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Old 2012-07-07, 04:06 AM   [Ignore Me] #121
cellinaire
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Re: Battles in space for the future


Originally Posted by roguy View Post
No, like others have said population splitting doesn't work. It's also a waste of development ressources to build a whole new game with different gameplay/rulesets instead of building upon what's already there, THEN trying to sell it to players who were drawn to your game to play an FPS rather than a space combat sim.

Every time this has been tried it it has either completely bombed (Core combat) or are hands-down inferior to competing games that "specialised" at what they're good at (like SWG:JTL vs Freespace 2 or X-Wing Alliance // SWTOR on rails space combat vs Starfox 64....)
Pop splitting is a valid concern, so I understand. (but, while f2p can't be the magic stick for resolving any issue they might bump into, I think it can diminish the level of threat pop splitting has on the playerbase and the game itself.)

And as for the second issue... well.. 'bombed or inferior' has been proven right in most cases, but there are possibilities that it can be supplementary, reciprocative, or mutually beneficial. Should they not waste their precious time in developing any fluff items or side feature/ side activities in the game?

So, by your logic, Are games like FreeRealms or CWA complete garbage because these kind of games just tries to be the Jack of all trades? Did the introduction of JTL ruin SWG like CU or NGE? I saw it as 'diversity' of things to do. (I knew it was inferior, but I didn't expect it to be exactly like 'ELITE' or 'Wing Commander' or something like that.)
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Old 2012-07-07, 12:39 PM   [Ignore Me] #122
Sledgecrushr
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Re: Battles in space for the future


If space combat ends up being limited to jetting around in a spacey arena, with no real ties to auraxis then it shouldnt be done at all. If the idea of space combat is to be like ToR then no again. But if space combat is homogenous with the rest of ps2, if it accentuates the ground combat and creates new strategies and depth then yes space combat should be included.

The idea of executing a mass drop pod infantry assault from an outfit owned space frigate has me all tingly inside...

Last edited by Sledgecrushr; 2012-07-07 at 12:44 PM.
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Old 2012-07-07, 12:48 PM   [Ignore Me] #123
Stardouser
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Re: Battles in space for the future


Originally Posted by Sledgecrushr View Post
If space combat ends up being limited to jetting around in a spacey arena, with no real ties to auraxis then it shouldnt be done at all. If the idea of space combat is to be like ToR then no again. But if space combat is homogenous with the rest of ps2, if it accentuates the ground combat and creates new strategies and depth then yes space combat should be included.
Right. I don't want it either if it's basically just a separate game not tied to the rest.

Here is an EXAMPLE(meaning, I'm sure SOE can dream up a better way) of how it could be tied in:

Once we actually get to where we have different planets, footholds could be removed. Then, there would still be warpgates, but they could be camped, but you would also have the option of physically attacking through space and then you can transition from space to land just like the video I linked before(yes, the tech required for that might mean waiting for PS3 or PS4).

Also, only the faction that controls the space station above the planet could get orbital strikes or drop pod squad spawning.

The above, as I said, is just an example of how it could be tied in.
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