Sage und schreibe 4 Seiten ist das neue Interview zu Master of Orion 3 lang, in dem William Fisher von Quicksilver einige Fragen der amerikanischen Website Media and Games Online beantwortet hat. Hier ein Auszug:

MGON: The move to a more real time combat approach with deputisable characters is a very bold one how is it currently working out?

William: We're very happy with the real-time space combat mode. We faced the same challenges in a previous design, Star Trek: Starfleet Command. That, too, was based on a sophisticated turn-based combat model. By paying careful attention to the core concepts underneath the turn-based model, we were able to translate it faithfully into a new medium, taking advantage of the new capabilities this offered without compromising the gameplay value.

We're taking the same approach in Master of Orion 3. For example, despite the fact that combat is real-time, it's definitely not a click-fest. This is not Homeworld or StarCraft, nor is it intended to be. In those types of games, the player controls each and every unit. In MOO3, on the other hand, control is moved up a level, focused on Task Forces. Even before entering combat, the player has defined specific missions for each Task Force, and ensured that each ship within a given formation is well-suited to its task. The Leader of that Task Force has orders and knows what to do. The player, taking on the role of a Fleet Admiral, can then focus on the "big picture:" making sure that each unit is making the most of its abilities, and reacting to changes in the strategic picture during the course of the combat.

At this point, we have fleets maneuvering against one another across the network, PC versus Mac, shifting formations as they go. It feels right, and has relieved any technical concerns we had. Now we're building and integrating the combat AI, and we're confident that's going to go smoothly as well.




Quelle: Interview @ MGON