barnest2 said:Well that was... short ranged? spitfires in space?
andrew boulton said:The explosion was nice...
andrew boulton said:Traveller space combat can last hours, is silent, normally outside visual range, and most weapons are invisible.
How do you turn into something that's playable or visually interesting?
barnest2 said:Turn based would make more sense. Or turn based where you give orders, and then real time showing the events of the turn.
barnest2 said:Also let me build my own ships using the traveller design rules. That would make me so very happy.
barnest2 said:Or, of course, there is the option they went with in this PS2 game I had called "The Seed: Warzone", which was where you run it strategically, moving groups of ships around the battle-map. You also design the ships, inside and out, such as engines, small craft and weapon mounts, on a set of standard hulls (which is very cool). Then when two groups come in range of each other, they engage in real-time, over which the player has no control, but gets too watch, and is awesome.
Or, of course, there is the option they went with in this PS2 game I had called "The Seed: Warzone", which was where you run it strategically, moving groups of ships around the battle-map. You also design the ships, inside and out, such as engines, small craft and weapon mounts, on a set of standard hulls (which is very cool). Then when two groups come in range of each other, they engage in real-time, over which the player has no control, but gets too watch, and is awesome.
The "hours" part is simple. Compressed time turn based. Just like other computer based wargames. Missiles are visible. Ship hits aren't invisible. You cut from sensor/gunner display to target. Showing a ship maneuvering correctly isn't boring. Showing Traveller ships instead of modified Spitfires or A6's isn't boring. Getting rid of physically impossible asteroid belts won't hurt.
locarno24 said:Or, of course, there is the option they went with in this PS2 game I had called "The Seed: Warzone", which was where you run it strategically, moving groups of ships around the battle-map. You also design the ships, inside and out, such as engines, small craft and weapon mounts, on a set of standard hulls (which is very cool). Then when two groups come in range of each other, they engage in real-time, over which the player has no control, but gets too watch, and is awesome.
Gratuitous Space Battles on the PC does something similr.