Author Topic: How many ships can the FS sourse engine handle on a modern system?  (Read 9227 times)

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Offline General Battuta

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Re: How many ships can the FS sourse engine handle on a modern system?
It depends:

1. FS2 AI can't be compared to the one seen in WC games. It's plainly not as good.
2. Excalibur's autotargeting combined with its superior weaponry means for us, as mission designers, necessity to add more fighters to equal out the equations

You could probably get it closer to WC style with a custom AI profile, couldn't you?

 

Offline Tolwyn

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Re: How many ships can the FS sourse engine handle on a modern system?
Of course we are using a custom profile. Still, AI is dumb as bread. In FS2 you are engaged in close combat, enemies ram your ship from time to time. You can't compare it to the way WC enemies acted. Still, in the first 4 episodes, you face a limited number of enemies. It's the last 13 missions, when you finally get a sit in the Excalibur, you face more enemies.  Some missions feature over 200 fighters, simply because Excalibur is so powerful.
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Offline gevatter Lars

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Re: How many ships can the FS sourse engine handle on a modern system?
Well the first WC had also an AI that had a tendancy to ram your fighter.
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Re: How many ships can the FS sourse engine handle on a modern system?
more like the other way around :p

 

Offline Fury

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Re: How many ships can the FS sourse engine handle on a modern system?
Remember: you travel to more than one waypoint
This is why I gave up playing WCS demo in frustration. Whoever decided to use waypoints in the WC games is a sadist. :p

 

Offline gevatter Lars

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Re: How many ships can the FS sourse engine handle on a modern system?
I favor the Navpoint system over the "one battlefield" system of FS2. It kinda shows how big space is and that finding your enemy isn't allways that simple.
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Offline Vidmaster

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Re: How many ships can the FS sourse engine handle on a modern system?
It has some good sides and some bad.

Unlike original WC, we can't decide which Nav point to fly too and decide to go home if we are damaged. We have a bit of the Starlancer syndrom there. That's why the mission design process has to balance all the Nav points in a way that it remains fun and challenging at the same time.
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Offline Starman01

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Re: How many ships can the FS sourse engine handle on a modern system?
Quote
It's the last 13 missions, when you finally get a sit in the Excalibur, you face more enemies.

SPOILER !  How dare you ?  :mad2:  :)
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Re: How many ships can the FS sourse engine handle on a modern system?
Quote
It's the last 13 missions, when you finally get a sit in the Excalibur, you face more enemies.

SPOILER !  How dare you ?  :mad2:  :)
Could be worse... could have said Dragon  :P  :lol:
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Re: How many ships can the FS sourse engine handle on a modern system?
Of course we are using a custom profile. Still, AI is dumb as bread. In FS2 you are engaged in close combat, enemies ram your ship from time to time. You can't compare it to the way WC enemies acted. Still, in the first 4 episodes, you face a limited number of enemies. It's the last 13 missions, when you finally get a sit in the Excalibur, you face more enemies.  Some missions feature over 200 fighters, simply because Excalibur is so powerful.

I'm okay with dumb AI. I got my ass killed enough in the demo as it is.

 

Offline headdie

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Re: How many ships can the FS sourse engine handle on a modern system?
Remember: you travel to more than one waypoint
This is why I gave up playing WCS demo in frustration. Whoever decided to use waypoints in the WC games is a sadist. :p

its also how origin's WC series plays, briefing hit the navs, sometimes watch a story sequences, go home
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