"And you can see the projections of how the planets are moving. "Every so often you should hold down the tactical view," Fraser recommends. This sounds complicated, especially in a real-time game, but the UI lends a hand. This happens because planets move at different speeds depending on their proximity to the star, potentially turning them into an obstacle that temporarily severs connections between other worlds. And as they are travelling to defend this world, you then grab your fleet and send them to your real target, but because you've been very clever and timed it just right, the enemy fleet can't follow you because the phase lane has shifted and there's no longer a direct route. In that case, you might be better off drawing the enemy fleet away by targeting a less appealing world. Maybe there's a world you'd really like to snatch up, but it's heavily defended. This alone feels incredibly novel, but where things get really interesting is how the motion of these worlds can screw you, or your foes, over. When a planet is closer to one of your occupied worlds, it might be a good time to launch an invasion or shore up your defences, and when they're further away you might want to focus on other things, like your economy or research. But since all of these planets and moons now move, your plans will have to adapt. As before, everything is linked up in a network of phase lanes, which determine where ships can travel to directly. You won't need to squeeze into tight jumpsuits or show off your chest hair, but you will need to pay attention to celestial mechanics. Where things get really interesting is how the motion of these worlds can screw you, or your foes, over. It wasn't a commercial success, but it certainly had an impact on Fraser, who still has the box sitting on his shelf. The inspiration for this comes from an unlikely source: Buck Rogers – Battle for the 25th Century, an '80s board game based on the classic sci-fi romp. "What this creates is a dynamic galaxy you have to plan around," Fraser says. Planets now orbit their stars, and moons now orbit their planets. The galaxy itself has been given the same kind of love. The low-level tactical combat isn't the only thing that's going more granular and simulated. To put it simply: "If you have heavy armour, anything that has armour penetration will do better against it than something that doesn't." Detour Ironclad has also changed the system of counters and arbitrary bonuses, so instead of ships getting automatic bonuses against ships of a specific type, their performance is now determined by the properties of the offensive and defensive systems. Smart positioning of your ships, for instance, is a lot more crucial because ships and celestial objects now create line-of-sight wrinkles. And you'll still be able to eschew micromanagement by setting ships to autocast their abilities.įor fans of micro, however, there's more to play with and more to consider. The larger ships are like squads or small armies, with greater capabilities and flexibility, though you won't need to manually control each turret. So now you've got point defence turrets "spinning and trying to track these things and shoot them down", and beefy capital ships with heavy armour blocking the missile fire and protecting the glass cannons in the back, which act more like 20th century artillery.
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