no... I have a wide and very complex arguement that I'm too damn lazy to bother with kid SEE THE WORLD FIRST, dont start talking about something that you PURPOSELY AVOID. I still see no arguments. I hope you find some.
Space Voyager
Tactics are the way that your ships fight and maneuver. It is things like what to attack (specifically), what formations to use, how to maneuver, and where to go. Strategy is the plan behind these movements. Is it a feint to draw his forces away? Is it an attempt to cripple his resource collection? Is it an assault designed to kill the MS? <br/
... come back once you've won a match of MP (not if you've gotten beaten, or lost by a huge margin) and surely you'll understand. I'm not taking time to explain to you something that you aren't going to believe anyway. You know you have no arguments. Stop trying to make a valid point without actually explaining it. You're just making an arse
but you haven't seen multiplayer, so your missing half of the game. you need to play it if you want to tell us whether or not the game has strategy Perhaps you could tell me how it does have more strategy in MP? Or are you satisfied by blaming my repulsion to MP for everything? Personally I can't imagine how a game can have more strategy
God forbid, that when developers create a whole universe, in which they feel has the potential to become a series of games, they make the story linear to keep consistency! Do you imagine TW series to only allow you to take one path - for instance the path of the history as it really happened? Oh, it would be consistent, but it would be a crappy g
As far as I knew, neither Homeworld 1 or 2 fights were over after one engagement. I guess I'm answering to both Inert and Schematic... No, HWs don't have a single fight, but neither do they have a strategy behind the battles. There is no empire building, all they have is a story. A LINEAR story. I like their story a lot, but that's all t
and as for an example? HW2. HW&HW2 are no strategy games. The only strategic element they have are the ships you build because they were transported into another battle. One fight does NOT equal strategy. In fact even games that require tactics are rare. In HW you actually have to (well, it pays off) create formations and such, so it has
I disagree although I do believe the biggest inhibitor of strategy in games currently is lack of scope and differentiation Ok, you're fully entitled to disagree. Care to share the example of an RT game that actually had strategy instead of tactics? As I said it could only be MoO3, but even MoO3 was quickly forgotten because of other prob
So far no real time game was successfull at creating enough time for it to be a strategy. Perhaps MoO3 was the closest but it had so many other problems that it just never came through... So Sins will more or less be the first one or so it is promised. We have yet to see. So until now - I'd say turn based. From Sins on... we'll see. EDIT; speaking from a personal viewpoint: I think the prospect of an epic real time empire building is something we are all looking for. I
Blair, from how you describe the surface infrastructures are simplified, reminds me of SotS's abstracted Terraforming/Infrastructure/Construction sliders... I wonder if they're in similar spirit... It isn't really similar. In SotS you set the sliders and decide which field you want to develop most/less/least. The main difference is that at some
SotS is a great game, but as every existing game it has it's downsides. 2D and oversimplified planetary management being two.
why were these not posted on gamespot and instead some of the most horrible least flattering screens are? True... Those at Gamespot are horrible. Bad commercial.
Is 10 months really that far off? HELL YEAH!
What do you mean "soon"? It's August 2007...
I'd just like to say that if the espionage was to be given an active role (actually doing something instead of simple info gathering) you need strong counter-espionage options as well. Otherwise espionage would be far too powerfull. That said, your spies could incite a revolt or just lower the happyness on a planet so that more people would join you in the informational war (invasion).
I agree. I also think it would be nice if the tech screen would give more info about the advantages it brings.
I've had an ally surrender to me while (both) being at war with a third party. Reading the posts above it seems as though it was a stroke of luck.
I think the first strike should have SOME bonus. Perhaps the 1. attack round of the defender should be reduced to 1/2 or 2/3 it's original strength...
FIVE TIMES?! Well, I didn't know it's that much better... And I guess it shouldn't be. But that's my opinion.
I think the planetary defenders should ALWAYS be a fleet. The AI throws so much resources into defending fleets (while a human player mostly constructs mobile fleets of interceptors) that it should at least have that advantage. And if the planetary infrastructure doesn't allow the coordination of troops you're very likely NOT in the space age at all. Anyway, planet defenders should always be fleets AT LEAST in the ammount allowed by the logistic.
I only have one AI line-of-thought comment. I've told it long ago already, but what the hell. Even when there are multiple strong civs and you are weak, everybody wants a piece of you. Right now I'm kinda weak and almost everybody declared war on me, although there are others much more threathening. What I would want to see is that when a civ has a serious contester it tries to USE your civ to help it destroy that contester. Declaring war on you and attacking you is usually
Chess programs are NOT able to make sacrifices. They are able to compare the situation to an already seen one and than act appropriately. Chess programs are the least intelligent ones, they are hard to beat simply becouse of the massive number of info on the former games of chess masters they have. I'm not certain about Deep-Blu though, failry sure about the normal chess programs. There are numerous ways of thinking, by the way. The AI opponent could be thinking that perhaps it's bett
I'd just like to say that if an empire would always surrender to you the game would be easyer.
IMO the defences aren't the way to win the war (especially since they only work on 1/3 occasions). What they ARE great for is giving you an edge in a particular war. So that your ships get better and better against a certain civilisation that developed such and such weapons. In this role they are definitely worth the price.
While I think the races are quite ok I dislike the fact that they all like the same planets. Ok, perhaps most planets are uninhabitable to all of them, but the inhabitable planets shouldn't be the same for all. Perhaps a level 17 planet for Yor should be a level 11 for Humans becouse of the difference between the races (breathing atmosphere etc.). What I'm saying is that the diversity between the races has little effect on the gameplay. You can play all races exactly the same althoug