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RE: Distant Worlds: Shadows
Posted: Fri Nov 30, 2012 9:39 pm
by Shuul
ORIGINAL: Kayoz
Am I missing something?
Creating a new class will give us the possibility to tell AI how to use this ship and how to fit/design it. Its not about players (maybe just for comfort), its for AI.
RE: Distant Worlds: Shadows
Posted: Sat Dec 01, 2012 12:39 am
by Kayoz
ORIGINAL: Shuul
Creating a new class will give us the possibility to tell AI how to use this ship and how to fit/design it. Its not about players (maybe just for comfort), its for AI.
Aah, good point - hadn't thought of that!
RE: Distant Worlds: Shadows
Posted: Sat Dec 01, 2012 1:56 am
by MartialDoctor
ORIGINAL: OJsDad
Also, are we ever going to see fleet formations so battles are not such a furball?
+1
I really would like to see such a feature as well.
RE: Distant Worlds: Shadows
Posted: Sat Dec 01, 2012 3:15 am
by tjhkkr
ORIGINAL: Darkspire
ORIGINAL: tjhkkr
Here is a question for Erik... any new ship types?
Didnt think there were ship types in DW? There design classes, each design has an AI role assigned to it?
Would be better that if we could
add a design class and with a second drop down list assign one of the AI roles to that class, for example, adding heavy escort and then assigning the escort AI role to that new design class.
Darkspire
One of the last go arounds, dedicated carriers were added to the list of ship types.
So, I was just curious if there would be others...

RE: Distant Worlds: Shadows
Posted: Sat Dec 01, 2012 7:54 am
by Gareth_Bryne
Kayoz, Shuul:
Yes, for the sake of AI it should be similar to Resupply Ships, Carriers and Troop Transports. In essence, the Interdictor must be based on a Cruiser primary design, but have the Interdiction Device, which might branch away from Capital\Spacesport Hyperjammers, a huge power reserve, no armor (field interference) and limited shields. A glass vase if you will, with default orders to sit back and relax, and NOT run away, unless the shields are almost down
RE: Distant Worlds: Shadows
Posted: Sun Dec 02, 2012 3:13 pm
by Igard
I'm liking this talk of a new "Interdictor" class.
Also of formations. Right now, we have the "Zerg" formation. It's not the best.
+1 of both these points.
RE: Distant Worlds: Shadows
Posted: Mon Dec 03, 2012 10:54 am
by Beag
ORIGINAL: MartialDoctor
ORIGINAL: OJsDad
Also, are we ever going to see fleet formations so battles are not such a furball?
+1
I really would like to see such a feature as well.
I think we all do but wanting and implementing it aren´t quite the same. The problem is simple, how to handle range? With rigid formations, there ought to be ships out of range while the blob chews the other fleet piece by piece.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 12:58 am
by OJsDad
ORIGINAL: Beag
ORIGINAL: MartialDoctor
ORIGINAL: OJsDad
Also, are we ever going to see fleet formations so battles are not such a furball?
+1
I really would like to see such a feature as well.
I think we all do but wanting and implementing it aren´t quite the same. The problem is simple, how to handle range? With rigid formations, there ought to be ships out of range while the blob chews the other fleet piece by piece.
Are you talking about weapons range in battle. Not sure I understand why it would be a problem, as there are weapon ranges now.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 1:44 am
by Cruis.In
ships just seem to all furball in. warp on top and blam blam blam.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 4:22 am
by Haree78
ORIGINAL: OJsDad
Are you talking about weapons range in battle. Not sure I understand why it would be a problem, as there are weapon ranges now.
Do you not see how fleet formations in combat in Distant Worlds would be a problem?
Formations are meant to make a fighting unit more effective. How can it be effective for units to rigidly keep themselves out of range to stay in formation, to make the enemy concentrate on one of your ships at a time because he is the one that is in range to all of them first?
What happens to the formation when someone needs to flee?
Formations would add nothing to the game. They may look pretty when they are patrolling or something but in combat they would look stupid and I would be tearing my hair out at ships not shooting back to stay in formation.
Take a unit maintaining a formation in Distant Worlds against a unit free of formation with each side doing the same amount of focus fire and the unit without formation would win. They get more focus fire all of the time and all ships keep themselves in optimal range.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 6:19 am
by Bingeling
As Haree says. The ship sizes in this game are giant compared to ship ranges. Anything more than a 2 ship fleet would end up in situations where only one ship can fire unless the enemy is friendly enough to move in between them.
The main problem in some situations is how to get them to furball enough...
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 10:15 am
by Beag
Yeah, through I hope to see a more tactical game, the current model simply doesn´t allow it. It will be something for DW 2 (which I hope will have turn based strategy and real time battles - by not having to bother with planets while you fight, it would finally allow for a decent and separate tactical mode).
And before anyone says "but how would those thousands of little fights versus pirate escorts etc be handled?" the answer is very simple - auto-resolve. Just like in Total War.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 4:58 pm
by Ralzakark
ORIGINAL: Bingeling
As Haree says. The ship sizes in this game are giant compared to ship ranges. Anything more than a 2 ship fleet would end up in situations where only one ship can fire unless the enemy is friendly enough to move in between them.
I've never thought that the ship images had any significance, being just for display, and that each ship is represented by a point which sends and receives fire. I don't think a friendly ship blocks fire in any way.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 5:22 pm
by ASHBERY76
I would like to see an option for fleets to arrive at a destination at the same time.The fleets ships arriving in dribs and drabs can ruin plans.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 5:30 pm
by Gareth_Bryne
That, sir, would require a separate military research branch or an admiral ability. Read David Weber's "'onor 'arrington" series for information on space fleet battle coordination problems. Besides, fleet arrival is usually pretty close together already.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 5:46 pm
by ASHBERY76
ORIGINAL: Gareth_Bryne
That, sir, would require a separate military research branch or an admiral ability. Read David Weber's "'onor 'arrington" series for information on space fleet battle coordination problems. Besides, fleet arrival is usually pretty close together already.
David Weber's overated sci fi book series is basically napoleonic war era ships in space so not a good example,and gameplay.
Advanced ships you acquire during the game will arrive way ahead and becomes annoying to micro managing them to make some parity.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 6:05 pm
by Bingeling
ORIGINAL: Ralzakark
ORIGINAL: Bingeling
As Haree says. The ship sizes in this game are giant compared to ship ranges. Anything more than a 2 ship fleet would end up in situations where only one ship can fire unless the enemy is friendly enough to move in between them.
I've never thought that the ship images had any significance, being just for display, and that each ship is represented by a point which sends and receives fire. I don't think a friendly ship blocks fire in any way.
It won't block anything.
But Imagine. Random numbers incoming.
Ship size is 50.
Weapon range is 200.
There is need for some room between the ships, so if ships are a point, the distance needs to be quite a bit more than 50 to show a formation.
By the time the aggressor meets the front ship, only 2-3 ships behind can fire at it. It would make all kinds of messy combats with formations lining up, unless they run across each other, which would again make a furball.
RE: Distant Worlds: Shadows
Posted: Tue Dec 04, 2012 6:09 pm
by Bingeling
ORIGINAL: Gareth_Bryne
That, sir, would require a separate military research branch or an admiral ability. Read David Weber's "'onor 'arrington" series for information on space fleet battle coordination problems. Besides, fleet arrival is usually pretty close together already.
The books are fun, but if you want to play ship of the line combat, the Napoleonic era is a better choice as said above. It is a silly setting solution to force some fleet tactics into a 3d world by making the ships behave like they are 2d.
Scale is poor in the game, with resupply ships the size of planets (or not too far off). Real tactical combat in a system would probably involve using planetary objects to gain or deny position. Which seems a tad beyond the scope of the game.
RE: Distant Worlds: Shadows
Posted: Wed Dec 05, 2012 2:00 am
by Shark7
ORIGINAL: Igard
I'm liking this talk of a new "Interdictor" class.
Also of formations. Right now, we have the "Zerg" formation. It's not the best.
+1 of both these points.
What do you mean the 'Zerg' formation isn't the best?!?!?!?!?
Haven't you heard, "If brute force doesn't get the job done, your aren't using enough!" [;)]
RE: Distant Worlds: Shadows
Posted: Wed Dec 05, 2012 2:10 am
by Igard
ORIGINAL: Shark7
ORIGINAL: Igard
I'm liking this talk of a new "Interdictor" class.
Also of formations. Right now, we have the "Zerg" formation. It's not the best.
+1 of both these points.
What do you mean the 'Zerg' formation isn't the best?!?!?!?!?
Haven't you heard, "If brute force doesn't get the job done, your aren't using enough!" [;)]
[:D]
All true. But of course seriously, we wouldn't have to use as much force if we could make more precise attacks.
I just hate when my Flagship bearing Jean-Luc Picard and Worf, fly in at the vanguard of my 30+ ship fleet. Only to get pounded into oblivion before the rest of the fleet gets there.