What is the feel?

Armada 2526 continues the great tradition of space opera games. You guide your race from its first interstellar journeys, until it becomes a mighty galactic empire. Along the way, you'll explore the galaxy, conduct research, diplomacy and trade, found new colonies, maneuver mighty star fleets, and fight epic battles.

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Aroddo
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RE: What is the feel?

Post by Aroddo »

ORIGINAL: Ande

so it can be difficult to attack a enemy planet, that is very good. But are there any alternatives to attack? traderoutes and such, not to destroy your enemy but to wear him down?

Oh, definetly.
All too often it happened that I was undistputed military ruler in my sector only to find out that I became a giant on clay feet who marched into the wetlands.
My inexperience was mostly to blame for that, but there are ways to force exactly that undesirable result on your enemies.
Tom_Holsinger
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RE: What is the feel?

Post by Tom_Holsinger »

Comments like this (Sean's are also examples) indicate there is considerable strategic complexity in Armada 2526.
ORIGINAL: Aroddo

ORIGINAL: Ande

so it can be difficult to attack a enemy planet, that is very good. But are there any alternatives to attack? traderoutes and such, not to destroy your enemy but to wear him down?

Oh, definetly.
All too often it happened that I was undistputed military ruler in my sector only to find out that I became a giant on clay feet who marched into the wetlands.
My inexperience was mostly to blame for that, but there are ways to force exactly that undesirable result on your enemies.
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scotten_usa
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RE: What is the feel?

Post by scotten_usa »

This game feels like a cross between Leisure Suit Larry, Myst, COW: Modern Warfare 2 and Candyland.  I can't wait!  [8D]
Iceman
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RE: What is the feel?

Post by Iceman »

ORIGINAL: Aroddo
A fellow beta tester plays exactly the other way around, playing long loooong games (probably in the hope of causing a buffer overflow by building too many ships or earning too much cash ;)). He assures me he was fun, too, with his build-wait-trade-kill approach.

Of course, that same tester said that in the largest map size you can spend 200 to 400 turns playing and expanding without EVER even coming into contact with another species.
[:D]
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Aroddo
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RE: What is the feel?

Post by Aroddo »

ORIGINAL: GShock

Can I say something? Why doesn't one of the betas publish an after action report ? That's the best way to show what the game is... 

because the NDA is officially still in effect.
And while some after action reports are already ready to post, they are mostly from early betas and wouldn't reflect how the game plays now since there were a few gameplay changes implemented during the beta.

Although, if Ntronium says it's ok, then I'll post some old empire stories.
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Aroddo
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RE: What is the feel?

Post by Aroddo »

Since Bob talked about it in his interview (the relevant portion is at 16:00 minutes), I think it's allowed to offer this little tidbit:

A unique feature of 2526 is the colony management. Instead of each colony having only a single production queue (like in MoO2), the amount of production buildings controls the amount of production queues.
So, if you want to build a mega-industrialized shipyard system which churns out several ships per turn, you can do so.

It's a strategic and economic decision if you want to do so.
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AminMaalouf
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RE: What is the feel?

Post by AminMaalouf »

ORIGINAL: Aroddo

A unique feature of 2526 is the colony management. Instead of each colony having only a single production queue (like in MoO2), the amount of production buildings controls the amount of production queues.
So, if you want to build a mega-industrialized shipyard system which churns out several ships per turn, you can do so.
As he has said in the interview you can feel the handwriting of games where he was around (tw in that case probably because of the multislots). What I ask me is, if you need exactely one building per ship type or if the combination of specific buildings creates a certain kind of output? Soon we're gonna know that.
Iceman
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RE: What is the feel?

Post by Iceman »

One shipyard builds one ship (or 2 in one specific case). Like one industry building builds one structure.
Tom_Holsinger
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RE: What is the feel?

Post by Tom_Holsinger »

Space Empires allows multiple ships to be constructed at any location, based on the number of space yards there. Your home planet starts with one space yard, and its first build is almost always another space yard, etc.
Iceman
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RE: What is the feel?

Post by Iceman »

ORIGINAL: Tom_Holsinger

Space Empires allows multiple ships to be constructed at any location, based on the number of space yards there.

Which is also the case of Armada, like it has already been mentioned.
While there isn't a "soft"coded limit on the number of shipyards per colony, it seems to be hardcoded to 7. You can still limit it to anything <7 by editing the files though, if that's your wish. A lot of stuff is editable. And more is going to be if the game is successful enough, and Bob releases some patches.
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