Darkodin Posted October 19, 2013 Posted October 19, 2013 Naval combat would be totally *awesome* if it could be implemented correctly. It could however drastically expand the scope of the game beyond what is reasonable. Although, they could make a very specific scenario where naval combat takes place.
Messier-31 Posted October 19, 2013 Posted October 19, 2013 Naval combat would be totally *awesome* if it could be implemented correctly. It could however drastically expand the scope of the game beyond what is reasonable. Although, they could make a very specific scenario where naval combat takes place. It would be of small avail to talk of magic in the air...
Osvir Posted October 19, 2013 Posted October 19, 2013 If there are ship to ship battles in Eternity I envision it being somewhat "Heroes of Might & Magic"-esque because that's the most effective and simplistic way of doing it. Basically you have a tiny ship icon on the world map screen, and when you encounter an opponent ship you get into a generic "battle map". Not much variety to it, encounter wise it is almost always a different encounter, but the map itself is pretty generic (maybe some different props every now and then).I imagine that something like this could work for Eternity, make 2-3 different ship maps/levels that you can experience/encounter similar to how HoMM deals with it. Add in some environmental effects for variety (night, day, storm, snow, rain etc.etc.). No Assassin's Creed 3 or 4 Ship combat, even if that would be lovely.Best way to explain it: Boarding encounters; "board the enemy ship"-encounters.Another method to do it in a simplistic way is Xenonauts. Their Air-to-Air combat interface and combat is somewhat tactical and implemented in a very simple manner. However, that can get very repetetive in a medieval Ship-to-Ship game I believe if they would occur often. Xenonauts has more material to work with (5-6 Alien UFO's, upgrade your own planes and get more planes etc. etc.). 3
rjshae Posted October 19, 2013 Author Posted October 19, 2013 A thought that occurs is to use an overland map similar to SoZ with a scaled down ship model controlled by the player. Encounters are represented on the map by other ship models--most are friendly--or giant sea creatures. As in SoZ, once an encounter occurs you're placed on the battle map and go directly to boarding combat. For a future release, of course, blah blah blah... "It has just been discovered that research causes cancer in rats."
Osvir Posted October 19, 2013 Posted October 19, 2013 Another method to do it in a simplistic way is Xenonauts. Their Air-to-Air combat interface and combat is somewhat tactical and implemented in a very simple manner. However, that can get very repetetive in a medieval Ship-to-Ship game I believe if they would occur often. Xenonauts has more material to work with (5-6 Alien UFO's, upgrade your own planes and get more planes etc. etc.). Correction: The concept is a very simple one, but I doubt that it was "very" easy to implement in the Xenonauts engine (which, according to the devs, is a horrible engine). It is also a tactical interface with RTwP and that RTwP feeling to it, so it isn't just "somewhat" tactical, it is tactical. What I meant to say was "somewhat difficult", it could get cranked up just a little bit on the hardest difficulty. But that might be something to appear post-release in mods (maybe).
Lephys Posted October 22, 2013 Posted October 22, 2013 If there are ship to ship battles in Eternity I envision it being somewhat "Heroes of Might & Magic"-esque because that's the most effective and simplistic way of doing it. Basically you have a tiny ship icon on the world map screen, and when you encounter an opponent ship you get into a generic "battle map". Not much variety to it, encounter wise it is almost always a different encounter, but the map itself is pretty generic (maybe some different props every now and then). I imagine that something like this could work for Eternity, make 2-3 different ship maps/levels that you can experience/encounter similar to how HoMM deals with it. Add in some environmental effects for variety (night, day, storm, snow, rain etc.etc.). No Assassin's Creed 3 or 4 Ship combat, even if that would be lovely. Best way to explain it: Boarding encounters; "board the enemy ship"-encounters. Yeah! It would be a perfect time to use the little illustration-style scripted events interface. Have some dynamically rolled factors and such decide the specifics of the ship encounter, then allow for some decisions/skill-checks to determine whether you fight on THEIR ship, or yours (who boarded whom), and/or other advantages/disadvantages, etc. 1 Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
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