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Post by dizzy on Jan 31, 2019 6:50:11 GMT -6
It's the year 2372. Humanity has expanded throughout the stars and colonized many worlds. Once united through human achievement and excellence, petty bickering and fighting over resources has once again consumed human kind. With the collapse of the ruling League of Nations, the keepers of peace throughout the human colonies, no one is left to prevent the construction of deadly interstellar warships. New faction rulers have begun to build huge Dreadnoughts bristling with weapons to bring their vision of order to the human sphere. Not since the days of yore on Earth in the early 20th century has humanity seen the type of naval building escalation that now pervades space itself. Which faction will dominate? Will it be you?
I'd love to see RTW as RTG in space. I think it could be well adapted. I'll keep my fingers crossed!
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Post by noshurviverse on Jan 31, 2019 7:03:58 GMT -6
I think the closest to this that's out at the moment might be Galactic Civilizations, Sins of a Solar Empire, Battlefleet Gothic: Armada or Stellaris. That being said, most of those are either more of a 4X game or don't have detailed ship building.
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Post by bcoopactual on Jan 31, 2019 8:08:50 GMT -6
Sword of the Stars is probably the closest to the RTW format. Turn based strategy and real time battles. Good tech tree system and excellent ship design system as well.
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Post by Fredrik W on Jan 31, 2019 12:10:19 GMT -6
Actually one of my favourite games ever was Master of Orion II. RTW grew out of an idea to do something similar for the naval arms race in the early 20th century. I must admit I have toyed with the idea of doing a space version of RTW. It would be somewhat ironic that the game would then have returned full circle.
Note that there are absolutely no serious plans for Rule the Galaxy, and it would probably take too much time to do it.
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Post by oldpop2000 on Jan 31, 2019 12:17:36 GMT -6
Actually one of my favourite games ever was Master of Orion II. RTW grew out of an idea to do something similar for the naval arms race in the early 20th century. I must admit I have toyed with the idea of doing a space version of RTW. It would be somewhat ironic that the game would then have returned full circle. Note that there are absolutely no serious plans for Rule the Galaxy, and it would probably take too much time to do it. Interesting but I would to see a game entitled Rule the Sails, about the Age of Sail from say the War with Spain around the mid-1580's to the end of the Napoleonic Wars. This would include the War with Spain of course, the Anglo-Dutch Wars, the Wars against the pirates in the Caribbean and Port Royal, etc. You could start from 1650 and end in 1850 that might be better. You could allow piracy and a player could be Blackbeard or whatever. It could be cool.
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Post by williammiller on Jan 31, 2019 12:20:32 GMT -6
Fredrik - I have had an idea for a "WW2 in Space" computer game for years...we can have a chat sometime after RTW2 is out
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Post by dorn on Jan 31, 2019 12:43:58 GMT -6
Actually one of my favourite games ever was Master of Orion II. RTW grew out of an idea to do something similar for the naval arms race in the early 20th century. I must admit I have toyed with the idea of doing a space version of RTW. It would be somewhat ironic that the game would then have returned full circle. Note that there are absolutely no serious plans for Rule the Galaxy, and it would probably take too much time to do it. MOO2 is one of my favorites too, difficult to do something better. However it has one serious weakness, micromanagement of buildings, MOO1 had better this part. With RTW you create something which is fully comparable and in my opinion with quality of simplicity of MOO and complexity of MOO2 - better of both.
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Post by ieshima on Jan 31, 2019 13:19:57 GMT -6
It's the year 2372. Humanity has expanded throughout the stars and colonized many worlds. Once united through human achievement and excellence, petty bickering and fighting over resources has once again consumed human kind. With the collapse of the ruling League of Nations, the keepers of peace throughout the human sphere, no one is left to prevent the construction of deadly interstellar warships. New faction rulers have begun to build huge Dreadnoughts bristling with weapons to bring their vision of order to the human sphere. Not since the days of yore on Earth in the early 20th century has humanity seen the type of naval building escalation that now pervades space itself. Which faction will dominate? Will it be you? I'd love to see RTW as RTG in space. I think it could be well adapted. I'll keep my fingers crossed! It might not be what you are looking for, but go check out Aurora 4x. It takes the idea of 4x games to the extremes and then some.
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Post by dizzy on Jan 31, 2019 15:45:41 GMT -6
A lot of you suggest all these other space games, most of which I've played, but those all lack the charm of RTW, to be honest. RTW has... something special about it. Can't quite put my finger on it. But if took all the ww2 stuff and subbed it out for space stuff and then had a change of scenery and slapped a new coat of paint on it, the core of the game and the mechanics for an excellent game are all already there. It'd just take a new writer and a new artist to do all the new space stuff. We'd essentially get ww2 in space. How absolutely thrilling would that be? Space Battleship Yamato, anyone? And there'd be missiles and torpedoes and fighters and space canons and laser guns and defense shields and omg, so many cool things. You just need to write up a compelling story and work out the general idea and fit it all into RTW and BAMM! You get RTG. I'm a fairly good writer, btw., so if ya'll need any free help, I'll be able to help as long as it's not too much work, hehe.
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AiryW
Full Member
Posts: 183
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Post by AiryW on Jan 31, 2019 15:58:40 GMT -6
RTW has... something special about it. Can't quite put my finger on it. I think the charm of RTW is that it's a race and it keeps things competitive. The are some games like Master of Orion 2 that give you the same dynamic of constantly working on the next generation of ship but they make it so it's possible to get a decisive tech advantage. In RTW your tech advantage is never larger then the fog of war so you feel like every marginal improvement matters. However it has one serious weakness, micromanagement of buildings, MOO1 had better this part. I like the economic model of the games Imperialism and Imperialism 2. Combining that kind of economy with a RTW kind of warship design aspect would be really cool imho.
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Post by dizzy on Jan 31, 2019 16:49:32 GMT -6
Right. RTW is a race. And an RTG game would also need something like that. Some sort of compression dynamic bearing down on the player the whole time... I like how 'areas' are used in RTW and a central area in RTG, Earth, would be something all the factions that spread out from that central point would want to fight over and control as you'd either get something out of it, like more research or mor political power, whatever, and accumulating enough of it would allow you to become the new ruler of the Human Sphere. I dunno. Something like that. It's all semantics. You'd also have areas of the other factions to war over. Each faction would have bonuses and disadvantages much like the nations in RTW. Lot's of potential here using the game mechanics of RTW.
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Post by director on Jan 31, 2019 20:48:41 GMT -6
Now JUST A MINUTE HERE, I suggested doing a 'reskin' of RtW for space combat sometime a year or two ago and got told it would never happen! Hmmmph. Maybe my ideas are more persuasive than I realized! Anyone looking for a deep, customizable 4x space game should look at Distant Worlds. I give it two enthusiastic thumbs up. GalCiv 2 doesn't compare to the original, IMHO.
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Post by admiral on Feb 2, 2019 1:11:20 GMT -6
Sounds pretty cool. The closest existing comparison I can think of is Stellaris. While Stellaris is a 4x game and not strictly a wargame, I found it too often devolved into one anyway. While ship customization was fairly extensive in the game, the design choices were really just a rock-paper-scissors system where kinetic weapons were good against shields but not against armor, vice-versa for energy weapons, and missiles were good at hitting small craft.
You didn't have what we do here where you'll have to choose between a large number of turrets with a smaller amount of guns (greater survivability of overall firepower due to spreading it out, but higher weight) versus a large number of guns in a small number of turrets (weight efficient but risk of having firepower severely compromised by 1 turret being disabled). In RtW design choices can come from logistics (a 3,000 ton CL is less expensive than a 6,000 one), politics (I need to build battleships to appease the nationalist party), doctrine (Great Britain will blockade me so it's better to build raiding cruisers than fleet cruisers), and so much more. In Stellaris you were really just building to beat the rock-paper-scissors of opposing factions.
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Post by dorn on Feb 2, 2019 1:49:16 GMT -6
Sounds pretty cool. The closest existing comparison I can think of is Stellaris. While Stellaris is a 4x game and not strictly a wargame, I found it too often devolved into one anyway. While ship customization was fairly extensive in the game, the design choices were really just a rock-paper-scissors system where kinetic weapons were good against shields but not against armor, vice-versa for energy weapons, and missiles were good at hitting small craft. You didn't have what we do here where you'll have to choose between a large number of turrets with a smaller amount of guns (greater survivability of overall firepower due to spreading it out, but higher weight) versus a large number of guns in a small number of turrets (weight efficient but risk of having firepower severely compromised by 1 turret being disabled). In RtW design choices can come from logistics (a 3,000 ton CL is less expensive than a 6,000 one), politics (I need to build battleships to appease the nationalist party), doctrine (Great Britain will blockade me so it's better to build raiding cruisers than fleet cruisers), and so much more. In Stellaris you were really just building to beat the rock-paper-scissors of opposing factions. Yes, this is difficult to break this easy rock-paper-scissors system. This is why I love another old game even if she has some flaws with balancing - Master of Magic. The availibility choices are tremendous and there is a lot of ways how you can achieve target, sometimes quite different ones.
I did not find a game which surpass Master of Magic after more than 20 years. I think that it is quite common that a lot of efforts is put into presentation - graphics and music, into content - more, better, but not into putting everything to overall picture and goal.
Just give me addional options, additional content no matter how it impact overall system. It ends you have a lot of option but if you think about it they are not important they are here to take your attention to variability.
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Post by beastro on Mar 1, 2019 1:09:17 GMT -6
It's the year 2372. Humanity has expanded throughout the stars and colonized many worlds. Once united through human achievement and excellence, petty bickering and fighting over resources has once again consumed human kind. With the collapse of the ruling League of Nations, the keepers of peace throughout the human colonies, no one is left to prevent the construction of deadly interstellar warships. New faction rulers have begun to build huge Dreadnoughts bristling with weapons to bring their vision of order to the human sphere. Not since the days of yore on Earth in the early 20th century has humanity seen the type of naval building escalation that now pervades space itself. Which faction will dominate? Will it be you? I'd love to see RTW as RTG in space. I think it could be well adapted. I'll keep my fingers crossed!
About This Game The Most Scientifically Accurate Space Warfare Simulator Ever Made.
Children of a Dead Earth is a simulation of true-to-life space warfare. Design your spacecrafts using real world technologies. Traverse the solar system using actual orbit mechanics. Command fleets as the solar system descends into war, and see if you have what it takes to become the victor.
Features
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