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Post by Noah on Sept 26, 2016 0:12:51 GMT
Is there any way to: 1) Pause in combat after the initial un-pause? 2) Slow down the combat? 3) Replay the combat to see what actually happened?
I love the game and the blog posts.
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karl
New Member
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Post by karl on Sept 26, 2016 18:31:51 GMT
1. Nope, design decision to keep the combat intense. 2. Nope, see above. 3. I know this has been requested at least once before but currently not in game.
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Post by Noah on Sept 26, 2016 20:53:16 GMT
Thanks for your reply. It is a shame about 1 & 2. I imagine I am not alone in this but the type of people who would parse out orbital mechanics are also the type who do not get off by fast twitch/reaction games. I saw it elsewhere but even thematically it makes sense to allow pauses since we assume crews with dedicated weapons officers.
Hope they allow a pause in combat.
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karl
New Member
Posts: 14
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Post by karl on Sept 27, 2016 15:21:54 GMT
Pre-select your targets (priority selection would be nice, especially given multiple hostile ships) reduces a lot of task load.
I think it still makes sense thematically even with multiple crew running things. If anything because there is only one person in control of everything you might have better reaction times because orders don't have to be relayed from the captain to weapons, helm etc. Go play Artemis (or any bridge simulator) and tell me that multiple people are better (so much fun though) (:
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Post by jonatanhedborg on Sept 28, 2016 10:40:12 GMT
I do agree that this game would be better with pausing in combat. If you want to simulate communication delays and things like that, it's probably better to actually do that. As it is now, a lot of your combat capabilities is about how well you are at fighting the interface (which is pretty good, but many common actions require a lot of actions... like managing missiles) rather then fighting the enemy.
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Post by curiousepic on Sept 29, 2016 13:36:47 GMT
1. Nope, design decision to keep the combat intense. Citation?
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Post by mikeck on Oct 9, 2016 1:24:50 GMT
I don't get the "no pause to keep the combat intense". If you want "intense" non-paused combat then you can simply choose not to pause. Why not just give the player the choice?
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Post by Dhan on Oct 9, 2016 16:38:08 GMT
I don't get the "no pause to keep the combat intense". If you want "intense" non-paused combat then you can simply choose not to pause. Why not just give the player the choice? Those are two separate things. The first is the developer dictating how they want combat to be and the second is the player dictating how they want combat to be. Both are valid and neither is superior, objectively speaking.
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Post by ross128 on Oct 9, 2016 17:26:29 GMT
I do think a replay would be neat though, especially if it included overlays that let us "peek under the hood" and see what the simulation is doing at that moment.
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Post by illectro on Oct 28, 2016 22:16:15 GMT
The big problem with no pause option is that issuing orders is awful, and there's no scope for issuing complex orders prior to battle. Sure you can manage one ship, or a blob of similar ships, but realistically an admiral would brief every captain in a fleet on the plan of attack prior to combat, there would be multiple sets of standing orders laid out ahead of time to anticipate multiple possible enemy activities and contigencies. Not having this capability encourages builds with homogeneous fleet makeup to minimize the micromanagement. Of course I wouldn't expect a developer to build out such a complicated standing order system, instead I'd suggest that providing the ability to pause and issue orders is a fine substitute.
So I'm going to suggest that, please enable the ability to pause and issue orders.
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