It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
tad10: AI doesn't get an endless amount of ships given the command point mechanic, plus how is the unpause, pause mechanic different from TBS? I don't understand the objection here (and for the record you're not the first to make the same objection).
avatar
Dreamteam67: I imagine Sakkraner's concern pertains to complex tactical situations in MoO2 where the targeting order/priority is important and there are different things that need to be done using specific weapons systems in a specific order: e
Indeed that's I'm trying to say. In a TBS environment, the game automatically points me to any ship which has "completed" its current task and could use a new order. The statement about "endless amount of ships" wasn't directed to the actual implementation in the Moo-series (I'm aware of command points), instead a description of what the difference is, when you compare a human or the CPU controlling units in a RTS environment: I have to move and command units by singling them out, at best having things like selection windows, hotkeys or grouping functions as support. With one brain and one mouse executing. The CPU has no such limit. It can command a *theoretically unlimited, practically: as many as the command points allow it* amount of units at the same time, giving it the perfect individual order the AI has be thought for the current situation. Unless command point are really limiting the biggest battles to a few ships, even a few dozend on each side (which wasn't uncommon in Moo2 at least) can cause the effect described above.
Various live streams of Alpha gameplay (see official forums) with the earliest starting at midnight PST tonight.

http://www.twitch.tv/paradogsgamer
Lurked for about 45 min watching paradog's alpha gameplay stream, apparently about 2.5 hours in. Psilons massed destroyers, then went and clobbered the humans home planet. Later on creamed a space dragon by staying outside the dragon's firing arc. Both battles no contest.

Gotta say, combat in the alpha version looks really dumbed-down as compared to MoO2: bring bigger guns and more ships, dps your opponent to death. The only thing that looked like "tactics" was ship firing arcs and weapon range, and the player didn't even bother.
Post edited February 24, 2016 by Dreamteam67
avatar
Dreamteam67: Lurked for about 45 min watching paradog's alpha gameplay stream, apparently about 2.5 hours in. Psilons massed destroyers, then went and clobbered the humans home planet. Later on creamed a space dragon by staying outside the dragon's firing arc. Both battles no contest.

Gotta say, combat in the alpha version looks really dumbed-down as compared to MoO2: bring bigger guns and more ships, dps your opponent to death. The only thing that looked like "tactics" was ship firing arcs and weapon range, and the player didn't even bother.
I agree, WG devs are aware of the criticism so we'll see if they make the necessary changes. Skeleton of good combat is there, but needs much finer controls. Otherwise the game looks great.

Another stream here -> twitch.tv/lulaboo