Topic: HELPING TO DESIGN A BETTER MOUSE TRAP  (Read 33055 times)

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Holocat

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #80 on: July 11, 2003, 09:18:06 pm »
Mental note to self:  Refrain from making posts that take hours to write and edit;  By the time you're done, there will be five more posts and you will serve only to hijack the thread.  Again.

Annendum to mental note to self:  Refrain from writing posts when sleep deprived and in a literary mood;  You ramble too much.

Reply to mental notes to self: Screw off.  If I thought before I posted i'd never post  

Still not thinking,

Holocat.

Cleaven

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #81 on: July 11, 2003, 09:46:48 pm »
And a note about 3D simulators, arcs and game balance get very tricky when something like an SFC3 Hawk just has to roll less than 180 deg in an easy turn to double it's broadside. Attacks will involve corkscrew manouvers best accomplished with a joystick.

In such an environment it would probably be necessary to use stored attack "patterns" to perform the complex manouvers required to deliver maximum firepower to a single moving target.

Of course using stored attack plans could add more depth to the 2D version too.    

Holocat

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #82 on: July 11, 2003, 09:57:21 pm »
Quote:

Quote:



My point?  Tatical simulators intrest people NOT because they're realistic;  No tatical simulator can be realistic, for if there is a computational shortcut, a way to shave off five lines of code, a method where a value need not be accessed every time, programmers will take it, like it, and be very happy with it, for we will not have the computing power to simulate real life anytime soon.  Fake real life?  That's just around the corner.  Simulate real life?  that's a different beast altogether, and what a beast it is.

Tatical simulators intrest people because the rules that they do follow ARE INTERSTING, OPEN AND TASTEFUL.
 
 




 Perhaps misunderstand what you mean by a tactical simulation, but the military has based their lives on tactical simulation, be they aircraft simulators or naval simulations.

Additionally, there are a whole host of tactical simulation games that follow physical models with accuracy to a varying degree.  IL2 being one of the most physically based aircraft combat games that receives high marks from people who have actually flown the aircraft in question.

But I assume you are speaking of some higher level of organization in these tactical simulations, but it is a sliding scale when you have 20 or more planes in that air and ground units, etc.  Sounds pretty tactical to me.  But your points are taken.  




Alright.  I didn't mean that reality dosen't make a good tatical game.  It can, if that intrests you.  My point with that is that reality isn't the only thing, nor is it the primary thing that makes a tatical simulation intresting.

to be flippant, it's intresting because it's intresting.  Yes, the complicated and realistic simulators that modern armys posess are powerful training tools, tatical simulations, and are based on reality.  But firstly, they're not 'simulating' reality;  This implys that you take all the rules of reality and plug them into the computer as best you can.  We don't have the computing power for this.  We 'fake' reality.  In programming, as long as what you see on the screen is the result you want, how you get it dosen't matter;  As long as you can imagine that the polygon is a tank shell, and the tank shell does everything it's supposed to do according to the specifications of the simulation, you're done.  This does not imply that the polygon will do everything the real tank shell will do if you simulated real life.  As we get better and better at faking it, it becomes easier to imagine what happens is what would really happen.  Don't be fooled by that.  It's perfectly plausable that the people that made the game did, indeed, make it so it would reflect reality.  However, even if they did, it probably won't in every situation, though programmers of this genre continue to push the boundary.

Yes, we have tatical simulations based on reality.  We also have tatical simulations in the guise of chess, checkers, go and henfatafl.  Why are these also tatical simulations in my book?  Because they do 2 things;  They're intresting and they're open.  When one thinks for a moment, the only two things needed to demonstrate basic military principle is a game that is intresting and open.  My first spammy post contains what I mean by intresting and open.

Anyway, I better cut back before I write for another two hours... AGAIN... for a third time...

Holocat.


 

Tulwar

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #83 on: July 11, 2003, 10:44:09 pm »
First of all, any new SFC should include all eras from Enterprise to Voyager.

I'm not happy with the approach to TNG, the whole AV thing leave me cold.  The music....  I'm not going into this.

In any case, music, skins, control layout, number of races, and gameplay all need to be improved for a future SFC TNG game.  Because of radical changes in technology and whims of the Studioes, it must be very different from SFB.  Having said that, there needs to be a blend from TOS to TNG, but something that the basic game engine can handle smoothly.

Of course, TOS part of the game has to be something that the whole SFB community can live with.  Starting with TMP, the technology and gameplay should come into line with TNG.  The Klingon K'T'iniga should be a devistatingly powerful front line vessel when introduced, right at the end of the TOS timeline and a weak attrition unit at the beginng on TNG.  In SFC2/OP, the ship is a mere shadow of what it should be.

TNG should have at least two eras, although ship designs and loadouts should have greater longevity that TOS.  Not only because SFB did so much work with TOS, but because starship architechture has matured.  A Galaxy Class Starship would no whimp at the end of the timeline.

Tholians, Andromidans, WYN, LDR, Cardassians, Breen, and the Dominion should all be included.  The Cardassians and Breen should be phased in where TOS leaves off.  Cardassians should be a tech level behind the rest of the Galaxy, but working overtime to make up for it.  The Dominion does not arrive until the end of the timeline.  Of course, certain races should degrade over timeline.  The Mirak and Lyrans should destroy each other with continuous warfare.  Hydrans and Tholians and Hydrans peacefully fade away.  In the SFB storyline, the ISC suffered the brunt of the Andromidan invasion, and was diminished to a third rate power.  Pirates should be reduced to a single race.  Eight pirate cartels in OP is just too much of the same.

The Dynaverse, while much improved in SFC TNG, still needs improving.  I would like to see fleets given controls on private servers.  Admirals could have mail boxes for orders, perhaps choose ship types to invest in, surpreme commanders and councils could make treaties (and secretly plan to break them.) perhaps even trade technology.  The Klingo-Romulan Allience turned Romulus into a power to be reckoned with.  The Romulans had actually attacked the Federation with sublight vessels in Kirk's day!  The Federation bought technology from the Hydrans, Mirak, and Gorn.  That would be a headache to mod!

If I didn't ask for enough, it would be cool to have the server kit loaded with the game.  The server should also be designed to access directly, by-passing GS.

AI intelegence should be made variable, from easy to nearly invincable.

Well, that's what I think the Doomsday Version of SFC should be.

 

The_Infiltrator

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #84 on: July 12, 2003, 12:48:49 am »
I'd like to note something that Hyper already did: Many of the things that are listed as "improvements" in SFC3 are in SFB, and are not in SFC1 and 2 due to design decisions.


Also, there's already an excellent strategic game in the SFB universe that any future Dwhatever product could benefit from drawing on, and that's F&E (Federation and Empire).

I've had to read a lot of uninteresting junk about AV above, and this is a simple fact. People like myself hate AV for 2 basic reasons:

1. It seems ludicrous that weapons that travel at FTL speeds think about AV. You fire and they strike the target nearly instantly. C is 3x10 to the 8th power in meters per second. Do some math and figure out how fast that is. Combat ranges are basically in a area where you fire a weapon and it hits the target nearly at the same time, even with high speed involved. However, that's a pretty minor reason. It's a game. You can have anything you want, reality is a joke in game terms. Sort of like cartoon physics. It's fun to watch, but I'm not going to walk out and drive my car into a wall.  

The real reason is:

2. When I play certian types of games, I want certian things. Fighter games like Falcon 4.0 or something like Freespace 2 (excellent game) I expect to manuver to where a target has low AV and hammer them. The position of getting behind them is very important. I expect that - it's what I was looking for when I bought the game. When I play a game like SFC I expect to use energy management, sensors, weapons, etc to pound ships into submission. Position is important, but only to attack vunerable spots, not to gain a shooting solution where the enemy cannot avoid my fire (don't confuse my last statement with the execution of a particularly well planned attack, something like capping the "T" of an enemy battle line in a naval gunnery simulation. I refer specifically to the concept pertaining to AV). A good example of this is Freespace again. While a fighter game, it has large warships that engage in battles against each other (where you assist in your fighter). They're spectacular to watch frequently. The captial ships move into range of each other and start hammering each other with the most weapons they can put on target. I've always thought that an interesting game would be to have a game like freespace or wing commander, but where you commanded the capital ship instead of the fighters. SFC is that kind of game experience, at least for me, and for many, many others. That's why SFC3 is so unliked by us. It's not the game we want to play. It seems to try to be both at the same time; it's feel is...wrong. The result is that fans of both styles of games are unhappy. If we wanted a AV style game, there are far better games to go and play with that in there. I recommend freespace 2 myself, it's great . In short, a starship/navy ship game should play like one, while a fighter game should play like one. Perhaps Taldren could look into a Starfleet Fighter Command? That might be interesting, esp if tied into a version of SFC.

The planning, the management of resources, the move/countermove of sensors, the application of weapons at ranges that maximize your attack and minimize his counterattack, that's what I play for. It's true that AV type games have some of these similar elements. However, it's not the same.

The reason that this is important is that when you create a game, you should think of what kind of people that you are creating it for. In truth, SFC is a grognard's game. It's intelligence is taking the hard stuff the grognard's love and making it's execution fairly simple so it can be enjoyed by a much wider audience. What I think Taldren should do in any future products is simply acknowledge this fact, and add in everything that a grognard could love, while thinking up excellent and clever ways to make it accessible to a wider audience. That's the challenge, and the problem IMO.
« Last Edit: December 31, 1969, 06:00:00 pm by The_Infiltrator »

Cpt. Chaos

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #85 on: July 12, 2003, 06:20:15 am »
Yeah, like shield strength numbers and a consistant clock that accurately indicates the current impulse and turn...


Chaos
« Last Edit: December 31, 1969, 06:00:00 pm by Cpt. Chaos »

SSCF-Patterson

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #86 on: July 12, 2003, 08:52:02 am »
Now,

As I was who started this post, some of you think I started this to watch the arguments and fan the flames of SFB vs SFC 1,2,OP vs SFC 3. WRONG.

My overall goal has to been produce a post where everyone could post what they would like to see, what works what doesn't and combine everything into a nice little package that we could present to Taldren et al and say:

 "We the community have discussed, debated, and concluded that we have a proposal for an improvement to the SFC series that the community feels would be the ultimate game that would be enjoyable for the community and profitable to the company."
 


Remember for those of us who are Babylon 5 fantics remember the cancellation of "Into the Fire" by Serria.

I am who a Star Trek fantic does not want any future games go the way of "Into the Fire"

Remember, the quote from Interplay when SFC 1 started it all:

 "Starfleet Command will be both familiar and different to you as well. The design team members are long-time SFB fans and players. We have followed closely the spirit, if not the letter, of the Doomsday ruleset, but we had to make changes to have a better and workable computer game. Board games and computer games are obviously different and require a different mind-set to design and create."  

I do believe that Interplay came to the realization that they couldn't transfer SFB completely and properly to the computer.

But when SFC 3 came along so did the debates. Something new was tried and some (or a lot depending on your view point) didn't like the way it done.

So in order to improve and present a idea to a company for a improved SFC game, we have to offer a suggestion for a game that could be produced for everyone to enjoy.

Am I tilting at windmills? Yes
Am I possibly fighting a losing battle? - Perhaps
Do I have the messiah complex? - No

But I do firmly believe that if we as a community get together we might come up with a game that will appeal to all.

Now, I would like to make a proposal:

This post wasn't a contest, but I wanted to see what type of responses I'd would get so as to get a good cross section of the community to sit down and help design a better game.
I will ask members to get together a help sit down and hash ideas for the production for a game which could appeal to everyone.

So please bear with me and I should have a list posted by the end of today Saturday.

Regards to all.







         

mbday

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #87 on: July 12, 2003, 09:36:12 am »
Now one thing that I think can be done to make every one happy is set the game up so that a play can play the way they would like to.
I.E. If player A wants a SFC3 look to there game then thay can have it.l If play B wants a SFC1 or SFC2 or SFCOPthen they can have it with the ECM ECCM and the like. Now the thing is every one wouldstill be useing ECM and ECCM but the ones that want a SFC3 look would see what ECM and ECCM area doing but they would not have any control over the power toeather one of them. But Play B get all of the control he or she wants. I Think this would be a good set up.  

Rod O'neal

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #88 on: July 12, 2003, 09:53:49 am »
As far as doing away with the D6 to determine hit/damage probability. The formula has to be kept simple enough that the player, not just the computer, has an idea of how much damage can be expected at different ranges, etc... As an example, in SFB you can pretty well estimate the damage that you're going to get/give at a particular range. This allows you to decide at what range(s) you want the battle to take place at. Much of the tactics then revolve around maneuver to get into your desired firing position and keep your opponent out of their's.  

Holocat

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #89 on: July 12, 2003, 10:41:41 am »

Hey, it's me again,

Alright, here's what we have so far, under all the arguments about SFB, SFC 3 and reality.

The SFBers want a game that contains the essence of the majestic navy ship.  Slow and stately behmoths that approach, maneauver, and crash with all the glory of the greek gods fighting, and all the fire and brimstone of hades below.

Nannerslug stated that he liked AV.  He wants interesting tatical difference between a small, fast ship, and a big slow ship.  I don't think this is unreasonable.  Stop responding to the label and concider what has been said, gentlemen.

I would like intresting strategic level play.  F&E is a good start, but I'm aware of many other padigrams out there that can fit the bill, and may be better suited to gameplay then hexmapping.  I'll explore these in a later post.

What Day is insinuating in the above post is multilevel control;  There's no reason we can't have BOTH sliders and numbers, and switch between them.  It's been done, it's useful, and it may satisfy both the people that rather have it simplified or the grognards who want exactly X going to their engines.

Other often stated items include primarily three things:

1 Theme.  We got it in SFC 1, and most of us want it back.  It adds romance.  Most of us want multi era theme too.

2 Grand Melee/reinforcements.  Most of us want to be able to join missions in a dynamic, instead of static fashion.  Certainly this will add tatical and strategic interest.

3 Tatically and strategically useful fleets.  More integration between elements of a fleet, rather than the continual duels we have today.

And that's about it.

We have not heard extensively from the SFC3 community about what they want.  I could probably come up with strong evidence that this is usually because they're put on defensive by unrelenting attacks from the SFB crowd.  With all due respect, SHUT UP PLEASE.  Before you automatically go off gunning at AV or whatever else may stroke you 'grognards' the wrong way, try thinking first.

Nanner stated he liked AV because it creates tatical difference between small fast things and slow large things.

Rod O'Neal stated that You do have small target modifiers in SFB.  I believe the applies to fighters, and am unsure of ships.

I don't believe that SFB can't create tatical difference between small and large objects.  I don't believe that most of this argument was nessisary, and am fairly sure it was divisive.

The SFBers here have spoken, and I have probably distilled their wishes correctly.  Maintain that good old navy feel.  Improve it, if you can.

The Peoples that favour SFC3 have not yet spoken.  Stop choking them.  I think, if we all STOP, LISTEN, and THINK ABOUT WHAT IS SAID, we can come up with something that will please both crowds.

Any SFC3ers with good ideas might want to post now,

Holocat.



Note:  The reference to the 'grognards' in no way targets any one person or post here.  Rather, it encompasses the entire agressive attitude across many of the posts seen.  If you feel insulted, my apologies.  I do feel that you're trying to suppress opinion however.
 

Holocat

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #90 on: July 12, 2003, 10:44:58 am »
Quote:

As far as doing away with the D6 to determine hit/damage probability. The formula has to be kept simple enough that the player, not just the computer, has an idea of how much damage can be expected at different ranges, etc... As an example, in SFB you can pretty well estimate the damage that you're going to get/give at a particular range. This allows you to decide at what range(s) you want the battle to take place at. Much of the tactics then revolve around maneuver to get into your desired firing position and keep your opponent out of their's.    




This leads to the intresting question as to whether you wish a random factor in what your hit and how hard you hit.  If so, generally how do you think it should be determined?  If not, why not?

Tulwar

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #91 on: July 12, 2003, 12:18:39 pm »
I think the reason that so many SFBer post and SFC3er don't, is because the SFBers have stopped playing and are demanding thier game back.  Some, like Rod O'Neal, are working hard to insert things into SFC2/OP things that should have been there all along.  Sorry for shooting SFCer down, but we think Activision is behind them 100% and doesn't give a hang about what we want.  

**DONOTDELETE**

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #92 on: July 12, 2003, 12:36:08 pm »
Quote:

I think the reason that so many SFBer post and SFC3er don't, is because the SFBers have stopped playing and are demanding thier game back.  Some, like Rod O'Neal, are working hard to insert things into SFC2/OP things that should have been there all along.  Sorry for shooting SFCer down, but we think Activision is behind them 100% and doesn't give a hang about what we want.  




There are still a few hundred of us playing....and for the record....we wanted to see the game evolve....but many had assumed it to be a gradual evolution instead of the huge jump to SFC3....

I for one...think the product line should stay split....but sell both expansions in one package....

Galaxies at War(based on SFC2/OP code and ruleset) and Era's of Conflict (based on the OP/SFC3 code and ruleset)......

Everyone could be happy with one sale.

The_Infiltrator

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #93 on: July 12, 2003, 02:46:24 pm »
Quote:




Nannerslug stated that he liked AV.  He wants interesting tatical difference between a small, fast ship, and a big slow ship.  I don't think this is unreasonable.  Stop responding to the label and concider what has been said, gentlemen.

 




Again, SFC design decision. SFB simulates this by adding in small target modifiers and nimble ship bonuses. These in EAW and OP are either only partially implimented or not implimented at all. Why don't we try something like this first? AV represents a revolutionary change in the way combat works, and as my first post outlines, many, including myself, despise it.


Quote:


I would like intresting strategic level play.  F&E is a good start, but I'm aware of many other padigrams out there that can fit the bill, and may be better suited to gameplay then hexmapping.  I'll explore these in a later post.





No question. The key is the identification of what things can change for the better, because of the power of the computer, and what things can be changed for the sake of change. Do the first not the second.  That's why I mentioned F&E originally. I would not propose porting it over without making some of the first kind of changes. However, what F&E DOES have, and in a lot of detail, is economic and production controls. These are the kinds of things I think everyone wants in any future expansion of this product line. Another such change would be removing the die break points that Nanner hates so much. However, I'll add this caveat to this: The reason that people like me like these is that we can easily tell at whatever range what the likely outcome of any attack will be. Any such replacement must have this as well.

Quote:


What Day is insinuating in the above post is multilevel control;  There's no reason we can't have BOTH sliders and numbers, and switch between them.  It's been done, it's useful, and it may satisfy both the people that rather have it simplified or the grognards who want exactly X going to their engines.





Absolutely. This again goes back to design, where I stated in my first thread that SFC is a grognard's game, but it's key to success was making it appear on the surface that it is not. To take another look at this, think of the way batteries work. Or rather, don't work. What if you could select an option from a drop down like menu (anyone that has played Neverwinter Nights or Diablo will know what I mean) to charge heavy weapons X and Y from batteries? You would then have X seconds of charge until you ran out of power. Or how about a selection to automatically reinforce shields from batteries upon taking a hit on a shield that would cause internal damage? What about a selection from a menu that would allow you to automatically match ecm from eccm? Your science officer then would attempt to carry out your orders - and how skilled he is would determine how successful he is. Would that be interesting? I think it would and I also think I'm not alone.

Quote:


Other often stated items include primarily three things:

1 Theme.  We got it in SFC 1, and most of us want it back.  It adds romance.  Most of us want multi era theme too.

2 Grand Melee/reinforcements.  Most of us want to be able to join missions in a dynamic, instead of static fashion.  Certainly this will add tatical and strategic interest.

3 Tatically and strategically useful fleets.  More integration between elements of a fleet, rather than the continual duels we have today.

And that's about it.





No question. And 1 other very important thing: The ability to have more than 3 humans per side in a mission. Say, 5 at least. And for god's sake, it has to be stable.

I know this is hard but wouldn't large scale battles be interesting?

Quote:


We have not heard extensively from the SFC3 community about what they want.  I could probably come up with strong evidence that this is usually because they're put on defensive by unrelenting attacks from the SFB crowd.  With all due respect, SHUT UP PLEASE.  Before you automatically go off gunning at AV or whatever else may stroke you 'grognards' the wrong way, try thinking first.





No one is stopping them. It would be nice if someone other than Nanner would do so. Nanner has a frequently...exasperating attitude. I almost could see him as a part of the band of the Titanic as it sinks, but I think he has more sense than that Has it occured to you that perhaps they mostly read posts in the D3 forum and not here?

Quote:


Nanner stated he liked AV because it creates tatical difference between small fast things and slow large things.

Rod O'Neal stated that You do have small target modifiers in SFB.  I believe the applies to fighters, and am unsure of ships.

I don't believe that SFB can't create tatical difference between small and large objects.  I don't believe that most of this argument was nessisary, and am fairly sure it was divisive.





It depends on the size of the ship. Generally, anything the size of a frigate or above is thought by the ruleset to be too large to gain such a bonus. However, it does apply to all police ships and small frigates (E3, G2) and PF's.

 

The_Infiltrator

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #94 on: July 12, 2003, 02:50:33 pm »
Quote:

Now,

As I was who started this post, some of you think I started this to watch the arguments and fan the flames of SFB vs SFC 1,2,OP vs SFC 3. WRONG.






Very true. However, slight problem. Before you can create a new game and figure out what kind of features you want in it, you must first decide what kind of game it will be. This in essence is what the SFC2 v 3 arguments are about. The game systems appeal to different types of people IMO and are in large respect incompatible with each other.

NannerSlug

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #95 on: July 12, 2003, 03:04:45 pm »
i think crimmie is right to a degree.. i dont think a split product line can be supported - but it is the best way to resolve certain issues.

regarding ths:

 
Quote:

 Again, SFC design decision. SFB simulates this by adding in small target modifiers and nimble ship bonuses. These in EAW and OP are either only partially implimented or not implimented at all. Why don't we try something like this first? AV represents a revolutionary change in the way combat works, and as my first post outlines, many, including myself, despise it.




sfb is based still on range breaks and its all pure die role.. the "modifiers" again, are based on die role - and most of the stuff is based on turn modes and what not.. which make perfect sense for a board game - but is completely different from what i am talking about - and those modifiers apply only to fighters (the +1 ecm shift). this still does not do what i am talking about/seeking..

sfb does not cover:

*mass/turn mode or speed of a ship based upon its weapon load out. if you are a fed you are with CAs being slow turning ships on their D class turn radius.. even if your ship only has phasers.. it doesnt matter if i am in a CB or CA..  also, all ships cannot go faster than speed 31.

*tactical warp. this is more of an sfc thing - which is what we are talking about - sfc1/2/op seem to be based more on impulse speed - not warp speed. i love tactical warp in sfc3.

*true power managment. this might be more of an sfc oriented situation. before, best thing i could do is slide the capacitor down and prioritize power. in sfc3 - i can actually move power around. i am a power managment nut - i wish there were more power managment tools in sfc3 - down the exact system/weapon.

*the ability to overload or underload ALL weapons.

im sure there are a few other things ive left out.. and i know there are many things/details that sfb has that sfc3 does not in terms of fighters, missiles and rules.. but that is fine.. remember, its all about preferences. there are things in my mind that sfc3 does a lot better than sfc2 - and a few things that sfc2 does better.. (most of it has to do with detail work)

if sfc3 had some more detail work did it - like mass restrictions per hard point, first year available, last year available and a few more arcs - it would be a vastly different game.

whether or not people like it, it still comes down to a matter of preference. neither side really can claim superiority simply because it really is all about preferences - but thats what make these games unique.

Mr. Hypergol

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #96 on: July 12, 2003, 04:00:52 pm »
 
Quote:

 sfb does not cover:
*mass/turn mode or speed of a ship based upon its weapon load out. if you are a fed you are with CAs being slow turning ships on their D class turn radius.. even if your ship only has phasers.. it doesnt matter if i am in a CB or CA.. also, all ships cannot go faster than speed 31.




Well since customization is tightly controlled by the SFB refit rules you don't have HUGE mass changes within the same class between varients.  There should not be a significant difference in a CB vs. a CA when it comes to overall maneuvering performance.  They are both based on the same hull and use essentially the same warp engines.  The hull and engines of a ship is most of the mass compared to the ship systems.  The "delta" in mass due to a system upgrade would not change the overall mass of the ship enough to change the class's overall maneuvering performance.

If these system mass deltas were huge then you're talking about a significant overhaul.  Kind of like going from an old Constitution class CA to the Enterprise class CA from TMP.  You required a refit that takes months and months to complete before you would see significant mass changes.  Essentially you should only see significant mass differences between classes, not within the same class.

This is why I have such a big beef with ship customization in SFC3.  It seems kind of absurd to yank out a warp core and slap in a new one between missions.  I can see minor refits between missions, but not overhauls.

Without customization we would not have to worry about significant turn mode differences between anything but classes.

As far as speed 31 is concerned....what's the big deal?  In Star Trek you can't go faster than warp 10.    

The_Infiltrator

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #97 on: July 12, 2003, 04:56:53 pm »
I'll add that the example of Mechwarrior is similar to this. Mechwarrior allows you to slap whatever you want basically on your mech. In BATTETECH, however, this is impossible. A refit or rebuild of this nature would take months and a significant amount of cash. The only time that this is considered is usually in mercenary units, since they own their own rides. The other examples are Omnimechs. These are quite similar to option mounts in SFB on pirates, in that you can only put certain configuations/equipment in certian places.

Which is superior? Well, I've always liked battletech.

SSCF-Patterson

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #98 on: July 12, 2003, 08:12:25 pm »
Now here we go:

I said before I would read the posts and come up with a cross section of people to help with the primary aim of this thread. And that is to come up with a ideas for the next SFC game.

I feel from the posts I've read would best represent a good and fair cross section of the community:

Cpt. Chaos, Ifrit, Tulwar, Nannerslug, KoraH, Cleaven, TraceyG, Hypergol, Holocat, and SSCF-Day.

I would ask that the following consider the following proposal.

   That the above meantion members of the Star Trek/SFC gaming community, get together, discuss and come up with a game proposal that will appeal to all members of the Star Trek/SFC Community.    

Now some still wonder why I am tilting at windmills here. Well, some of meantioned that seperate games should be produced to satisfy the two camps that have sprung up since the inception of SFC 3. However, simple economics dictate that no company will produce a two seperate games to satisfy two smaller buyer bases. So in other words, unless a producer can turn a profit, it will not be in their best intrest to produce anything for that particular buyer base.

I am still convinced that if we present a proposal from a unified community (not to meantion buyer base for the company) then the SFC series and Star Trek games as a whole will continue to be produced.

Those distingused members that I've asked to participate could you please let me know in this thread.

Regards to all.

 

Mr. Hypergol

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Re: HELPING TO DESIGN A BETTER MOUSE TRAP
« Reply #99 on: July 12, 2003, 09:55:55 pm »
 
Quote:

 simple economics dictate that no company will produce a two seperate games to satisfy two smaller buyer bases. So in other words, unless a producer can turn a profit, it will not be in their best intrest to produce anything for that particular buyer base.
 




This thread got me thinking about the implications of the recent Activision dumping of their Trek liscense.  I even made a separate thread to document my thoughts.

I believe there is a good chance that economics will again split the Trek liscense up and several companies will again own "parts" of the Trek universe and more than one company will be making Trek games in the future.  No company will want to buy up the entire Trek liscense after what Activision found...i.e. it's too expensive to own it all for what you are going to get back from the games you make.  It's better to buy just a portion of the liscense for a cheaper price because the games you make have a better chance of providing a return that exceeds what you paid for the liscensing.

For this reason I think it's almost certain that the SFC product line would have to slit if more SFC games are made.....with the SFC1,2,OP SFB based flavor going to whoever owns the TOS liscensing and the SFC3 TNG flavor going to whoever owns the TNG liscensing.

Based on the sales figures and on what remains most popular today I would venture a bet that if there is anymore SFC made it will be of the previous SFB based flavor.  SFC3 just didn't do well enough for a company to continue that line of SFC.

So perhaps we should refocus this thread on what aspects of SFB, i.e. Andros and Tholians, and Federation and Empire, should be encorporated into a future SFC4 Galaxies at War.  This game is more likely to be produced based on today's liscensing situation.  

Yes I'm serious here.  Think about it.
« Last Edit: July 12, 2003, 10:00:44 pm by Mr. Hypergol »