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<blockquote data-quote="Morrus" data-source="post: 6304246" data-attributes="member: 1"><p>I totally get what you're saying Lucas. It's an issue every starship combat in an RPG has had, and it needs some clever ways to overcome it.</p><p></p><p>I think you'll like some of the stuff I have planned. Once these basic combat rules are firmed up (as in, so we know they work), the focus will be on the following aspects, with sections devoted to:</p><p></p><p>- giving characters more stuff to do; this will partly focus on the idea of simultaneous events. So while they're flying the starship together, they are also running round the ship looking for the saboteur or boarding the enemy vessel and assaulting the engine room, and so on. So the characters operate independently to the ship.</p><p></p><p>- making the environment awesome. As you say, right now it's a empty map with a bit of cover sometimes. There aren't many tools to make the environment interactive. That's something I want to change in a big way, to the extent of saying fairly explicitly: "a combat in empty space is like a gunfight in an empty field: it's dull". To do that, there will be lots of things you can put into a space combat, plus various overall environment templates. A moving asteroid field near a magnetic pulsar, the surface of a moon-sized space station with laser towers and trenches.</p><p></p><p>- most importantly: combat missions. A combat which is just "shoot at the other guy till someone dies" is much less fun than "escort this transport convoy across the map" or "work out which ship contains the captured ambassador, get on board, rescue him, get back to your ship, and escape" while trying to survive overwhelming odds, or "evacuate 300 colonists before the space station explodes", or "beat the Spartans to the weapons cache on that big asteroid" and so on can all be enormous fun.</p></blockquote><p></p>
[QUOTE="Morrus, post: 6304246, member: 1"] I totally get what you're saying Lucas. It's an issue every starship combat in an RPG has had, and it needs some clever ways to overcome it. I think you'll like some of the stuff I have planned. Once these basic combat rules are firmed up (as in, so we know they work), the focus will be on the following aspects, with sections devoted to: - giving characters more stuff to do; this will partly focus on the idea of simultaneous events. So while they're flying the starship together, they are also running round the ship looking for the saboteur or boarding the enemy vessel and assaulting the engine room, and so on. So the characters operate independently to the ship. - making the environment awesome. As you say, right now it's a empty map with a bit of cover sometimes. There aren't many tools to make the environment interactive. That's something I want to change in a big way, to the extent of saying fairly explicitly: "a combat in empty space is like a gunfight in an empty field: it's dull". To do that, there will be lots of things you can put into a space combat, plus various overall environment templates. A moving asteroid field near a magnetic pulsar, the surface of a moon-sized space station with laser towers and trenches. - most importantly: combat missions. A combat which is just "shoot at the other guy till someone dies" is much less fun than "escort this transport convoy across the map" or "work out which ship contains the captured ambassador, get on board, rescue him, get back to your ship, and escape" while trying to survive overwhelming odds, or "evacuate 300 colonists before the space station explodes", or "beat the Spartans to the weapons cache on that big asteroid" and so on can all be enormous fun. [/QUOTE]
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