Now, on to the actual combat concepts. There are a few different approaches I'm considering, all of them pretty rough, but they are:
Player moves and fires in realtime.
* Very action-oriented; the default winner for "most engaging".
Player's burden is to pick targets and maneuver (realtime); AI does the shooting.
* Would accommodate 3D movement pretty well
* Makes gunnery crew a more interesting element
Closer to traditional RPG combat, Skies of Arcadia being an obvious influence.
* Simplest form of play; the player makes executive decisions is never rushed.
* Would facilitate dramatic animations that I will never have time to create.
Turnless, "analog" SRPG combat (similar to Growlanser).
* This seems unfun with a single ship, so there would probably have a small fleet to control
More to come next week as I move into some actual prototyping.
So, it is with mixed emotions (but renewed energy) that I announce my intent to finish Ye Olde Pirate Game. "Finish" is a loose term as it arguably has yet to be started. In an effort to avoid some of the blunders of Oxidus, I'm going to try building this from the inside out instead of outside in. Over the next few weeks (and the past few days as well) I'll be tinkering with different approaches to combat, slapping together a some crude prototypes. Once I've got something with a solid hook.. well, let's talk about that when we get there.