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There's very much room for improvement (and it seems they're trying in the next patch), but standard RTS controls are not that improvement.
The problem is that it is inconvenient to carry out tactical COMMAND. It is inconvenient to aim at the enemy, there is no way to group, split into units, form orders. There is no simple way to click on a point in space and direct the ship there. Let him make all the necessary maneuvers, turns, but he will come where I need and attack not in the forehead of the enemy.
Tactical management was done by crazy people.
Standard RTS controls don't make any sense in a newtonian space. If you want to order your ship to move to a particular spot in space, in most cases it means you aren't thinking right. (The exception is when you're moving to rendezvous with your own station defences because battles insist on starting with the defenders charging away from their base of fire.)
I mean I said there's room for improvement in the first post.
I'm not sure I agree that there's a simpler scheme, though. Definitely refinements available on the existing scheme...
IN GAME. MUST. TO BE. OPPORTUNITY. MANAGEMENT. CONTROLS.
OPPORTUNITY TO WIN.
POSSIBILITY TO LOSE.
POSSIBILITY TO QUICKLY RETAIL GROUPS TO DIFFERENT ENEMIES.
OPPORTUNITY TO BUILD AN ORDER FOR BETTER MUTUAL PROTECTION.
HUNDREDS OF POSSIBILITIES.
You completely lack imagination and spatial thinking.
But you went with Homeworld controls, which are completely not that. Not sure about Jupiter, I played that at one point but don't remember it well.
Technically speaking, the current controls give you the possibilities almost completely. What they do quite badly is making it at all user-friendly to use those possibilities.
The solution cannot be 'okay, all ships are driven by an artificial stupid being ordered by someone who doesn't want to understand that space is not Starcraft'.
rts controls(ala homeworld) would be a major improvement over the current ai, as it offers any symbolence of control to the player at all. Instead of a janky, half-working control scheme or an ai that will intentionally turn side-ways rather than leaving its nose forward when there isn't a single flanking enemy.
seriously this is like the easiest ♥♥♥♥ ever. you put a waypoint, the ship shows a ghost path of how it wants to get there. Allow the player to set a facing for the ship to be oriented at when it gets there. allow waypoints and have the game curve the path to the endpoint. allow the player to set a "fullstop" at a waypoint, a setting that is already in the damn game.(sidenote: the actual coding is a lot harder, but the idea is easy af)
I don't get your obsession with newtonian physics, I loved SOASE, Nexus, Homeworld and I am looking for something similar. Whoever posted that rant was right, and those commands are a common thing in space games.
I had high hopes for this one, I hope it turns out OK in the end.
However the big key is to pause. Pause, assess situation, plot your flight paths, select your targets, unpause and let it play out. If all is going according to plan, let it keep running. If you need to make a change, pause again. Do not let the aliens be too proud of the technological terrors they have constructed, the ability to destroy a planet is insignificant next to the power to control time.
am very tired of reading this exact comment. The OP has a very **very** valid point
i don't even watch the spacebattles anymore because the most optimal way to play is to not touch the controls and let the slow march of my ships.
i'd let auto calc do its thing honestly if i stop losing ships since MY tactics of alt tabbing and doing something else while the battle plays ends up with all the aliens dead and none of my ships damaged.
take that Newtonian physics
I see. I'm fine with English, you are not catching up. And you have no imagination either.
1. Homeworld is given as an example of a great implementation of positioning and direction in real 3D space.
2. The Nexus is given as an example of an excellent implementation of the direct control of a warship with the conditions of Newtonian physics and a good implementation of positioning and direction in a real three-dimensional space. But most importantly, an adequate and intuitive possibility of combat control of the ship and the issuance of group (not general fleet) orders.
If the developers, instead of giving birth to this cadavers, used the experience of these games, the tactical part would be interesting. Now she is a piece of vomit. And the player has the choice between suffering or collecting a doomstack that, under the control of the AI, will not lose.
Why are you clinging to the RTS, I absolutely do not understand.
Do you seriously think other people are so stupid that they would not have guessed in the TACTICAL part of the game to give all commands through a pause?
I don't see how the physics in the game can conflict with the ability to easily task the end point of a route, or the in-depth controls like in the Nexus.
So you're giving orders that are potentially way more complicated than you expect and that involve your ships changing facing in ways that are quite likely to be catastrophic for combat. This isn't a good idea.
Well, Homeworld is totally non-Newtonian. I'm pretty sure Nexus is too. SoaSE is that and two-dimensional besides.
It's fine that you like those things, but TI doesn't want to be those things.