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Thread: Combat Revisions

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  1. #11
    Quote Originally Posted by SG7 View Post
    I just think loudly. There are many games where combat is vital and it works well. Rules are transparent and no one complains. One example of such games is CIV III, CIV IV.
    These rules can be easily transplanted to EoE.
    1.Is there really a need to come up with complex and sophisticated new rules?
    2.Is anything wrong with combat in existing games?
    3.I am curious why one of the existing battle schemes from popular games was not implemented.
    Combat in Civ takes up hundreds of thousands of lines of code and was developed by a huge dev team.

    Zarksoft is a very small team and they are trying to improve the game based on our feedback, just saying "do what someone else did" is not helpful unless you are gong to provide some examples of how it can be implemented here.


    As for what we can do to improve the system, I like atk speed mainly because it adds a different variable that can be used to differentiate the ships. Also I think random assignment is a bad idea as it makes it very easy to exploit the system such as the previously mentioned probe spam tactic.

    One way to do it would be for Ships to target ships of the same class first, then the largest ship/target, then orbitals, then planets.

    This prevents using worthless units to make larger ones invincible but still provides value for having escorts and makes atk speed a useful stat. Thus having escorts protects your capital ships from being swarmed by smaller ships. Which is exactly the role such ships play in actual warfare.

    I like the idea of giving players a reason to have a mixture of ships as opposed to just building fleets of 200+ Dreads. but i definitely dont want to see fleets with 500 probes wandering around.
    Last edited by Troy McCauley; 06-05-2012 at 01:44 PM.

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