In developing the space-based RTS game AI War: Fleet Command, I encountered an unexpected design challenge: namely, I hadn't anticipated the issues that would be caused by setting the game in space. I've played space-based games like Homeworld (which I didn't care for) and Descent: Freespace (which I loved), among many others -- all sorts of Star Wars games, for instance. Most of the games that I had loved which were set in space all had a strong action element to them, usually involving piloting smal...
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