Nafensoriel wrote: ↑Fri, 14. Dec 18, 04:50
Well, there are some allowances to be considered for video games. If you wanted to consider realistic space combat it would most likely(thanks to physics being an ass) play out like an extremely long ranged sub duel on steroids. I'd actually kill to play a game like that honestly. For the purpose of a bridge through the Hollywood sci-fi bridges are often just terrible. We design military to be functional and direct of purpose. Even a tool that you label "multirole" is still built around doing a generalized job. A giant map is actually a terrible way to transfer information. A 3D map can rapidly overload your brain and missing that one little dot means you lose and a bunch of people die.
In reality optics and targeting something an AU away would be a challenge since even with modern optics you'd be shooting at a blur. Toss in time lagged radar/lidar/etc and you've got the greatest game of entrapment mixed with battleship ever invented.
True. Real life space battles will be fought by doing a bunch of math and pushing a button, and the only evidence that you have of "winning" will be your continued existence.
I think there should be a mix. Imagine a control room, that looks sorta like the paranid one, mixed with any generic long thin platform over a big sphere stereotype, which has panels that all show a certain view from the ship. Roughly coincidental to the angle at which you are looking out. Then a 3d map in the middle on a table, as an option. This opens up a bunch of "damaged module" possibilities, because you could, for example, lose your turret's gun camera when the turret goes down. Or if you're taking heavy hits to one side, those screen start to fuzz out as a damage indicator.
OOO, and with the teleportation mechanic, you could have the bridge be a survival capsule, where if the ship explodes, you survive for a few seconds so you can teleport out, vaguely mimicking lifepods. It is a capital ship, after all. That could make aircrash a viable tactic for heavily damaged capitals in your hands (which seems like it would be reasonable, if a space battle was happening on the scale seen here).
M4dSc13nc3 wrote: ↑Fri, 14. Dec 18, 06:06
battlecruiser and battleship class ships
Define "battlecruiser" class and "battleship" class.
I'm not being flippant, I'm serious. In terms of ship balance, weaknesses, strengths, what is a battlecruiser and what is a battleship, and how are those roles different from the ingame destroyer?
As of right now, the destroyer fills the battleship role because it is designed to engage large targets at (relative) range. A battlecruiser, which historically is a lighter and faster battleship of similar size and armament, is filled by various frigates and corvettes (especially vanguards) reliably, though this might be a function of weapon damage. If weapon damage and shielding was reworked to the point where there was orders of magnitude differences in power between an S ship and an L ship weapons, then the addition of these additional classes would make sense. We'd need an XL battleship, probably an L battlecruiser that sacrifices turrets and shields for more and bigger main guns, capable of matching XL guns from a battleship. Frigates would need to be reworked a little as well, to specialize as in X3AP.