Path: utzoo!attcan!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!sun-barr!newstop!sun!pepper!cmcmanis From: cmcmanis%pepper@Sun.COM (Chuck McManis) Newsgroups: comp.sys.amiga Subject: Re: Omega - New Game from Origin Message-ID: <129225@sun.Eng.Sun.COM> Date: 14 Dec 89 00:50:14 GMT References: <129150@sun.Eng.Sun.COM> <1292@kuling.UUCP> Sender: news@sun.Eng.Sun.COM Reply-To: cmcmanis@sun.UUCP (Chuck McManis) Organization: Sun Microsystems, Mountain View Lines: 66 In article <1292@kuling.UUCP> jonasf@kuling.UUCP (Jonas Flygare) writes: >I have to agree, the game is VERY nice, but I have some gripes.. >First, when I got home to try the game several of the examples in the >manual wouldn't compile, especially it seemed that the examples >with multiple includes barfed. I noticed this too until I wrote the program with include they didn't work. I also switched to all upper case and after that no problems. > Then I noticed the name of the diskette >was "COPY OF OMEGA" which got me wondering as to how untouched it was >when I bought it. Needless to say, I returned the game (with much regret >as I did like it) and they promised to call the general agent here in >Sweden and ask about the things. (Yeah, I believe in Santa too.. :-) Mine too! It didn't seem to affect the game tho. An interesting feature of this game is that a) It doesn't multitask and it doesn't disable A-M and A-N so you can bring the workbench screen to the front and see that the game is using the workbench screen memory for it's own memory. Bogus since there is no way in hell why this games shouldn't multitask. >Soo.. I'm now sitting writing on my own version, so it'll work.. :-) >One thing I didn't like with Omega was the graphics, I'd prefer vector >graphics instead, so you'd see things from your tanks view. Wonder if >it would be possible to make it fast enough..? Well if you are writing your own copy allow me to suggest some of the things I had in mind. Vector graphics would indeed be fast enough, I've found though that after the first few battles I want to run lots of high speed battles (using the satellite view) to fully understand my design. Things that could be changed : Make the computer a factor, allow someone to buy a 1 mip, 2 mip, 3 mip etc computer. Separate engine, armor, and treads on the tanks so that you can design a light tank or a heavy tank which moves faster or slower etc. Amphibious vs non amphibious, treads vs tires, ... Make the use of the scanner more realistic. Meaning in particular that a "passive" scanner should be available that would detect someone else using a scanner. Much like radar today. Missles would be good, allow a tank to hold a rack of 4 or 8 with types being selectable from RADAR to IR to dumb. Mines would be nice too, if you could set up a program to move around and set them up then wait for an agressor. Differing terrain, OMEGA is pretty good at this, but stuff like mud should slow you down, and grades should be able to hide you. Defiladed tanks were one of the best weapons the Israllies had in the 6 day war. I keep coming up with ideas as I talk, so I'll stop and rest. If you do build something let me know, I would be very interested in testing it. --Chuck McManis uucp: {anywhere}!sun!cmcmanis BIX: cmcmanis ARPAnet: cmcmanis@Eng.Sun.COM These opinions are my own and no one elses, but you knew that didn't you. "If it didn't have bones in it, it wouldn't be crunchy now would it?!"