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James Duar
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Posted - 2006.04.04 13:51:00 -
[1]
What's still needed here is sectional damage to hull/armor. There needs to be more of a benefit to flanking or getting behind your opponents in battle, especially with multi-ship battles. I imagine two fleets clashing and tearing each other's shields apart, but then one wins by having a small force of frigates and destroyers jump in and blow them apart by hitting weak spots on the ships. Currently such an action is relatively useless.
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James Duar
Merch Industrial
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Posted - 2006.12.15 11:45:00 -
[2]
Originally by: Toppos Dannecopanus
Originally by: Mar Sera People, please. Stop asking for line-of-sight rules on weapons. Doing LOS in a 3D gamespace is computational intensive, and would make the game run slower than molasses at the North pole in February. And nobody wants that.
I want it.. I know it from virtually any other game out there, from single player games (simulating many NPC AI at once) to other online games.
LOS in spacegames is nothing new (Freespace was my favorite back then).
Personally I would preferre less bells and whisles (sound and graphic) just to get this.
Sound and graphics runs client side. LOS has to run serverside. Given how much the servers run already and only just keep up, LOS would be another entire load on top of that because it is very computationally intensive even with oct-trees and other tricks.
Remember, the server isn't just doing LOS on your surrounds, it's doing LOS for everyone in every grid in several systems, for every single shot fired.
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James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.03.23 13:25:00 -
[3]
Sensor disrupting gas fields. Gas as far as the eye can see, with dense pockets that disrupt targeting of ships within them. Some would allow targeting from the pocket, others wouldn't. Some would be separate grids entirely (acting to hinder visibility).
A variable advantage - you get free sensor jamming, but you pay for it as well by having to carefully plan your movements through the gas field.
A variation on this would be high-atmospheric orbit in a gas giant. This time, sensors are completely disrupted between the layers of atmosphere, so ships can weave between the inversion layers of cloud to hide (figure 20km between layers - very small grids). This environment would contain many potentially volatile gases however, so fast ships would have a hard time avoiding them, and if fired at would create a significant (20% or so) chance of a localized ignition doing significant damage.
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James Duar
Merch Industrial We Are Nice Guys
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Posted - 2007.04.15 12:15:00 -
[4]
Warp Scrambling Regions.
Superdense storm regions in nebulas and the upper areas of gas giants which emit a particle flux similar to that of warp scramblers.
In game they would be warpables about 100km across or so which must be slow-boated out of in order to warp away. Sinkholes of a system kind of - they would force the range of an engagement in them, but by the same token leave you vulnerable to a superior force.
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