Hey folks,
Ambarenya (former Armada III dev) here. I've been playing the Sins II technical preview recently, and recalled one of the biggest limitations with original Sins modding (and replicating Star Trek ship combat) was the fact that dynamic combat movement could only be achieved by using the "fighter combat" switch when modding the game. Is dynamic combat movement (as in ships weaving to and fro during combat) something that is planned for Sins II? I recall this was a hardcoded limitation in Sins 1 but I think would be a great feature for Sins II if it could be achieved (or at the very least a few dynamic movement options for various types of ships coded in for modding purposes).
Best,
Ambarenya
Ships should be able to move around a gravity well defensively in formation without any input from the player.
I can't say whether Sins2 can give you exactly what you want as I'm not aware of the details but the limitation of having to choose between fighter physics and regular physics is no longer an issue as all ships now share the same physics model. In theory you could make a capital ship behave like a fighter, corvette, or some other variant.
What if fleets/ships were given/able a pre programed option of maneuvers?
a. Circle well
b. zig zag well
c. Ball up/ defensive
d. Wagon train/ offensive
e. etc...
I don't think it's correct to call this game Open World. The term assumes there's a world with content you're likely not to ever touch. If you have to do most of the stuff then it's more like big levels with some optional stuff, isn't it? DOS1/2 are like that, the level system assumes you do almost all of the content. You won't have enough XP to tackle on bigger threats otherwise. On Tactician difficulty taking on higher-level threats is very risky.
momix
indigocard.xyz
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