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Off-Topic Discussion => Gaming Discussion => Topic started by: StarSlayer on January 15, 2017, 09:54:40 pm

Title: Children of Dead Earth
Post by: StarSlayer on January 15, 2017, 09:54:40 pm
So I was doing a little research on Atomic Rockets for some designs I am working on when I saw this:


Has anybody played this?  I'm tempted to check it out but I'm a little worried it might be beyond a dumb pleb like me.  In any case it looks cool as flock.
Title: Re: Children of Dead Earth
Post by: Luis Dias on January 16, 2017, 03:46:54 am
It looks like anti-fun. Except for engineer-minded people. Those people will have a blast, I think.
Title: Re: Children of Dead Earth
Post by: Phantom Hoover on January 16, 2017, 04:10:20 am
Scott Manley did a video series on it and after a few missions he was saying that the actual combat just comes down to making a pass at interorbital velocities and rolling the dice. It doesn't sound like one to play for the gameplay.
Title: Re: Children of Dead Earth
Post by: deathspeed on January 16, 2017, 07:58:40 am
I'd watch it, but not play it.  :)  As Robert Heinlein wrote in "the Cat Who Walks Through Walls", "...'velocity' is a direction as well as a speed, which is why rocket ships don't make U-turns."  Freespace's "WWII in space" model is much more fun for me to play than a "Newtonian" model.
Title: Re: Children of Dead Earth
Post by: karajorma on January 17, 2017, 08:03:25 am
On the other hand I-war and Warhead were both a lot of fun. So it's not like a Newtonian game can't work.
Title: Re: Children of Dead Earth
Post by: 666maslo666 on January 17, 2017, 10:07:42 am
There is a big difference between a simpler Newtonian space sim and space sim which also simulates orbital mechanics.

Newtonian space sims certainly can work (see Ive Found Her, Diaspora, or Star Citizen :p).

As for sims which simulate orbital mechanics.. lets just say it is an acquired taste.. :D

I played Children of dead Earth and it was interesting at first but I got bored after few hours.
Title: Re: Children of Dead Earth
Post by: Phantom Hoover on January 17, 2017, 11:42:02 am
Newtonian space sims certainly can work (see Ive Found Her, Diaspora, or Star Citizen :p).

exactly one of these is newtonian
Title: Re: Children of Dead Earth
Post by: 666maslo666 on January 17, 2017, 12:30:48 pm
exactly one of these is newtonian

Newtonian space sim usually means that ships have proper inertia. In contrast with Freespace or Wing Commaders, where you are always moving forward and cannot glide in arbitrary directions. Thus all three are Newtonian (however may have speed limits).
Title: Re: Children of Dead Earth
Post by: AdmiralRalwood on January 17, 2017, 02:27:00 pm
If there's a speed limit, it's not Newtonian. By definition.
Title: Re: Children of Dead Earth
Post by: Phantom Hoover on January 17, 2017, 03:39:34 pm
indeed the speed/space limits are what differentiates COADE from those games
Title: Re: Children of Dead Earth
Post by: DefCynodont119 on January 17, 2017, 05:28:28 pm
Kerbal space program, but with railguns. . . .

I see nothing to complain about.



<sidenote> I haven't played it yet, but from what I know the game handles ship/weapon designs very fluidly-  drones and missiles are interchangeable concepts and anything that can fit inside a gun barrel can be used as a projectile,

Nuke-Launching Gattling guns?
YEP!

Coilguns that shoot Railguns that shoot Mass drivers that shoot drones that fire lasers?
Why not?

The only things that limit you are Mass, Cost, The laws of physics, and practicality.
Title: Re: Children of Dead Earth
Post by: Davros on January 18, 2017, 03:44:09 pm
If there's a speed limit, it's not Newtonian. By definition.
It would be Einsteinian 
Title: Re: Children of Dead Earth
Post by: LaineyBugsDaddy on January 18, 2017, 04:32:03 pm
Not THAT speed limit.  :p