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Bericht Titel: I was thinking ()

Poster: Naltsa Abe

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Berichten: 7 Laatste bericht: door Iiridayn

Naltsa Abe Gepost:

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About fighter combat, now its all well and good being fast, and its all well and good being able to move up and down planes

But the flaw i think there is, is the ability for fighters to hit the other figher when the other ship can't see it

So either

1. Fighters can see ships on a different plane (MBIK should know this one)

2. fighers can only attack the 9 squares on the one plane (Including there own), or maybe even force the fighters to occupy separate parces in order to prevent their own destruction




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Iiridayn Gepost:

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1 is tricky ;P, but 2a is doable. 2b is difficult, but doable as well (just is slower, as every move command prolly requires a non-trivial query beforehand).




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Naltsa Abe Gepost:

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then again if 1 can be done 2 is not needed




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Naltsa Abe, The one, the only, the craziest welshman in the game!

You may have the troops and the assaults to go with them, but always remember....

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Iiridayn Gepost:

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Can you imagine how the user interface would have to work though? Because I can't ;P.




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Bert2 Gepost:

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I could,

Ships within 5 +/- (z) axis would apear on each users screen on their own ships (z) axis ( the same visual level). When the ships move you would see a (D) or and (U) on their position if they move levels at that point until they are over 5 +/- (z) levels away.

How does this sound? would it be doable? All we would need is a parsec with a glowing green (D) or (U) in place of the ship. This would greatly help combat.




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Iiridayn Gepost:

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If you could mock up a picture of what you're talking about I'd be better able to tell you how difficult it would be (as I'm not certain I understand quite what you just said ;) ).




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Reiver Demon Gepost:

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look at MBIK's game, he has something like that, and a pic of what it looks like in his manual




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Iiridayn Gepost:

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Bert: A problem imo is if they can hit each other from 5 off in the z axis but can't in the x or y axis. However, simply displaying them unmodified in the screen if they are +-1 and allowing attacks is quite doable; further difficulties arise if a new image needs to be added however.

Demonicus: Saw a picture of the space page from the manual, but didn't seem to have anything about seeing ships at different z levels.

However, I do not disagree that some simple, inobtrustive way to display ships (and if extensible, general stellar objects, but I suspect an effective way of doing that would be even more difficult) would be a nice thing to have. However, if possible I don't want to add more images (or variations on images, as that has a tendancy of simply making a mess), and want something so intuitive that I don't have to add anything about it to the missions ;). I've also considered (this isn't the first time I've heard this suggestion, and have put some thought into it ;) ) a colored outline around the space squares to indicate a ship is up or down, but then no pair of colors quite works, and a single color doesn't provide any information about if it's up or down. Anyway, I have about 4 more hours to complete a take home test, so I should prolly start on it now instead of adding more thought to this ;).




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