Combat in Distant Worlds (and other questions)
Posted: Tue Nov 29, 2011 1:52 am
I'm about ready to try this game (game budget pending), and I have some questions I haven't seen answered in the excellent videos and other articles.
1) Is it possible to design several variations of the same basic ship and keep them all in play, or does the game limit you to one state-of-the-art Cruiser model, one Escort, one Destroyer, etc? For example, can you have several different model cruisers, each tailored for specific enemies or regions of your empire?
2) If you have several different models in play, how does the AI decide which to build? (Or do most players micro-manage ship-building?)
3) What is combat actually like? Honestly, some of the videos make it look like fleets just blob together at high speed and then start swirling together until one side is dead. Do ships with different weapons use different tactics? Does a ship ever break off to recharge shields and then return to the fight? Do carriers charge in behind their fighters, or do they hang back and let the fighters do their job? Do fleets retreat when outmatched?
4) Likewise, what are the real differences between different weapon systems? Is there some finesse and strategy involved, or is it usually just the case that more advanced weapons do more damage? Do missile-heavy fleets fight differently from beam-heavy fleets?
5) OK, enough about combat. How do different empires/races/governments differ (besides the usual bonuses to this or that activity)? Do different AI opponents play differently, or do they all follow the same strategy?
6) I like the idea that there's an autonomous public sector at the base of your economy. But is the public sector basically the same for all empires? Will an primitive evil hive-mind race bent on galactic domination still depend on luxury goods and high-end tourist traffic the same way an enlightened United Federation of Planets does?
7) In general, what is the AI's greatest weakness? What is its greatest strength?
Whew! I know that's a lot to ask about. Thanks for any replies.
1) Is it possible to design several variations of the same basic ship and keep them all in play, or does the game limit you to one state-of-the-art Cruiser model, one Escort, one Destroyer, etc? For example, can you have several different model cruisers, each tailored for specific enemies or regions of your empire?
2) If you have several different models in play, how does the AI decide which to build? (Or do most players micro-manage ship-building?)
3) What is combat actually like? Honestly, some of the videos make it look like fleets just blob together at high speed and then start swirling together until one side is dead. Do ships with different weapons use different tactics? Does a ship ever break off to recharge shields and then return to the fight? Do carriers charge in behind their fighters, or do they hang back and let the fighters do their job? Do fleets retreat when outmatched?
4) Likewise, what are the real differences between different weapon systems? Is there some finesse and strategy involved, or is it usually just the case that more advanced weapons do more damage? Do missile-heavy fleets fight differently from beam-heavy fleets?
5) OK, enough about combat. How do different empires/races/governments differ (besides the usual bonuses to this or that activity)? Do different AI opponents play differently, or do they all follow the same strategy?
6) I like the idea that there's an autonomous public sector at the base of your economy. But is the public sector basically the same for all empires? Will an primitive evil hive-mind race bent on galactic domination still depend on luxury goods and high-end tourist traffic the same way an enlightened United Federation of Planets does?
7) In general, what is the AI's greatest weakness? What is its greatest strength?
Whew! I know that's a lot to ask about. Thanks for any replies.