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Endless sky fleet order5/11/2023 0 badges Send private messageĪfter playing it for a whole while I am able to say that: The Battlesystem is awesome! Yea, sure it isn't the same as in other games like Sins of a Solar Empire, but it is something new AND very fun to play, when you knwo how.ĭuring the first rounds it IS sometimes boring, since you are just shooting with kinetics and hope to pick the right card. Some cards may not work as well in a pursuit battle as they do when broadsiding, others may work better in a chaotic battle where the ships are intermingled. More battle scenarios would greatly increase the replay-ability of battles. Sometimes you're chasing them, sometimes they're chasing you, and then it would be nice if sometimes both fleets were moving head on with each other. I wish there were a few different scenarios that played out. They survived through 13 battles before I disbanded them back into a system hanger to focus more on Dust generation. ![]() Using Dust Warhead ended the battle in about 15 seconds. On my old game, before it started Heap erroring on turn 387, I had a fleet of three ships (final ship class for the Sophons) with a level 20 hero on them and they could take out entire fleets of at max 26 enemy ships without losing any on their side. ![]() But as it is a large mechanics change, it's something that needs doing very carefully.The combat can be dull, but playing the right card can drastically change the outcome of a battle.Īlso I love tactical combat but after having played a few multi-player matches, specifically an 8 player one, turns were really starting to take a LONG time and tactical combat would make multi-player maps which already take a few hours or more to resolve take even longer.Įven having a maxed hero can make a difference. ![]() This is something that is wanted for improved fighter AI, almost certainly. Is that ok? or is it better for me to just keep firing?Ĭertain NPC personalities have other behaviors beyond MoveEscort and MoveIndependent (Swarming and Mining, for example), so it is a matter of developing the AI logic for other coordinated movements, without making that coordinated movement so expensive that 5 game minutes in Mesukent takes much longer than 5 minutes of wall time. if i turn to separate, i take weapons off my target. It's also hard to say whether it makes sense that your escorts should worry about overlap when there is someone attacking them - e.g. ![]() This is not a bad assumption, as there is no guarantee that its allies have similar weapons, shields, personality, etc as it does. MoveIndependent - as you might guess - means the ship assumes it has no partners or parent ship, and that it should make its own decisions about how to move. If there is a hostile present, they each use the MoveIndependent routine until you leave the system. Minimum/maximum distance between escorts is something that would need an AI touchupĪs it is, with no hostiles present your escorts will (unless ordered otherwise) perform a "KeepStation" routine, in which they match your speed and heading as best they can, while not piling up on each other.
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