kennel
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I have been border tussling with another Tarka player for a couple dozen turns. Fending off some of his small raider fleets. Generally using a class of cheap torpedo destroyers (cheap cause I use old engine tech for them since I dont intend to send them off...just defend planets) combined with my sattelites to make his trip in from his spawn point to weapons range of my planet very painful. I find a couple of his frontier worlds and decide to hit back hard. Assuming he has realized how well my defences work I assume I am going to be facing the same trick. So I design a class of point defence cruisers to shoot down missiles and torps and then a in close knife fighting pair of cruisers and destroyer designs with high speed engines becuase I plan on closing in fast and chew him hard up close and personal with mass drivers and energy cannons. I head on in with a medium sized fleet...I leave my command ship in the back of the battle and head on in. Check sensors display and yep sure enough here comes the flight of destroyers and they spit out torps at me and hold position. I switch back to reality view, set up flanking point defence cruisers to break up the missiles and torps and then dive on in...when my first cruiser explodes for no apparent reason just as it enters driver range...I mutter "wtf?" and check sensors again. Only to discover the ships around his torpedo group are NOT the escorts I thought but bloody minelayers... Whackiness ensues. I get beaten up badly, retreat. I come back mutter "fine, you lil bugger. I have better torps AND better missile warheads...you stand in your lil cloud of mines and I will just pulp you from a distance". The second battle of Korasek II takes place 3 turns later but when I switch to sensors to target my ranged stuff, I realize the sneaky bugger has built a destroyer with a sensor jammer and I can't see his torpedo boats and minelayers on sensor manager and therefore can't target them till I am in visual distance...Luckily I had designed a heavy PD ship that used PD drivers instead of the lighter damage but more accurate PD lasers and was able to do a lil close in minesweeping while I hunted that jammer. I also began to research shields in a hurry. Does this help give you an idea of the relationships between weapons, designs, tech and real time combat that we have been aiming for? |
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#14 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
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![]() Yes it does help, thanks!
The way you described the battle reminded me a bit of Harpoon and Fleet Command, that is a good thing. :-) Some more questions perhaps? :bleh: 1) Are battles with more than two fleets possible? You and an ally against a third or third and fourth enemy? If yes, is it possible to have on of the two fleets in reserve so that it surprises the enemy? The last question also in 1vs1 fleets engagements. You said that the amount of ships you can control at any one time depends on your command abilities, can you choose to have even less number of ships against the enemy and have the bulk of your fleet on standby? 2)Are fighters like say in the Star Wars world, or is it more like the Star Trek where you do not have fighters per se? 3)Can you give order to ram a ship? 4) I was going to ask if you can order a ship of yours to get between another and an enemy ship (if for example it is heavily damaged and you want to protected even if it means sucrificing the other one), but if the battles are more like a RTS then I guess the answer is maybe. 5) Can you have recon/spy ships to send on their own to recon? 6)How is the diplomacy in the game? Also, are there things like borders? 7)How is the system/planet buld system in the game? Are there limitations for what you can build on a planet? 8)Is there a system where you (or the enemy) can acquire territory and/or ships without actual war? Also, is it possible to capture enemy ships? 9)Is it possible to give a general battle order to your fleet before the engagement so that you will not have to micromanage during the battle if you do not want to? I don't want to pressure you too much, so I better end this now |
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#15 | ||
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![]() Sounds like a really good game in the making
You already mentioned sattelites. Will there be (other?) orbital facilities in the game? And I'm interested in the Hiver propulsion technology. From your site: Quote:
Or does it mean they first have to arrive to that other system, then build a gate there, and then being able to instantly teleport there? And anyway, how does this work with alien systems? Is it possible to set up and guard a gate in a hostile system, for example?
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#16 | ||||||||||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
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![]() And more answers...
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and an answer for Doubler in return for his supportive comment Quote:
In fact I am playing Hiver in today's 8 player playtest |
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#17 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: Medina, United States
Posts: 978
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#18 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2005
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![]() Mecron once again thank you for your answers. If you want some more beta testers count me in
I have only one minor question now, perhaps I will have more later. Are there any customization options 1) To create your own race 2) To change "colours" to your ships or any other cosmetic change? For example you might want your ships to be white in colour (I wouldn't, but) Yes that wasn't just one question. :bleh: Appreciated that you come here (not your "home" forum" and post replies to our questions. |
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#19 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
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Posts: 54
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No real confusion, Borodin. It is a reference to how some games in the genre have become bogged down in detail and number crunching. I did not say "the rest" in any way shape or form and it was not meant as a blanket statement on the entire genre. On the other hand, I can easily defend the point that games like the former king, MOO, have fallen on hard times of late because of too much attention to detail that adds very little to the gameplay experience. IMHO of course. My computer 4X experience goes back to the C64 and boardgame 4X much further than that so you will have to excuse me if I engage in a little shorthand while making a point. I suppose "spreadsheet in disguise" gives away my roots as a reviewer back in the 90's. :bye: |
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#20 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
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Posts: 54
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![]() Ef, no problem, wherever you find a question about SOTS, I will be there! ta-daa! :Brain:
TO answer your 2 part question Yes, you can pick a player color and it shows up on your icons and lables in the strat game and as a base hull panel color in combat. The colors are limited to 8 specific ones though as you REALLY don't want to play a 8 player game with 7 people who really like various shades of blue. As for alien race customization, we went against this for a couple reasons. 1) It has just become standard feature throughout the genre and it really didn't excite us too much. and 2) We have always prefered games where the aliens have very strong characters, play-styles and motiffs. Swapping their characteristics just seems to make them feel generic and not much more than art skins to us. I suppose we would rather have you hate the Liir and swear never to play them in a game that not really know or care about them in anyway except as art. |
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