Kilometers?!?!?!?

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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bojangles
Posts: 1
Joined: Sun Apr 11, 2004 1:59 pm

Kilometers?!?!?!?

Post by bojangles »

Hi there,

I got the Demo and I have to say I am very impressed with what I see. I am still tryin a lot of different things but one thing does bug me....... am I the only one that thinks that space combat should NOT be measured in kilometers, but thousands or hundreds of thousands of klicks if not light seconds or minutes.

Also wondering if anyone is thinking about a starfire Mod?

Cheers,
Bojangles
Isil`Zha
Posts: 27
Joined: Tue Apr 13, 2004 10:04 am

RE: Kilometers?!?!?!?

Post by Isil`Zha »

Do you realize how boring that would be?
"To strive, to seek, to find, and not to yield."
John DiCamillo
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Joined: Sat Feb 28, 2004 7:02 am
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RE: Kilometers?!?!?!?

Post by John DiCamillo »

Extreme ranges like that work fine in hard science fiction novels and strategy games, but they don't work very well in action games. Even at a range of "only" one thousand kilometers, a starship the size of New York city would be invisible to the naked eye. Fighter combat in space would become completely pointless and rather dull.

I have tried to walk a fine line of balancing believability and playability while holding on to that "Top Gun" feeling of modern jet combat set in space. Thanks for playing, and I'm glad you are enjoying the demo so far.
Deadmannumberone
Posts: 20
Joined: Wed Mar 31, 2004 5:02 am

RE: Kilometers?!?!?!?

Post by Deadmannumberone »

ORIGINAL: bojangles

I got the Demo and I have to say I am very impressed with what I see. I am still tryin a lot of different things but one thing does bug me....... am I the only one that thinks that space combat should NOT be measured in kilometers, but thousands or hundreds of thousands of klicks if not light seconds or minutes.

That's why John included mod support.
Isil`Zha
Posts: 27
Joined: Tue Apr 13, 2004 10:04 am

RE: Kilometers?!?!?!?

Post by Isil`Zha »

Yeah, if you've ever played independence war - which uses real space physics as well, just at much higher speeds (1000m/sec is normal corvette sized captial ship speed) - even multi-km long Cruisers become invisible at a few hundered KM... heck, just look in starshatter when a destroyer is at only 100 km away. No completely "realistic" space combat sim would really be any fun at all, there's always things that have to be sacrified in order make the game fun. ;)
"To strive, to seek, to find, and not to yield."
Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
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RE: Kilometers?!?!?!?

Post by Pheagey »

ORIGINAL: Deadmannumberone
ORIGINAL: bojangles

I got the Demo and I have to say I am very impressed with what I see. I am still tryin a lot of different things but one thing does bug me....... am I the only one that thinks that space combat should NOT be measured in kilometers, but thousands or hundreds of thousands of klicks if not light seconds or minutes.

That's why John included mod support.


ACTUALLY, milo aded od support 'cause Crazy-Eddie and I bugged the s**t out of milo till he did. IT was our joke for awhile:
'...wish we could do this or that.'
'Lets bugmilo till we can.'
And it worked a few times. :) Thanks milo.
blaa.
Kuokkanen
Posts: 3740
Joined: Fri Apr 02, 2004 1:16 pm

RE: Kilometers?!?!?!?

Post by Kuokkanen »

ORIGINAL: Pheagey

ACTUALLY, milo aded od support 'cause Crazy-Eddie and I bugged the s**t out of milo till he did. IT was our joke for awhile:
'...wish we could do this or that.'
'Lets bugmilo till we can.'
And it worked a few times. :) Thanks milo.
Remember from old message board discussion about FLCS OFF for starships? When milo finally announced it to happen, I couldn't hold my laugh [:D]
You know what they say, don't you? About how us MechWarriors are the modern knights, how warfare has become civilized now that we have to abide by conventions and rules of war. Don't believe it.

MekWars
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