But I also felt I HAD to play out remotely close battles myself in order to ensure success because I wanted to win the game |
More to the point, I don't want players to feel like they have to play the tactical combat battles in order to do well at the game. |
I understand what you are saying, and myself have gone through such phases, but this is not just a problem with tactical combat. It's a problem with all games or aspects of a game, alot of games are challenging at first, but sooner or late you always find some way to easily beat the AI, which I'm sure you're completely aware of all this. IMO it really comes down to taste and what is fun, and a half decent challenge. But one possible solution to your problem would be to have a no tactical combat option at the beginning of a new game, which means once you start the game you can not play tactical combat, you would have to start a new game with the no tactical combat turned off to play tactical combat. Maybe 3 options: tactical combat, no tactical combat, tactical combat and no tactical combat combined. kind of like a difficulty level (if it turns out there is a challenge difference, hopefully not to much of a difference). Of course having a super challenging AI would be the ultimate, but maybe we may never get that until we have computer software programming difficult code themselves.
And just a thought here ( I don't know what type of tactical combat you are thinking of for GCIII... turn based, real time or other), maybe having the attacker and defender play out their turns at the same time, that's if it is a turn based combat. This may give the AI a little more control of the outcome as it does in GCII, only it will be the outcome of each individual combat fight sequence, but player has some input before each individual combat fight sequence.
Another thing that can be controlled during a combat fight sequence is radio communication interception and code breaking, that can be researched, and some races are naturally better at. This would allow the knowledge of enemy moves, targeting and such, that improves as you increase down the research tree. You could also introduce shields that in the beginning of their infancy of research they are a bit faulty, in other words they don't provide 100% protection 100% of the time, they flicker. And again some races are more advanced, as is assumed in the real world, so they start off with better shields. This has the potential to make the AI more challenging. I don't know if these are good ideas, but they are ideas.