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RE: Distant Worlds: Legends Characters

Posted: Wed Oct 26, 2011 7:27 pm
by Stormy Fairweather
I see it like this; Orbital defense bases (including spaceports) would be able to monitor and blast anything on the surface as anything on the face would be within range, and bases have shields that prevent matter or energy from penetrating. There would be no way to invade such a base while its shields are up, and there would be no way to control a planet when your troops on the ground could be blasted from space anytime anywhere. It wouldn't matter how many troops you have, if they are being destroyed from orbit they would have no means of retaliation, so there would be only one possible outcome.

It would be like trying to stop airstrikes with infantry, against aircraft that never even land.

Edit - Gramar is hard.

RE: Distant Worlds: Legends Characters

Posted: Wed Oct 26, 2011 7:49 pm
by WoodMan
Dunno, I assume the troop transport ships don't land and drop off the troops, I think of them as carrying thousands of troops who zoom down to the surface in small crafts (like a futuristic version of the normandy landings I guess) straight into the cities etc, it would be hard to target enemy troops in such built up areas.

Its the future and the planets have in some cases bigger populations than Earth today, so I like to think the homeworld would have more troops than exist on the whole of planet earth today, it makes sense.  So an army being dropped off big enough to beat them in the land battle would have to be huge, bigger than all the armed forces, land, air and sea that exist on planet earth today, hard to target them all from space while also fending off threats from other spacecraft.

I don't think of the troop units as infantry either, its Infantry, Tanks, Aircraft, Artillery and all manner of futuristic machines.

RE: Distant Worlds: Legends Characters

Posted: Wed Oct 26, 2011 8:31 pm
by Shark7
ORIGINAL: WoodMan

Dunno, I assume the troop transport ships don't land and drop off the troops, I think of them as carrying thousands of troops who zoom down to the surface in small crafts (like a futuristic version of the normandy landings I guess) straight into the cities etc, it would be hard to target enemy troops in such built up areas.

Its the future and the planets have in some cases bigger populations than Earth today, so I like to think the homeworld would have more troops than exist on the whole of planet earth today, it makes sense.  So an army being dropped off big enough to beat them in the land battle would have to be huge, bigger than all the armed forces, land, air and sea that exist on planet earth today, hard to target them all from space while also fending off threats from other spacecraft.

I don't think of the troop units as infantry either, its Infantry, Tanks, Aircraft, Artillery and all manner of futuristic machines.

Think Halo ODST. Or even think of the troopships as APAs, which in turn carry even smaller LCIs.

RE: Distant Worlds: Legends Characters

Posted: Wed Oct 26, 2011 9:15 pm
by Erik Rutins
ORIGINAL: Stormy Fairweather
I do not think dropping troops should be possible with defensive bases and/or star ports in orbit. I have played several games now, and this is the conclusion I arrived at. Is there any way to change this behavior directly, as apparently the expansion doesn't?

You have to defend both on the space and on the ground. If either area is weak, you're definitely taking a risk.

How many of the enemy troops reached the planet, based on their troop transport capacity? They should have lost some, or at least had those that landed severely damaged. That's in the current design, to represent the defensive bases shooting down the drop ships, etc.

Regards,

- Erik


RE: Distant Worlds: Legends Characters

Posted: Thu Oct 27, 2011 10:58 am
by Bingeling
As for injured troops.

I am no fan at all of spending much effort on ground combat. But what I do know is how I see it today. I watch the bars on the colony box, and compare bar length. And judge progress by the length of the list of units.

I have never, ever, studied the strength of the troops during battle and how it progresses this way. The only way I can think of for my own troops is going to troop list (that I almost never visit), and sort on location.

Even if not much effort is spent on this, some better feedback could be useful. Like a little battle window triggered by something on that detail window in the lower left corner (selected item). For each side start with: Total current strength. Strength lost up to this point. And a list of units involved and their strength. If open, you see all numbers update as the battle runs. Consider whether details of opposition strength is "secret" or not. Maybe it is early in the fight, and becomes more known as fight progresses.

If something like this exists, its need to be easier to find.

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 12:19 am
by tjhkkr
Question for Erik

Will there be characteristics on the characters that will make them harder to kill?

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 4:00 am
by feelotraveller
ORIGINAL: Data

Character assasination....I don't find it funny, I find it -10 funny [:)]

Speaking of which, what happened to Will? And where did you get that beard?

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 5:03 am
by Data
Since Igard made me the beard only he can tell. But he's not that romulan to rip it from Will....I suspect the son'a was more than happy to do that part [:D]

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 5:11 am
by ehsumrell1
ORIGINAL: Data

I suspect the son'a was more than happy to do that part [:D]

Had NOTHING to do with it! [:-]

Nope....it wasn't me! [8D]

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 11:12 am
by Merker
Any new features concerning PIRATES? I mean, they are a pretty BIG part of the game especially at the start, I would expect them to get a cool update. Like for example, why would they destroy freighters instead of commandeering them? When a pirate ship gets a freighter's shields down the freighter switches to the pirate ship and flies to its' base where it gets dismantled for resources and cash. And the pirates don't destroy your mining bases, they just cripple them/take down the shields and take all the cargo. Why would they destroy valuable property and risk being hunted. They only need the cargo. And if a pirate base is left alone long enough it should evolve to a pirate colony or expand in the neighboring systems, making pirates much more useful allies.

VOTE FOR THE PIRATES!!!!!!

*listens to applause, cheers and agreeing shouts*
Thank you, thank you very much..
*bows and disappears in a cloud of smoke*

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 11:22 am
by Data
LOOL, good lobby technique there master tactician [:)]

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 11:38 am
by HectorOfTroy
ORIGINAL: Merker

Any new features concerning PIRATES? I mean, they are a pretty BIG part of the game especially at the start, I would expect them to get a cool update. Like for example, why would they destroy freighters instead of commandeering them? When a pirate ship gets a freighter's shields down the freighter switches to the pirate ship and flies to its' base where it gets dismantled for resources and cash. And the pirates don't destroy your mining bases, they just cripple them/take down the shields and take all the cargo. Why would they destroy valuable property and risk being hunted. They only need the cargo. And if a pirate base is left alone long enough it should evolve to a pirate colony or expand in the neighboring systems, making pirates much more useful allies.

VOTE FOR THE PIRATES!!!!!!

*listens to applause, cheers and agreeing shouts*
Thank you, thank you very much..
*bows and disappears in a cloud of smoke*


Maybe if a pirate base is left long enough alone, then material that is obtained from hijacked freighters could be used to build a superbase (bigger, better armoured/shileded and with more powerful weapons) which could act as a colony.

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 12:25 pm
by tjhkkr
ORIGINAL: Merker

Any new features concerning PIRATES? I mean, they are a pretty BIG part of the game especially at the start, I would expect them to get a cool update. Like for example, why would they destroy freighters instead of commandeering them? When a pirate ship gets a freighter's shields down the freighter switches to the pirate ship and flies to its' base where it gets dismantled for resources and cash. And the pirates don't destroy your mining bases, they just cripple them/take down the shields and take all the cargo. Why would they destroy valuable property and risk being hunted. They only need the cargo. And if a pirate base is left alone long enough it should evolve to a pirate colony or expand in the neighboring systems, making pirates much more useful allies.

One of the things discussed, but I do not know if they implemented was asking if pirates could sack colonies for credits; that was definitely brought up. And that would make them a huge menace.

RE: Distant Worlds: Legends Characters

Posted: Fri Oct 28, 2011 3:57 pm
by ASHBERY76
ORIGINAL: tjhkkr
One of the things discussed, but I do not know if they implemented was asking if pirates could sack colonies for credits; that was definitely brought up. And that would make them a huge menace.[/color]

Yes they should act like actual pirates ala Blackbeard and not space game dumb pirates.

RE: Distant Worlds: Legends Characters

Posted: Sun Oct 30, 2011 1:35 pm
by Simulation01
ORIGINAL: Erik Rutins

ORIGINAL: Simulation01
I'm still curious about the new weapons and would REALLY like to SEE what's been done with that.
I know, I know....I can't be satisfied, but news about this game is like a Lays potato chip....you can't have just one![:D]

I'll post some details on the new weapons later this week. [8D]

Regards,

- Erik




Erik,

Where are those images of the new weapons systems you said you'd try and get to us this week?

RE: Distant Worlds: Legends Characters

Posted: Sun Oct 30, 2011 1:58 pm
by ASHBERY76
ORIGINAL: Simulation01
Erik,

Where are those images of the new weapons systems you said you'd try and get to us this week?

Erik time is not the same time as the rest of us.

RE: Distant Worlds: Legends Characters

Posted: Sun Oct 30, 2011 1:59 pm
by Erik Rutins
Sorry Simulation01, I meant to include those in the screenshot pack that went out and I simply forgot. Too much to do, not enough sleep, my apologies.

I'll post those today or tomorrow.

Regards,

- Erik

RE: Distant Worlds: Legends Characters

Posted: Sun Oct 30, 2011 2:14 pm
by nammafia
Erik and Elliot, thank you for a great game. Have we mentioned our appreciation enough? Of course, everything can get better over time and more money. I hope you are making good on your investment on this game.

RE: Distant Worlds: Legends Characters

Posted: Sun Oct 30, 2011 2:50 pm
by Simulation01
ORIGINAL: Erik Rutins

Sorry Simulation01, I meant to include those in the screenshot pack that went out and I simply forgot. Too much to do, not enough sleep, my apologies.

I'll post those today or tomorrow.

Regards,

- Erik


No worries. I look forward to seeing them.[:)]

RE: Distant Worlds: Legends Characters

Posted: Sun Oct 30, 2011 4:34 pm
by J HG T
Sweet! Can't wait to see some railguns and beamspam. Honestly, railguns and beamspam is all I need for weapons in SciFi. Well, plasma and missilespam are great too, but you got the point.