31st August 2003, 9:50 PM
Quote:I don't see how you can possibly seperate the combat from the power management. The combat without it wouldn't just be simpler -- it'd be changed beyond any recognition of what it is. It wouldn't even remotely be like the combat as it is... you can't just take it apart like that!
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Ok, try to pay attention this time!!
The power management is integral to the combat in the X-Wing games, obviously, but it's the only thing that makes the combat complex. The actual combat (meaning aiming, shooting, turning, etc.) is actually very simple and dull.
Quote:I'm not very good at that kind of thing...
That's okay...
Quote:True... but still, they're pretty long as far as linear games go, you can't deny that!
When did I say otherwise? I just said that compared to non-linear space sims they're extremely short.
Quote:I know...
But still, its leaps and bounds better than keyboard and mouse.
That depends on what the game is. Remember my Gran Turismo and F-Zero example.
Quote:Neither do I, but I'm sure that if I liked more realistic racing games I'd want a wheel... just like how I don't use a joystick for Rogue Squadron, since its made for a gamepad, but I do for X-Wing, since its made for a joystick...
Right, and Freelancer was made for the keyboard and mouse and would be impossible to play well with a joystick. The controls were built around the advantages of a keyboard and mouse; some things that couldn't be done with a joystick.
Quote:I just can't see characterizing the combat in X-Wing like that at all...
I don't expect you to.