Just about the only thing it doesn't do is feed you actively wrong information (though you can do this, for instance, by detaching a fast ship to intentionally get spotted going one way and break contact - the AI will rush after the ghost you just created, while you slip past).
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It's like a lot of realistic games. The immersive thing is that all the in-game ships make perfect sense as designed in universe. The Sevastopol is pretty much a perfect core of a battle group. The problem is that the game deviates from the logic of in the in-game world.
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This game screams out to be a turn based/RTWP game in the tactical layer, the problem is it's instead a physics heavy arcade game with a strategic layer that is insanely punishing of any real mistakes/attrition.
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The big frustrating thing about the flagship is that it's a battlestar... which from a game design standpoint it kind of needs to be, because you can't trust the player to actually remember to pick the right things. Also, it's narratively cool, which is why we see them so much.
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But, like, if you were to actually make a flagship with all that electronics and fuel ... and missile tubes, for that matter, that's a fleet support ship. Potentially put a flight deck on it, too, but don't do battleship guns!
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