Super Melee Stuff
"Camp #1: Solar System Wars
This vision of Super Melee focuses battles across the entire solar system. There are multiple planets with their own gravity wells to contend with. It is 1 ship vs 1 ship at a time and the camera is tilted at around 45 degrees. When ships get to the edge of the arena they bounce off the edge. You have radar to display the entire star system but you don’t necessarily see the other ship at all times on your immediate screen.
Camp #2: Planet Wars
This vision of Super Melee is very similar to Star Control 1 and 2. You have a single planet but the arena has other objects that can affect the battle as well (gas clouds, ion storms, power up areas, power down areas, etc.). The camera is top down or very close to it. When a ship reaches the edge of the arena they wrap to the other side ala Star Control 2. Both units are always on the screen.
Camp 1 reminds us that nostalgia can be dangerous. Star Control 1 and 2’s Super Melee were great but very exploitable and sometimes very annoying with battles that might only last a few seconds and annoying camera behavior due to camera switching due to the screen wrapping. Having an angled view allows us to clearly display different gravity wells as a grid that looks cool and provides good gameplay. A lot of people may have forgotten how frustrating the Super Melee battles in Star Control could be at times and this new implementation provides more opportunities for depth.
Camp 2 argues that dealing with multiple planets and looking at an angle just isn’t fun. The fun of Star Control were the ships and their powers and not about using the planet strategically (sling shotting and such was fun but the ship vs. ship balance was what it was about)."
Your debate seems partly based on the huge variety that is available in setting up scenarios for this type of game. "Barrier Wall v Open/Wrapping map". Another common one is "Bouncing Bullets v Dead Bullets". Or "Repel v No Repel" in a big multiplayer arena. So realize that you are really just debating what one scenario you want your Super Melee to be.
I don't understand why you think the camera needs to angle to see ships off at an irrelevant distance near other planets on a solar system map. The map size is not really relevant in that regard. The player has a "visual range" and a "radar range" of situational awareness. That "radar range" will always be much farther than any relevant fighting range, so you will always know where the other guy is, especially 1v1, from either having them on your screen visually, or on radar. You can only hit off-screen "shooting on radar" for a very short radar distance (assuming no targeting assistance), so anything farther away than very close radar range is no longer relevant in a combat sense. It is just a thing to fly towards to get within range. So I don't see why you think the camera needs to be angled on a larger solar system map. It doesn't. Situational awareness is one of the things that makes this genre so great, you've got 100% situational awareness top down with a simple radar.
You don't need to see the gravity, you really don't. You feel the gravity. That grid seems to really clutter the screen, too. If you want to show gravity I would do it with a little "tractor beam effect" like the Chmmrr had like someone else here suggested.
There is no reason that the camera needs to be angled, other than aesthetic reasons. It does look better, but don't fool yourselves into thinking that there are technical reasons that this type of combat needs to angle the camera, because there aren't. There are a HUGE number of "technical reasons" to NOT angle the camera, though. I really hope I will at least have the option to tilt the camera into top down, a warped 3D isometric view isn't even worth playing. Just like SC3.
As for the map edge, I've never liked the wrap around thing... and that will cause balance problems with fast ships. A barrier, or disengagement, map edge contains fast ships. They either bounce of the edge, slowing them as well, or they disengage for leaving the map and you win. A really fast ship can just keep doing high speed fly-by's on a screen wrapping map. As I explained in very early posts I made, map size is a huge deal. You essentially need to custom design the ships for the map size, and map edge rules. The best map size is the smallest size that allows faster ships to control the range, but not large enough to allow the faster ships to abuse the Kaufman Retrograde. A barrier or disengagement map edge will give you a better and more fun balance than a wrap around map edge, fast ships will be able to do really annoying things on a wrap around map.
