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Only War 2: Space


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#101 Dynamic Echo

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Posted 23 July 2008 - 08:52 PM

I think that these issues with the fighters and bombers can only really be resolved through playtesting, simply as there is no convincing argument tha tsupports a specific scheme. However, I have come up with some other topics for possible discussion.

Now, the problem that I can see with space warfare is that the maps will pretty much all be the same but varying in size. To counter this, I have come up with a few ideas which would manifest as scenery possibly using a development on the code used for random crates. For example, instead of making a map in an asteroid belt, you make a map which has a number of possible loacations for a cluster of asteroids, which are then placed at the game start. This would also allow for a possible tool for the player to alter terrain density on a map, leading to a vast number of possible permutations.
Alternatively, a more traditional map making system could be implemented but with a number of locations implanted which may or may not have a special structure or thing associated with them. In all cases there would be a large number of asteroids in the area to mask any hostile elements (more on that in a minute). A good example of a possible structure is an abandoned mining complex on an asteroid. This would have to be quite a large installation to be easily seen and would be captured either by an engineer-type craft (if you are going to have such things) or an escort getting close and launching boarding craft. The actual structure would work in the same way as a tiberium spike. Another possible thing to have there are some pirates. These could be ork pirates, human pirates or whatever. The point is they would be small ships either alone or in small groups (2or 3) which hide in these clumps of asteroids and engage passing ships (as long as they aren't too big). This would satisfy the background in 40k which suggests that space is a dangerous place where one is likely to be attacked at any time. There are plenty of possibilites and I have a fair few ideas but I'll wait for a positive response before I elaborate further. If you like the idea I would be happy to draw up some concept art for you.

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#102 Boomerang Python

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Posted 24 July 2008 - 02:16 PM

Hmm random crates would be replaced by a random space capturable building? or do you mean it would be replaced with random asteroid fields?

We've touched on the idea of having hostile npc controlled units in space, such as ork pirates and the likes we've also thought about adding some sort of warp storm that moves randomly over the map..
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#103 The Mr Z

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Posted 26 July 2008 - 02:46 PM

warp storms are a bit too big for that, they engulf several systems at a time. and cause all sorts of nameless chaos. i don't think it's worth trying to immitate it, anything would fail miserably.

also what if it hits one side's base? that's a rotten way to lose a match.

i think he means random asteroid fields. but yes, there are plenty of ways to spruce space maps up. EAWs maps were all rather open, but a combination of nebulas, asteroid belts and capturables made them all play very differently.

#104 Dynamic Echo

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Posted 26 July 2008 - 09:05 PM

Actually I meant both capturables and random asteroid fields, though I think that capturables and hostile NPCs would be better. Good examples of capturables:

Abandoned mining station

Adeptus Mechanicus Installation - You receive an adeptus mechanicus repair ship that repairs nearby ships if Imperial. If Orks/Chaos you get some extra funds due to either daemonic sacrifice or increased output due to extra slaves. Necrons would get some souls or something, I don't know.

Space Hulk - Lots of possibilities, could get more resources, could be boarded by genestealers etc.

Research/Oservation outpost - grants line of sight in a large area around it.

Abandoned defence station - capturable turret basically.
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#105 Boomerang Python

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Posted 27 July 2008 - 06:56 PM

Yeah All good ideas..
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#106 Dynamic Echo

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Posted 28 July 2008 - 04:59 PM

On a different matter: Have the technical issues regarding scrolling of stars been resolved yet? If not then switching to RA3 may be a consideration as I am reasonably sure it would be considerably easier to code for space on that game - basically it would be naval warfare with really deep seas, no water effects for surface and all units being water-based. That would be simpler than having to code in flying buildings. Just something to think about though it would probably not be a popular decision.
Also what will the pacing be like for space in OW2? Will it be the near-manic gameplay of CNC 3 or something more sedate in its' own way. Personally I think ti should be somewhat slower as that discourages rushing and spam. I say this as rushing doesn't really fit in with 40k space combat background - they generally prepare a fleet instead of rushing in straight away.
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#107 Boomerang Python

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Posted 28 July 2008 - 05:54 PM

Yeah it wont be all cnc3 like it'll probably be slower you know.. calmer
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#108 The Mr Z

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Posted 28 July 2008 - 10:35 PM

and how is the star background going, have you got a solution up and running yet?

i mean, we know there are a million and 10 ways but have you got one working yet?

#109 Boomerang Python

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Posted 29 July 2008 - 06:32 PM

Kinda busy with billions of things to texture right now so havent had much chance :grin:

but im 80% sure it'll work nicely

will probably start focusing a bit more on space after the first-second alpha release

Edited by Boomerang Python, 29 July 2008 - 06:33 PM.

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#110 Dynamic Echo

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Posted 30 July 2008 - 03:49 PM

Excellent news. I would like to ask, however, what is the Necron resource going to be? Because it isn't logical for them to be trying to capture fuel and minerals etc. like everyone else so what will their objective be?
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#111 Boomerang Python

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Posted 30 July 2008 - 04:44 PM

simply put

their objective? kill.
resources? souls.


but as a secondary we'll probably have to add some "soul" inflow from some crystal like structure to balance things out

Edited by Boomerang Python, 30 July 2008 - 04:46 PM.

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#112 Hostile

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Posted 30 July 2008 - 11:42 PM

Is there a bounty function in cnc3? Than you can give money for enemies killed. Sorta like benefiting from souls.

#113 Boomerang Python

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Posted 31 July 2008 - 12:06 AM

yeah that was the general idea mate :xcahik_:

I do recall some unit having the bounty logic
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#114 Dynamic Echo

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Posted 03 August 2008 - 08:31 AM

I know the Scrin epic unit has a bounty function but I can't remember any the vanilla CNC3. Ah well, I'm sure yopu'll find a way.

Moving onwards...what about unit caps? I do believe that some quite, well, restricting restrictions should be put in place to prevent the untold horror that would be Emperor class battleship spam. Basically a very strict limit (1-3) should be placed upon battleships, with up to around 10-15 cruisers allowed and then limitations blooming out from there. Further, for balancing fighters and bombers I think looking to Homeworld 2 would be a good idea...basically you control all of them. They are reasonably expensive (a squadron of bombers is about 500, and a torpedo frigate is 800). The relatively high price prevents spam and is counter-acted by their power. Large ships simply cannot combat them, or so innefectively they are effectively not combatting them. This means that one needs to build a balanced force to win and means that in a large battle fighters and small ships in general don't simply get annihilated in the opening seconds.
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#115 Boomerang Python

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Posted 03 August 2008 - 10:57 AM

yeah its obvious that we will limit the more insane ships to low numbers and have the more shit ones at higher numbers
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#116 N3crontyr

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Posted 22 May 2009 - 01:21 PM

Im just wondering how the necrons will be done. Seeming as there weaponry will be mainly gauss and instant shot so there range would have to fairly small and LOS small too, and them getting resources could be done with like the Scrin Epic with the area around it where all units killed in it are converted to resources, each of the necron ships could have this affect plus an income like capturable civ buildings where u get a trickle of resources. Like a population being harvested in orbit in structures or similar
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