Topic: SFC4: Galaxies at War....crap or get off the pot...  (Read 29633 times)

0 Members and 1 Guest are viewing this topic.

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #100 on: February 22, 2006, 08:03:33 am »
I stayed out of this since my suggestion was shutdown (which I still think is viable, I doubt that paramount is really that evil).

A few observations since I caught up on this thread:
- Crim is the quotemeister!
- EmeraldEdge is one long winded bugger.
- Mr. Plana shares my view of / disappointment in SFC3
- Lepton is still that loveable grumpy old cynic.

But I feel obliged to comment on the following:

You know, at this point, I am half-tempted to say to everyone that wants SFC4 or the computerized SFB equivalent to just go play SFB.  Seriously, one is never going to cram all of SFB into one game and that would lead any SFB/SFC product to be merely an implementation of part of SFB just as we have now.  What is enough SFB to satisfy and will that amount satisfy everyone?  I think one would find a host of divergent answers to that question.

There is already SFBOnline.  I'd say go pressure ADB to make it something worth subscribing to and you are set. 

Now if it's a question of getting more of SFB into something SFC-like, I think that is highly unlikely, because I can tell you how the release of such a product would go.  First title in the series would be just roms, feds, and klinks, maybe kzin.  Second title would add something like gorns, lyran, hydran, maybe kzin.  By third title, we are sort of back where we started.  Sales are falling off, etc, etc and still no Thols, no Andros, or maybe even no ISC.  No company is going to release a game with all the races we want in the first title.  I have never seen it happen and it certainly won't happen here.  That puts us on a path of waiting another 3 to 5 years for races that will never come.

What's the point?  You want SFB?  It is right there for the taking.  It just doesn't come in such a pleasant form as SFC.

SFC1 sold well because it was closely based on SFB. SFC3 in comparison was not, and I believe the lackluster sales performance was due to this alone.

Why do we want a game true to SFB, a la SFC?

- It is pretty damn close to what we all dreamed of while playing SFB.
- SFB battles took all day to resolve, campaigns took months.
- SFC just needs a better fleet interface (more ships) as well as the crtitque I made earlier in the thread.
- an SFC that is true to SFC lets us relive those Halcyon days of our youth with people all over the world (as friends are known to scatter). You can join in and play at your leisure, for only an hour or two if you desire.
- SFB sets, like hockey cards have gone by the wayside lost in attics and basements over the years.
- My old groups SFB set filled a hockey bag, it wasn't exactly portable.

I put forth pretty much the exact opposite of your theory. If an improved SFC is released, truer to SFB and more complete than ever it wil outsell all previous versions. I am confident of it. A ruleset that has been playtested for decades is an excellent base for a computer game and cannot be matched by compromising the game to try and hit more than one market.

It is what we have wanted for years. Moving even further away from SFB would only result in a product that will perform even worse than SFC3 and will alienate even more players.

THere is no sense in making an SFC that is not SFC based, there are already a number of games well entrenched in that market that would be very difficult to compete with. If I did not want an SFB based game I'd go play Eve or Nexus or Homeworld.

This thought is not complete and I have not expressed it very well, but I hope you can see my point.




Offline Mog

  • Lt.
  • *
  • Posts: 610
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #101 on: February 22, 2006, 08:59:15 am »
The more ships in a battle, the quicker ships get destroyed from massed, concentrated fire. Doesn't sound like fun to me.
Merriment is All

Fear the Meow!

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #102 on: February 22, 2006, 09:02:48 am »
The more ships in a battle, the quicker ships get destroyed from massed, concentrated fire. Doesn't sound like fun to me.

Not fo everyfight, bu 5v5 even 10v10 would be very col once in a while   ;D

PBR rulez
Who'd thunk that Star-castling was the root of all evil . . .


762_XC

  • Guest
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #103 on: February 22, 2006, 09:05:55 am »
Large fleets make you really appreciate what command ships do, beyond the extra pair of Ph-1 they carry.

And PBR does rule.

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #104 on: February 22, 2006, 11:26:13 am »
Large fleets make you really appreciate what command ships do, beyond the extra pair of Ph-1 they carry.

And PBR does rule.

Don't forget scouts, something has to protect the Capital ships with EW.   40 disrupter/Photons fired at once will tear anything appart in 1-2 volleys without a crap-load.

Who knows, Moggy might be right that it will get old quick.
Who'd thunk that Star-castling was the root of all evil . . .


Offline gplana

  • Lt. Junior Grade
  • *
  • Posts: 13
  • ADB Staffer and GPD writer
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #105 on: February 22, 2006, 02:00:21 pm »
You guys might want to read Steve Cole's post re FEDERATION COMMANDER here on Dynaverse: http://www.dynaverse.net/forum/index.php?topic=163360385.msg1122685315;topicseen#msg1122685315

(And if anyone here that is an admin or sysop here needs verification, yes, that postwas made by the "real" Steve Cole.)

Offline KBF-Crim

  • 1st Deacon ,Church of Taldren
  • Global Moderator
  • Commodore
  • *
  • Posts: 12271
  • Gender: Male
  • Crim,son of Rus'l
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #106 on: February 22, 2006, 02:21:05 pm »
You guys might want to read Steve Cole's post re FEDERATION COMMANDER here on Dynaverse: http://www.dynaverse.net/forum/index.php?topic=163360385.msg1122685315;topicseen#msg1122685315

(And if anyone here that is an admin or sysop here needs verification, yes, that postwas made by the "real" Steve Cole.)


No problem Gary...we're allways honored when Steve stops by...in fact..we're honored that you stopped by... ;)

SFC is the replacement for those of use who simply dont have the time, or the play group, to actually play SFB...

In fact..I never bought any SFB materials until I started playing SFC...I just bought Captians log #30 just for the SFC article by Luc.. ;D

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #107 on: February 22, 2006, 02:49:30 pm »
The more ships in a battle, the quicker ships get destroyed from massed, concentrated fire. Doesn't sound like fun to me.

Large fleets make you really appreciate what command ships do, beyond the extra pair of Ph-1 they carry.

And PBR does rule.

Don't forget scouts, something has to protect the Capital ships with EW.   40 disrupter/Photons fired at once will tear anything appart in 1-2 volleys without a crap-load.

Who knows, Moggy might be right that it will get old quick.

I find exactly the opposite.

I think endless leader variant duels (in flagrant violation of SFB CnC) are quite tiresome. <yawn>

What we need are fleets large enough to support real SFB CnC rules, this will pretty much end all cheese debates.

The way I see it if you want to fly that D5L or D5C, it damn well better the the leader of a proper squadron of three. (only one leader or command variant or bombardment ship per squadron...) If you want to fly that BB then you better have a full fleet of nine ships including escorts (or whatever the CnC rule was...)

See where I'm going with this?

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #108 on: February 22, 2006, 03:04:54 pm »
... to continue the thought...

Said CnC rules should be built into the server/client such that you cannot buy the leader/command variant until you meet the required number of line ships. (so folks like us don't have to remember the detailed CnC rules ;)).

Additionally to counter your gang-up theory; a good fleet formation prevents this, remember the dynamic of a Fed Carrier group or ISC eschelon on the SFB hexmap? You couldn't just rush one ship, it took careful planning, use of terrain and maneuver to isolate a ship from the fleet.

Of course as I mentioned earlier, this would require a much more effective and functional fleet command interface and of course much improved AI. Particularly AI that can handle seeking weapons offense/defense stratagems.

I have always wanted to see a proper ISC eschelon in action in SFC. Or better yet a Fed/Klingon carrier group battle without the stacks of fighters and drones requiring hours of deft manipulations and sideslips that were often never fully resolved, hell sometimes we got as far as setting it all up and realised we'd never be able to resolve it and went straight to the beer fridge... (God forbid if the cat ran over the table while you were on lunch break... ;))

Offline EmeraldEdge

  • D.Net VIP
  • Lt. Commander
  • *
  • Posts: 1161
  • Gender: Male
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #109 on: February 22, 2006, 04:06:48 pm »
Yeah, I would say that CnC would have to be built in.  No way are folks going to go around memorizing rules and adhering to it (especially new people).  I would, however, slip a toggle switch in, so you could get those 'fantasy' matchups if you wanted to.

Offline Mog

  • Lt.
  • *
  • Posts: 610
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #110 on: February 22, 2006, 04:34:23 pm »
.snip

Additionally to counter your gang-up theory; a good fleet formation prevents this, remember the dynamic of a Fed Carrier group or ISC eschelon on the SFB hexmap? You couldn't just rush one ship, it took careful planning, use of terrain and maneuver to isolate a ship from the fleet.

snip

Back in the 80s, I played in a homemade F&E type campign using SFB for battle resolution. We had fleets of up to 15 ships each. I was playing Coalition, and on one of the early moves, one of my Klingon fleets met a Fed fleet as it pushed into Fed territory.

There was no need to isolate and rush any of the opposing ships - I just got to range 15 and opened fire with 60 disruptors, resulting in 2 gutted cruisers. Next turn, 2 more gutted cruisers. I lost a couple of ships (some lucky/unlucky dice rolls :)  ) - the Fed fleet managed to disengage 2 ships, the rest were lost or captured. Sure wasn't fun for the Fed player.

Look at EVE - it has massed fleet battles - you get called primary and poof - few seconds later, your battleship is gone.

Large fleet battles favour direct-fire races too much.

Edit: btw, sorry for diverting the course of the discussion; felt compelled to respond to someone's soapbox ;)
Merriment is All

Fear the Meow!

Offline KBF MalaK

  • Just Another Target
  • Lt.
  • *
  • Posts: 673
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #111 on: February 22, 2006, 04:56:08 pm »
I have more fun in SFB battling monsters, and convoy escort missions. I've been playing SFB since 1980 and the thought of another long weekend sitting around an 8 foot map directing 10 ships makes me sick. :P

Anyhow, if ADB can make a SFB game for my computer, I'll buy 2 copies !!!
"Artificial Intelligence is not a suitable substitute for natural stupidity"                                                                                                                                                                                                                                                                       

Offline KBF-Crim

  • 1st Deacon ,Church of Taldren
  • Global Moderator
  • Commodore
  • *
  • Posts: 12271
  • Gender: Male
  • Crim,son of Rus'l
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #112 on: February 22, 2006, 05:02:29 pm »
Anyhow, if ADB can make a SFB game for my computer, I'll buy 2 copies !!!

Oy....

Offline Bonk

  • Commodore
  • *
  • Posts: 13298
  • You don't have to live like a refugee.
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #113 on: February 22, 2006, 06:26:32 pm »
.snip

Additionally to counter your gang-up theory; a good fleet formation prevents this, remember the dynamic of a Fed Carrier group or ISC eschelon on the SFB hexmap? You couldn't just rush one ship, it took careful planning, use of terrain and maneuver to isolate a ship from the fleet.

snip

Back in the 80s, I played in a homemade F&E type campign using SFB for battle resolution. We had fleets of up to 15 ships each. I was playing Coalition, and on one of the early moves, one of my Klingon fleets met a Fed fleet as it pushed into Fed territory.

There was no need to isolate and rush any of the opposing ships - I just got to range 15 and opened fire with 60 disruptors, resulting in 2 gutted cruisers. Next turn, 2 more gutted cruisers. I lost a couple of ships (some lucky/unlucky dice rolls :)  ) - the Fed fleet managed to disengage 2 ships, the rest were lost or captured. Sure wasn't fun for the Fed player.

Look at EVE - it has massed fleet battles - you get called primary and poof - few seconds later, your battleship is gone.

Large fleet battles favour direct-fire races too much.

Edit: btw, sorry for diverting the course of the discussion; felt compelled to respond to someone's soapbox ;)

To continue the digression...

Yes that occurred to me after I posted, particularly with ISC fleets, a few dozen PPDs at long range are devastating.
However, that is where the fighters come in. Most huge fleet battles I played always had a carrier group in them to prevent exactly what you describe from dominating the battle, and to draw such fire.

I still find such battles more entertaining than leader variant duels adnauseum.

Offline Dfly

  • Lt. Commander
  • *
  • Posts: 1735
  • Lyran Alliance Lives
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #114 on: February 22, 2006, 08:49:33 pm »
in fleet battles for the ISC Eschelon it would take dozens of ships to get a dozen PPDs.  If you check the formations used for the ISC in SFB, there would be like a max of 6 PPD for a 9 ship fleet.  Granted 6 PPD will really hurt a ship at a good range, so would 9 Fed ships with an average total of some 30 Photons fired at range.  It is all relative.

Offline RazalYllib

  • Imperial Romulan Information Service-senior advisor
  • Lt.
  • *
  • Posts: 784
  • Gender: Male
    • IRIS
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #115 on: February 22, 2006, 08:59:18 pm »
I go away a few days to build and new computer and all this happens....such energy in a thread is quite interesting...

My PoV...

I want SFB based SFC4-GaW with all the bells and whistles enumerated in such detail above as a standalone and fully modable product as a base, complete with FnE based economic system which also is fully modable. Did I also mention a give away server kit complete with fully functional sql out of the box? I would purchase several copies as well as encourage my buddies to purchase as well. With the advances in video processing tech it could be a feature set that animates damage as it is applied, different for each affected system, a transporter hit would be different from a APR, use your imagination.
Comes a time when the blind man takes your hand
Says "don't you see?"
Gotta make it somehow
On the dreams you still believe
Don't give it up
You got an empty cup
Only love can fill
Only love can fill

Offline KBF MalaK

  • Just Another Target
  • Lt.
  • *
  • Posts: 673
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #116 on: February 22, 2006, 09:57:14 pm »
I go away a few days to build and new computer and all this happens....such energy in a thread is quite interesting...

My PoV...

I want SFB based SFC4-GaW with all the bells and whistles enumerated in such detail above as a standalone and fully modable product as a base, complete with FnE based economic system which also is fully modable. Did I also mention a give away server kit complete with fully functional sql out of the box? I would purchase several copies as well as encourage my buddies to purchase as well. With the advances in video processing tech it could be a feature set that animates damage as it is applied, different for each affected system, a transporter hit would be different from a APR, use your imagination.

Oh yeaaa, baby.. And a career mode where I can fly a captured ship throughout my career.

GIMMEEE!!!!
"Artificial Intelligence is not a suitable substitute for natural stupidity"                                                                                                                                                                                                                                                                       

Offline EmeraldEdge

  • D.Net VIP
  • Lt. Commander
  • *
  • Posts: 1161
  • Gender: Male
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #117 on: February 23, 2006, 01:35:11 am »
heh.  I doubt the folks at Starfleet Command (or whatever organization) would let you keep that ship for very long.  They'd probably take it back to intel and turn it inside out, or give it to you (assuming you were lucky enough to pull the duty) for a covert ops mission before demanding you turn it in. ;)

Offline FPF-DieHard

  • DDO Junkie
  • Captain
  • *
  • Posts: 9461
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #118 on: February 23, 2006, 07:23:22 am »
in fleet battles for the ISC Eschelon it would take dozens of ships to get a dozen PPDs.  If you check the formations used for the ISC in SFB, there would be like a max of 6 PPD for a 9 ship fleet.  Granted 6 PPD will really hurt a ship at a good range, so would 9 Fed ships with an average total of some 30 Photons fired at range.  It is all relative.

There are rulles preventing all PPD fleets for this reason.
Who'd thunk that Star-castling was the root of all evil . . .


Offline EschelonOfJudgemnt

  • Lt. Junior Grade
  • *
  • Posts: 259
Re: SFC4: Galaxies at War....crap or get off the pot...
« Reply #119 on: February 23, 2006, 04:37:28 pm »
R.E. fleet engagements

This is why F&E limits fleets to around 10 ships with DN/BB/CVA command ships (and, as I remember, spending a command point could bump this to 11).  Running a sixteen ship fleet WILL result in a lot of one shot-one kill situations, and should NOT be encouraged!

In SFC, I think I'd suggest limiting fleets to 9 (3x3), with the limitation that one size class 4 (DD/FF) ship is required for every larger ship, and one size class 3 or 4 (CA/DD/FF) ship be required for every size class 2 (BB/DN) ship (so you could have a BB, CVA, 2 cruisers, four DD/FF and a size class 4 scout).

And if someone wanted a fleet of 8 frigates with a CC, more power to them!  In the 'yard' interface, the command ship you bought would dictate how many smaller ships you can have.  The only time this would get tricky is if someone shot your CC out from under you and you had 8 leaderless DD/FF's.  My guess is that the game interface would 'refund' you for the lost ships (perhaps with you picking which ships to send down the road) until you met your reduced command limits.  Or, you could simply say that 9 ship fleets are always allowed (to save headaches).

Are the size class 4 ships effectively popcorn?  Absolutely!  But that's the whole point in fleet play.  You shouldn't concerned so much about losing ships as much as winning engagements (by making the opponent lose more ships than you do).

Of course, scouts would also need to be properly implemented, which begs the question: how can you easily tell an AI-run scout in your fleet that you want EW lended to certain ships, use 'x' number of channels to break lock-ons of drones targetted on certain ships, etc.?

I think that you will find that seeking weapons tend to be a LOT more devastating in fleet play.  It's easy enough for one ship to peel off when targetted, but wheeling an entire fleet around is another story...

Assigning ships to formation spots probably wouldn't be that hard actually.  As the 'mission start up' screen pops up, you would take a minute to choose your formation (eschelon, line abreast, or whatever).  Each formation would assign a number to given spots (the command ship being in the #1 spot, in the rear of the formation for example), and other ships would be assigned a spot in the formation.  As formation spots become empty, the next ship down fills that spot (i.e. if you lose your #4 ship in a 9 ship formation, ship #5 goes to 4, ship #6 goes to 5, etc.).  Changing ship assignments during a battle would be distracting (i.e. go to fleet interface, click on ship #4 and reassign it to #7 or whatever), which incidentally simulates the chaos of such occurences...  The SFC fleet interface already does this to a degree, but this would need to be upgraded for the nine ship fleets.

Regardless, I think it would be best to limit battles to 18 ships (9 per side), barring special cases, which incidentally are the current SFC OP limits. i.e. six players, 3 ships each, minus the larger formation options.

I'd also envision in that interface an option to 'lock' the point of a given formation on the command ship of the opposing formation, so that a formation would wheel to face the enemy, keeping the rear of the formation away from the enemy.  I'd also envision options to break formation and scatter, attack at will, etc., should such be required.  If you are hopelessly outnumbered, breaking up and running in multiple directions might at least save some ships in your fleet.

In the interest of those prefering 'loner' play, you could have the mission selection screen offer different options for fleets and skirmishers, i.e. loners get a lot of 'convoy raid' and similar missions, while fleets tend to draw starbase assaults and such.  And I'd think that fleet missions should affect hex DV's more than skirmisher missions would.  And you could introduce an additional mission selection group for 3 ship fleets, so that they aren't always drawing larger fleets (unless they so choose).

I'd also envision a starbase assault mission, which has live players on each side, assigning additional AI ships (equal to the starbase) to the attacker's fleet, which would be incorporated into the attacker's fleet in some manner.  This would reflect the F&E command point rule (the fleet admiral has assigned additional assets to take out the base).

The main question in all this is: can the 'data packets' that SFC sends back and forth handle such large fleets, or will online play bog down?  Also, I'd think that in the interest of actually allowing players to run their fleet, that fleet engagements would run at lower game speeds (example: speed 8-9 for single ship, speed 7-8 for three ship fleets, speed 5-6 for 9 ship fleets). That way you can actually direct your fleet somewhat rather than simply hoping the AI does what you want.

Some 'hey fleet target this ship and fire', 'concentrate on fleet point defense', 'everybody go evasive', etc. buttons would also be nice...

Three way fleet engagements are bad, and probably shouldn't be allowed, in the interest of game stability.  36 ships in a single engagement would be interesting to watch but no fun to be in the middle of, especially if three opposing fleets simultaneously decide your fleet has to go...

Hmmm, I wonder if you could tweak the method of mission assignment so those desiring to patrol a single hex all the time could ask for missions without having to leave the hex?  Or for those desiring the fun of running a starbase, allowing them to do so (click on mission interface, and you get to choose between sabotage, cargo inpection, merchant pirate soldier spy, etc. missions.).

Also, you could introduce two new variables into the game for fleets: Special Weapon limits and Special ship limits.  Hellbores, PPD's, etc. would have a number of points assigned to them, and your fleet couldn't exceed this point limit (i.e. the interface would tell you "this ship exceeds current weapon limits" and you'd have to buy another instead).  Special ships could also be similarly limited, such as drone frigates (i.e. no more than 3 DF's in a 9 ship fleet).  And the limits could scale to the size of the fleet.  Example: you earn 10 'weapon points' for every ship in the fleet.  PPD's cost 11 weapon points each, so a 9 ship fleet can have 8 PPD's (88 weapon points, 90 allowed), while a 5 ship fleet can only have 4 PPD's...  You could also write some exception into the code, so that you can always take one ship that would otherwise exceed the limits, as long as no other ship in the fleet can pack special weapons, i.e. a 4 PPD DN is worth 44 'weapon points', so if it is flown in a four ship fleet, it would normally exceed weapon limits (40). But, since it would be the only PPD-armed ship in said smaller fleet, it is allowed.
« Last Edit: February 23, 2006, 05:05:59 pm by EschelonOfJudgemnt »