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JeanBaptisteEmanuelZorg #561 Posted 29 February 2016 - 06:32 PM

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Have a look at this battle. Starts at 14.10... Oh my... Was that an auto resolve ?

 


"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


M002mod #562 Posted 29 February 2016 - 06:42 PM

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scaling of the ships is really well done, doom star really looks huge & massive

 



JeanBaptisteEmanuelZorg #563 Posted 29 February 2016 - 06:54 PM

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View PostM002mod, on 29 February 2016 - 06:42 PM, said:

scaling of the ships is really well done, doom star really looks huge & massive

 

 

Yes, but why can't they just separate movement and firing orders ?

 

Spoiler

 


"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS


Vahouth #564 Posted 29 February 2016 - 10:10 PM

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Maybe they thought that stopping every time to fire would ruin the fluidity of the game?


Mathias_Zealot #565 Posted 29 February 2016 - 10:36 PM

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Not really thought but know. Straight turn based is not fluid, it's stepwise (not knocking on either, they're preferences). The design challenge comes in making combat proceed quickly when it can (because the outcome is essentially certain, plus or minus a frigate), but give the player as much fine control as possible when the battle is evenly matched or not in the player's favor.
In MoO2 this was accomplished by starting from the maximum fine control and allowing the player to automate with the Auto button or Z key to speed it up (and disable them at will to regain control).
In MoO:CtS, it's starting from full automation and the player needs to act to regain even gross control of the combat, regardless of its nature. Even with combat at low speed or paused, the fine control is currently absent, leaving players fighting the controls more than the opponent. This is very bad and needs to be addressed. (nobody enjoys losing a game to bad controls)


Note again that neither the fluidity first or stepwise first approaches are inherently wrong, they just play to different player preferences, and the best game design gives the player the power to move as freely between the two as possible.


EA4 Weapon Data (5-27-16)

JeanBaptisteEmanuelZorg #566 Posted 01 March 2016 - 11:11 AM

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Here is a new video

 

 

View PostVahouth, on 29 February 2016 - 10:10 PM, said:

Maybe they thought that stopping every time to fire would ruin the fluidity of the game?

 

No, i mean that ships can still move and fire at the same time, but why not to preserve controls (firing and movement, red and blue) at the same time, so that you know where you move and you know that are you firing at.

 

View PostMathias_Zealot, on 29 February 2016 - 10:36 PM, said:

N
In MoO:CtS, it's starting from full automation and the player needs to act to regain even gross control of the combat, regardless of its nature. Even with combat at low speed or paused, the fine control is currently absent, leaving players fighting the controls more than the opponent. This is very bad and needs to be addressed. (nobody enjoys losing a game to bad controls)

 

 Exactly.

 

Plus... Oficial stream in Russian here http://www.twitch.tv...live/v/50888664 done by Community Manager Ashe from .ru

 

 


Edited by JeanBaptisteEmanuelZorg, 01 March 2016 - 11:21 AM.

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"

Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy

Poll from Zorg : No LOOT in MOO/CtS






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