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	<title>Comments on: Space! Battles! Gratuitousness!</title>
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	<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/</link>
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		<title>By: Stromko</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-219243</link>
		<dc:creator>Stromko</dc:creator>
		<pubDate>Thu, 09 Jul 2009 11:13:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-219243</guid>
		<description>My only disappointment with Infinite Space was that there wasn&#039;t that much content. Each playthrough was meant to be short, but subsequent playthrough would encounter much the same content. Perhaps the game didn&#039;t sell well enough to rationalize it, but I for one would&#039;ve snapped up expansion packs just to keep the fun stuff coming. The interplay of things was interesting, and play could become more advanced as you became aware of the many options and how to take advantage of them. It&#039;s just hard to be interested in shuffling the deck and trying again when you know it&#039;s going to be the same 20 things just in a different order.

Looking forward to Space Exploration - Serpens Sector for more of that kind of gameplay though.

Gratuitous Space Battles mostly has my interest for the shipbuilding and fleet mechanics. The lack of control during the battle just keeps the focus purely on the preparation phase. If I could change the outcome of the fight by jumping in and giving out orders, then I could fail for no fault of my designing and preparation phase. If, instead, victory or defeat comes from the design of the fleet, then I&#039;ll just back into the fleet design step every single time, tweaking and refining it, and each attempt will start with something new.

In other words, I think it could be more repetitive to have to go through the motions during the fight, herding cats as RTSes usually amount to, just to have a chance of winning, even /after/ putting together the right fleet.

It&#039;s kind of like how in Rainbow Six (the original PC version), you&#039;d need to set up these complicated tactical plans before getting into the action. Even if you designed it perfectly, you could come around a corner and die because you didn&#039;t click the fire button fast enough. That&#039;s why it was a tactical FPS, not a tactical planning game.</description>
		<content:encoded><![CDATA[<p>My only disappointment with Infinite Space was that there wasn&#8217;t that much content. Each playthrough was meant to be short, but subsequent playthrough would encounter much the same content. Perhaps the game didn&#8217;t sell well enough to rationalize it, but I for one would&#8217;ve snapped up expansion packs just to keep the fun stuff coming. The interplay of things was interesting, and play could become more advanced as you became aware of the many options and how to take advantage of them. It&#8217;s just hard to be interested in shuffling the deck and trying again when you know it&#8217;s going to be the same 20 things just in a different order.</p>
<p>Looking forward to Space Exploration &#8211; Serpens Sector for more of that kind of gameplay though.</p>
<p>Gratuitous Space Battles mostly has my interest for the shipbuilding and fleet mechanics. The lack of control during the battle just keeps the focus purely on the preparation phase. If I could change the outcome of the fight by jumping in and giving out orders, then I could fail for no fault of my designing and preparation phase. If, instead, victory or defeat comes from the design of the fleet, then I&#8217;ll just back into the fleet design step every single time, tweaking and refining it, and each attempt will start with something new.</p>
<p>In other words, I think it could be more repetitive to have to go through the motions during the fight, herding cats as RTSes usually amount to, just to have a chance of winning, even /after/ putting together the right fleet.</p>
<p>It&#8217;s kind of like how in Rainbow Six (the original PC version), you&#8217;d need to set up these complicated tactical plans before getting into the action. Even if you designed it perfectly, you could come around a corner and die because you didn&#8217;t click the fire button fast enough. That&#8217;s why it was a tactical FPS, not a tactical planning game.</p>
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	<item>
		<title>By: postx</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216999</link>
		<dc:creator>postx</dc:creator>
		<pubDate>Mon, 06 Jul 2009 17:01:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216999</guid>
		<description>Reminds me of &quot;Return to Infinite Space&quot;. It was a fantastic little game adventuring and collecting artifacts, only problem was the short length. Anyway I&#039;m interested in this game.</description>
		<content:encoded><![CDATA[<p>Reminds me of &#8220;Return to Infinite Space&#8221;. It was a fantastic little game adventuring and collecting artifacts, only problem was the short length. Anyway I&#8217;m interested in this game.</p>
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	<item>
		<title>By: Andy</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216688</link>
		<dc:creator>Andy</dc:creator>
		<pubDate>Mon, 06 Jul 2009 01:06:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216688</guid>
		<description>I can&#039;t wait to try this out!

The whole thing just looks amazing, the different weapons and fighters with capital ships. Kind of like the battle at Endor...or when they have those big battles in star wars.

The &lt;b&gt;only thing&lt;/b&gt; that bothers me (kinda), if I&#039;ve read correctly, is the lack of sandbox/galaxy domination gameplay involved? It&#039;s just the battles? No tech-tree advantages to be had or ship building priorities?

(I know these would add to the development time, and I&#039;m not expecting them to be in. But after initially watching the videos I was suprised to learn those elements were not in a game like this.)

Aside from that though, I&#039;m sure this will knock mine and everyone elses socks off once we get a go!</description>
		<content:encoded><![CDATA[<p>I can&#8217;t wait to try this out!</p>
<p>The whole thing just looks amazing, the different weapons and fighters with capital ships. Kind of like the battle at Endor&#8230;or when they have those big battles in star wars.</p>
<p>The <b>only thing</b> that bothers me (kinda), if I&#8217;ve read correctly, is the lack of sandbox/galaxy domination gameplay involved? It&#8217;s just the battles? No tech-tree advantages to be had or ship building priorities?</p>
<p>(I know these would add to the development time, and I&#8217;m not expecting them to be in. But after initially watching the videos I was suprised to learn those elements were not in a game like this.)</p>
<p>Aside from that though, I&#8217;m sure this will knock mine and everyone elses socks off once we get a go!</p>
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		<title>By: Dizet Sma</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216637</link>
		<dc:creator>Dizet Sma</dc:creator>
		<pubDate>Sun, 05 Jul 2009 21:50:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216637</guid>
		<description>&quot;machineisbored says:
It’s Diziet not Dizet.&quot;

Diziet Sma is a character in a book. I&#039;m not. :o)</description>
		<content:encoded><![CDATA[<p>&#8220;machineisbored says:<br />
It’s Diziet not Dizet.&#8221;</p>
<p>Diziet Sma is a character in a book. I&#8217;m not. :o)</p>
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		<title>By: Turin Turambar</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216607</link>
		<dc:creator>Turin Turambar</dc:creator>
		<pubDate>Sun, 05 Jul 2009 19:53:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216607</guid>
		<description>Heh heh, i am reading Use of Weapons right now...</description>
		<content:encoded><![CDATA[<p>Heh heh, i am reading Use of Weapons right now&#8230;</p>
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		<title>By: machineisbored</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216580</link>
		<dc:creator>machineisbored</dc:creator>
		<pubDate>Sun, 05 Jul 2009 18:08:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216580</guid>
		<description>@Dizet Sma

It&#039;s Diziet not Dizet.</description>
		<content:encoded><![CDATA[<p>@Dizet Sma</p>
<p>It&#8217;s Diziet not Dizet.</p>
]]></content:encoded>
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		<title>By: Ashbery76</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216528</link>
		<dc:creator>Ashbery76</dc:creator>
		<pubDate>Sun, 05 Jul 2009 14:40:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216528</guid>
		<description>This battle system in a 4x sandbox campaign would be awesome.</description>
		<content:encoded><![CDATA[<p>This battle system in a 4x sandbox campaign would be awesome.</p>
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	<item>
		<title>By: Paul</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216466</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Sun, 05 Jul 2009 11:32:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216466</guid>
		<description>Some of the ship shapes (hehe) look very similar to the ones from Independence War, while a handful others are reminiscent of MoO2.</description>
		<content:encoded><![CDATA[<p>Some of the ship shapes (hehe) look very similar to the ones from Independence War, while a handful others are reminiscent of MoO2.</p>
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	<item>
		<title>By: sigma83</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216446</link>
		<dc:creator>sigma83</dc:creator>
		<pubDate>Sun, 05 Jul 2009 09:28:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216446</guid>
		<description>Yes there is a pickle. How to market it to appeal to both the tower defense crowd and those who may not ordinarily enjoy tower defense titles but would like the space splosioney bits.</description>
		<content:encoded><![CDATA[<p>Yes there is a pickle. How to market it to appeal to both the tower defense crowd and those who may not ordinarily enjoy tower defense titles but would like the space splosioney bits.</p>
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		<title>By: Mike</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216445</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Sun, 05 Jul 2009 09:22:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216445</guid>
		<description>I almost switched off when it said &#039;Tower Defence In Space&#039;. This seems much, much more fun than that.</description>
		<content:encoded><![CDATA[<p>I almost switched off when it said &#8216;Tower Defence In Space&#8217;. This seems much, much more fun than that.</p>
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	<item>
		<title>By: Spectre-7</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216432</link>
		<dc:creator>Spectre-7</dc:creator>
		<pubDate>Sun, 05 Jul 2009 07:06:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216432</guid>
		<description>Whoops.  Seems someone else suggest pretty much the exact same thing.  -10 originality points. :(</description>
		<content:encoded><![CDATA[<p>Whoops.  Seems someone else suggest pretty much the exact same thing.  -10 originality points. :(</p>
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		<title>By: Spectre-7</title>
		<link>http://www.rockpapershotgun.com/2009/07/04/space-battles-gratuitousness/comment-page-2/#comment-216431</link>
		<dc:creator>Spectre-7</dc:creator>
		<pubDate>Sun, 05 Jul 2009 07:03:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14140#comment-216431</guid>
		<description>&lt;blockquote&gt;Enough people have mentioned the red flashing that I need to fix it. Basically that is armour absorbing impacts, as opposed to the explosions, which indicate actual hull damage (after the armour is blasted-through).

I’ll come up with something better for the armour effect…&lt;/blockquote&gt;

If I could make a suggestion, I think a round gradient (red at the edges, yellow-orange at the center) emanating from the point of impact that quickly shrinks would work.  It should give the impression of a piece of metal being heated up and then quickly cooling down.

Game looks smashing, BTW. :)</description>
		<content:encoded><![CDATA[<blockquote><p>Enough people have mentioned the red flashing that I need to fix it. Basically that is armour absorbing impacts, as opposed to the explosions, which indicate actual hull damage (after the armour is blasted-through).</p>
<p>I’ll come up with something better for the armour effect…</p></blockquote>
<p>If I could make a suggestion, I think a round gradient (red at the edges, yellow-orange at the center) emanating from the point of impact that quickly shrinks would work.  It should give the impression of a piece of metal being heated up and then quickly cooling down.</p>
<p>Game looks smashing, BTW. :)</p>
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