On 04-Nov-07 12:01:28, Seppo said
>On 3 Nov 2007 18:39:6 +0000, "Angus Manwaring" wrote:
>>
>> For maximum damage it would seem that if you decide to ceash your Manta
>> into a target you should drop the Quaker just before impact.
>Nice testing there, dude :)
Thanks, I tried to use good, scientific methods. :)
>A note about Carrier laser and ground targets - it is very tricky
>to hit small targets like island defence posts with it. I tried to
>clean one island only with lasers and it too ages.
Usually (always?) you simply cannot reach the targets furthest in land, as
the laser doesn't have the range.
>Also, don't know it this is a bug, when you have used zoom
>with the laser its looks like some of the shots are not hitting
>the target at all (even if they seem to travel straight through
>the target). For example when trying to destroy a command
>centre I need more than 50 shots before the bunker is
>destroyed.
It maybe that control centres get tougher the longer they are established,
and depending on theri network links. In fact I think that is the case.
>I still have some way to go to enemy base island, looking forward
>to conguering it :)
Well, I'm on a cruise at the moment, mopping up several islands around the
map that I bypassed when I blitzkrieged through to Nemesis. He has now
retaken Nemesis and put in a couple of attacks on nearby islands, so
hopefully he will be capable (and willing) to go toe to toe when I get
back up there.
>
>> The game mechanics should be more robust. I took out the island because
I
>> needed to force Omega to appear, as it seemed to be in an infinite loop
>> trying to attack Nemesis but not being strong enough to continue for
more
>> than a few seconds, I left the computer running and it continued doing
>> this for hours - another feature? :)
>I still think you should have used some more traditional way of
>fla****ng out the Omega :)
I hear a lot of talk.... :) If you can sugeest an alternative method, I
would be delighted to hear it.
>> I think that's a valid point. It maybe that Gravity even offers a
better
>> challenge than Carrier Command and a more complete game, but very few
>> people will find that out because the GUI in Carrier Command is so
damned
>> good - in short, its more comfortable.
>I think another difference between Gravity and Carrier Command
>is the clarity of gameplay - in Carrier, you have a clear goals and
>set of tools which are easy to use. In Gravity, player is expected to
>set his own goals and most of the stuff you use and face in the game
>is poorly explained.
Well, the overall goal is to destroy the Outie fleet or turn the Outie
Homeworld local black hole into a star, which is fairly clear - but I
agree, and I see it as a connected point: Carrier Command is beautifully
intuitive, and Gravity isn't. This, I think is mainly down to the design
of the GUI,and the quality of the manual, but also I think Ross Goodley
was trying to produce do something different from Realtime. He wanted to
create something unique and original, and I think he succeeded. Where
Carrier Command scores over Gravity though is as we've said, is in its
sheer ease of use.
>>
>> I suspect not. :)
>I am making no promises, but look what happened with Carrier
>Command (a game I played last time when it was released and
>now, after 19-or-so years after its release, I am playing again
>(and have now pretty much completed it)) :)
So, there's one success story at least. :)
>>
>> Stay with the Manta's weapons. ;)
>Hmmm...I hate these quessing games :)
Those air-to-air missiles the Manta has? They may be more flexible than
their description suggests.
>>
>> When you look at the whole package, I personally don't think it was
ever
>> surpassed.
>It is great, but I thing for example F-16 Combat Pilot offers a
>better blend of action, simulation and strategy. Having said that,
>it would be cool to play a more thorough simulation of aircraft
>carrier - sadly, with the current situation it will never happen on
>Amiga.
Well, I don't want to get into another F-16 Combat Pilot discussion with
you, ;) but I don't think DI's GUI is a threat to the Realtime one -
but anyway, I would class F-16 (like Flight of the Intruder, although that
was more tactical - Birds of Prey maybe?) as essentially a flight-sim
(with a strategic dimension). ....and dubious trees. :)
I think Psygnosis' Armour-Geddon was designed to be an updated Carrier
Command, but I have never managed to get enthusiastic enough to keep
playing it for any length of time.
All the best,
Angus Manwaring. (for e-mail remove
ANTISPEM)
I need your memories for the Amiga Games Database: A collection of Amiga
Game reviews by Amiga players http://www.angusm.demon.co.uk/AGDB/AGDB.html


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