Much more like Star Control, full 360 degrees of movement.
The tactical mode from SC1 is actually one of the ideas I was thinking about. I have a lot of ideas for a trading/exploration game with factions and other crap, but I don't know if that's going to be possible in the time limit. The tactical mode sounds more focused and thus easier to implement. In tactical mode the battles would most likely not be one-on-one fights, but skirmishes between fleets.
Just to be clear, you're talking about this, right?
I will try and tweak the game so that superior firepower does necessarily win the day, probably with a weighted "rock-paper-scissors" system. In a weighted system, you have the traditional RPS model, but the options have different costs and payouts. In this case, a rock (battleships) are weak against paper (frigates) and expensive, but have lots of firepower and hitpoints. They are a high-cost, high-payout option. Paper (frigates) are cheap and fast, but difficult to keep alive, being low-cost and low-payout. Cruisers (scissors) are in the middle. However, in general, Battleships beat Cruisers, Cruisers beat Frigates, Frigates beat Battleships.
In either case there would be plenty of input for player skill. Frigates reward players who keep moving and use hit-and-run tactics. Battleships reward players who can think long-term and multitask (greater variety of weapons and defensive abilities). Cruisers are in between, allowing flexibility but not being the best choice for either role. Turrets will probably have limited firing arcs that are decided at design-time, and not be able to fire in their entire rear arc (90 degrees) to keep players on their toes.
Progress is coming along nicely, I'll post screenshots when I accomplish something particularly exciting.
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