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predcon: No, because Space Rangers is more about trading, and is too open-ended to compare to what I'm talking about.

I'm going to try explaining one last time, only now with crude mockups. Observe the "Before" and "After" images attached to this post.
I totally get where you're coming from - I don't understand why the others don't... *shrug*

I would LOVE to play that game... Would you add Vandread-esque power up super moves too? That would be RAD!!!!!!!!!!!!
Yep, that's what I get for little sleep and checking GOG forums after I have already started working in the morning ;)
I finally see where you go with this, but honestly I can't see myself playing it without some more engaging fight mechanics. The world map part (flying around to different planets looking for quests) was done pretty much as you describe it here in Solar Winds, and I liked that game well enough, but for the battles I kind of fail to picture the random encounters in space (scanners, etc.). Also, I don't really like battles JRPG style (Grandia II excluded, but it actually had move mechanics that allowed dodging if you time things right) - I'd rather prefer something MOO style, with moving ships, that allow for some deeper tactics, but that's just me.

Edit: Vandred-like power-ups will definitely be fun and would mesh well with the idea of the player running a heavier ship carrying smaller fighters.
Post edited April 07, 2011 by termit
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predcon: No, because Space Rangers is more about trading, and is too open-ended to compare to what I'm talking about.

I'm going to try explaining one last time, only now with crude mockups. Observe the "Before" and "After" images attached to this post.
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Virama: I totally get where you're coming from - I don't understand why the others don't... *shrug*

I would LOVE to play that game... Would you add Vandread-esque power up super moves too? That would be RAD!!!!!!!!!!!!
I don't know, I haven't heard of Vandread. I'd said earlier that limit-breaks would be based on whatever the character's specialty is. Energy/Beam-Weapon users would overcharge, Missile and guided bomb users would do...something with missiles and guided bombs, and vulcan/machine gun users get to choose from a variety of affects applied to their bullets like A.P. and elemental effects. Summons would be replaced with prepaid-for military support strikes (if you're on the ground, these would be orbital laser or nuke strikes, and in space/air they'd be a quick fly-by of military craft), which would then have to be paid for again if you wanted to use more, kinda like in Mercenaries, but you have to pay for them beforehand at trading posts/shops instead of having the cost deducted from your account on-the-fly.
Post edited April 07, 2011 by predcon
Seriously, look up youtube (I'm stuck on fucked up net and extremely limited bandwith cap so I can't just gallivant around and link you lots of juicy links) for Vandread fight scenes. It was one of the first anime series I ever saw that actually combined 2d and 3d really well - the first couple of times were absolutely jarring to the eye simply because I had never seen anything like it but once you got into the flow it actually was pretty epically awesome.

And Dita Liebely was the sex. I still have a small crush on her ten years after watching it.

Greatly underrated anime gem, IMHO.

Anyway, do it, go have a look and see what I mean. I believe that would be what makes your game stand out - of course, you would have to develop your own "moves" or whatever but the concept is there. What says you?