Weekly Update #118

The lack of capital gameplay was what I thought the problem was. That’s why I didn’t really see much difference in the amount of additional management involved between ideas.

Eh, that’s fair. I’m a fair bit biased against it after being lied to be the development team since beta. Gave up on it due to the spotting system in the end a couple years back.

IDK, maybe I’m old, I don’t think micromanaging my rotation and guns is the proper gameplay to add for captials, maybe if I was 10 years younger that would be a thing. I would rather worry about my general positioning and the strategic possibilities that my capital adds to the battelfield.

It’s mind boggling to actually have the captain of a capital aim guns for me, designate target, done.

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OH! no, I was offering my comment to be INSTEAD of having manual weapon aiming.
You’d turn your ship so the weapon could bring itself to bear.

You are suggesting more involvement with piloting a capital ship?

I’m suggesting strategic abilities and if possible a RTS command scheme, but I think that is off the table.

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Yes to all the above.

Maybe this discussion should be continued in the thread @Lomsor linked?

In that thread I expressed my favour for an RTS/EVE-like control system where the player can prioritise/designate targets rather than manually aiming, specify distance and orientation rather than manually piloting, etc, etc…

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mm yes can’t wait for this.

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Clearly the solution to battleships is going full broadside.

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