Build squadrons of custom ships

Command a squadron of spaceships
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CrazyCav
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Build squadrons of custom ships

Post by CrazyCav » Thu Dec 29, 2005 4:01 am

From all ships files (no randomization:)
1)Select each ship for friendly and enemy sides in single player 2)Select each own ship in multiplayer 3)Control each ship in squadron, not just your own. 4)More hazards like fast-moving comets, obscurants, and gravity wells.
and here's the fun part:
You only get a certain amount of time to make your moves, possibly based on the number of Command and Control Centres your fleet possesses?

This path in Critical Mass evolution would also be really cool as a single battle platform in a larger strategic space game. Maybe the credits you get to spend on ships could be tied into it, rather than on mission progress.

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qwas
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Post by qwas » Thu Dec 29, 2005 7:20 am

The time one isent so good, cause it may be your turn, your last ship has no back defences, theres a missile millimiteres from your back, and before you can eject, the turn ends...
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Fuzzy Wonky
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Re: Build squadrons of custom ships

Post by Fuzzy Wonky » Thu Dec 29, 2005 12:13 pm

CrazyCav wrote:4)More hazards like fast-moving comets, obscurants, and gravity wells.

Oh yeah!! :!: IMO that's a true GREAT IDEA and I really love it!... :D :D 8)
What do others think?
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qwas
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Post by qwas » Thu Dec 29, 2005 12:23 pm

All except the time idea are good, I think. How do you do the red?
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CrazyCav
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qwas

Post by CrazyCav » Thu Dec 29, 2005 4:44 pm

I justify the timed turn in two ways.
One, there has to be some limit placed on us. Within the current ship editor capabilities we would all end up with super-ships eventually, and the battle's outcomes would become too predictable.
Two, a little angst over ship design is fun. If you know that you'll get, say five seconds for every C&C Centre in your Squadron, then it may encourage construction of a flagship with a lot of C&C's. Specialization on one ship will open up specialization on others. This will engender a deeper strategy than the current shoot-and-move we have now.

Anyway, without a programmer working on the next version, this is all just fantasy talk (SEAN!)

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Steve!
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Post by Steve! » Thu Dec 29, 2005 7:06 pm

I don't like the time idea, you might just as well make it non-turn based and the turn based nature of it is what realy sets it apart from other space shooters. Also it would make the game less of a 'tea-break' game as you wouldnt be able to pause until the end of the mission.

Having at least 2 command centres is critical anyway

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Old Man Johnson
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Post by Old Man Johnson » Thu Dec 29, 2005 11:45 pm

Well, the time thing sounds like it could be sort of fun, but I personally don't think it fits well with the game.

The more hazards thing sounds great. It would give missions a lot more flexibility when you can add more things.
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BoxZone_Author
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Post by BoxZone_Author » Sun Jan 01, 2006 11:38 pm

Lets keep it turn based.
(i.e. NO time restriction)

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