I was talking about using rockets instead of magnetism as propulsion for a space game. I may be biased, but I consider that the best choice.Flatfingers wrote:Because functional doesn't imply appropriate. Just because something works well in one environment doesn't mean it's the best choice for all environments.CutterJohn wrote:Gameplay > Realism, but if realism presents a functional solution, why not use it?
A long time ago, for another game, I had the thought for a 'terrain' system to break up the simplistic environment of space. Essentially the idea was a physical manifestation of the battle between ECM/ECCM in the game space, and would look rather like we'd expect clouds to look on earth. Various regions would populate the immediate battle area, each producing different effects. Some clouds would be opaque and obscure vision, others would obscure sensor readings, cause deleterious effects to weapons, make missiles go haywire, some could perhaps cause shield fluctuations or other equipment failures, or create fake ships that you waste time targeting. Some you could hide in, others would be obstacles to avoid.This is exactly why I've strongly advocated for the inclusion of some kinds of "terrain" in space games such as Limit Theory. That's a requirement for tactical play.
By terrain I don't mean only physical things like asteroids and nebulae (although those are good to have). I'm talking about "stuff in space" generally that has a gameplay effect on tactical decision-making. So in addition to physical terrain, it includes natural phenomena such as particles (radiation) and waves (gravity) and energy (EM, heat, visual), as well as generated data (IFF signals, transponder IDs, jamming, spoofing, etc.).
Now, to be navigable, these would be mostly static(presumably some sort of procedurally generated geometry). As far as ships equipment goes, greater ECM capacity in your ships would increase this effect for enemy ships, and greater ECCM capacity would reduce it for yours. So if you have strong ECM, and your enemy has weak ECCM, a sensor occlusion 'cloud' could be partially transparent for you, but totally opaque for the enemy.