Hello all, this is my first post. (I purchased GalCiv2 last Thursday and having been smoking the GalCiv crack ever since. I need to get some sleepppp....)
To the original poster, can I imagine Civ with tactical combat?
YES! I can. Though, one doesn't have to imagine so much, just play one of the TBS games with tactical combat.
Have you ever heard of or played any of the Total War series of TBS games, such as Shogun and Medieval? Also, have you played Homeworld or Homeworld 2?
If not you should certainly give them a try.
The developers of the TW series were the first to sucessfully marry TBS and real-time tactical battles. Shogun (and Medieval, if memory serves) were both heavily voted Strategy Game of the Year.
Homeworld/Homeworld 2 are RTS games, BUT they are absolutely EXCELLENT examples of what real-time tactical combat should be for GalCiv.
IMO, nirvana would be well implemented marriage of GalCiv with Homeworld2.
Now to be objective, you are quite right!!! Any attempt at marrying TBS and real-time tactics would be a gargantuine effort!! It would take extraordinarily talented, dedicated people with true intrigrity toward the goal.
For example, to make such a marriage truly what it should be, would require TWO separate and distinct AI's, each of which MUST be extraordinary. That means the development resources needed to be applied for each AI would have to be equal (or in some fantastic way made equivalent) to that of TWO separate games; additionally, two separate game engines (graphics and otherwise), and so and so on....
Anything less would be a lesser game. One of the challenges for any developer would be in finding ways/techniques to *leverage* the efforts/technologies in order to reduce costs. This would be a serious challenge. Another thing to consider, then I'll stop is that the graphical requirements in terms of what players will find acceptable exceed the standards of what the average TBS/GalCiv player finds graphically acceptable.
In other words, would it really make sense or be popularly acceptable to implement real-time tactics for GalCiv if the *graphics* were not at or above the present day standards of the average RTS/FPS game?
Now that would be a major effort on the part of GalCiv's developers, in effect, they would be creating a whole new game with all that entails. Big dollars, big effort, time consuming. Now, one way to get around that to some or all degrees would be for them to purchase/lease an existing real-time game engine. One in which they could use wholly or with some modding effort applied to adapt to their specific needs. I would suggest that they go the lease/purchase way, rather then engage in a 'from scratch' development. To this aim, I, personally, would suggest that GalCiv's developers look into what could be done with the Homeworld engine, along with what financial arrangements could be made with Homeworld's owners.
Using the HW engine would be the best case, as everything necessary for 'space battles' , that is TRUE three deminsional battles, not 3D graphics but deminsional 'space' is already existing. To marry GalCiv to Homeworld, two major efforts by the GalCiv developers would be needed:
First, they must some how figure out how to marry, that is correlate the two 'worlds, that each game engine creates. That is any point on the Strategy map (Gal Civ) must correlate directly with that of the battle scene of the Homeworld engine. For example, click and start a battle near Mars will, the battle needs to take place *near* Mars with all the commensurate space terrain that the Strategy Map indicates. No small feat!! If any of you have played the Total Wars series you'll understand directly what I mean.
This *could* be done, and be done, I strongly presume, with a realistic budget that GalCiv2's recent success could probably allow. Yet, it would be financially RISKY! Wardell and company are probably one of the few development crews that *might* be positioned to take on such a probject, as they don't fully depend upon profits for GalCiv to pay their mortgages!!!
Oh, almost forgot, the second focus would be AI. HW's AI is only passable, so either a new, from scratch, AI would need to be build or the present AI, GREATLY enhanced. As it is, HW's is NOT up to GalCiv standards. Perhaps, this effort could be farmed out to either HW's original AI creators or to other competent teams. Doable!
Lastly, the original poster brings up a good point:
"Don't you people see how many combats happen in a turn?".
Right, but you need to look at those combats. Now, I'm rather new to GalCiv, but I am VERY familiar with the TW series. In the TW series, combat that occurs in simultaneous *game-time* is handled by presenting the player with one battle at a time, and preceding each battle is a pop-up screen where the player has a few options:
1. To engage in the battle as the *field* general;
2. To engage and allow the AI to *automatically* resolve the battle;
3. To surrender the battle; or
4. To Retreat.
In this way the player controls how his time and effort can be applied. Normally, how this works out is that extremely minor battles which have little *strategic* effect are allowed to be resolved by the AI, option "2" above. Only the MOST important battles, those whose outcome will have *strategic* effect are actually fought by the player, option "1" above. The options to Surrender or Retreat, once the player makes a choice are, also, handled by the AI.
Now, as you may note, the one caveate is the AI. A poor AI that produces uncceptable results when it is asked to handle the minor battles will make the game a tedious affair as no one will *trust* the AI, and consequently will never choose option "2". The quality of the AI is really important, of course, the AI should never be capable of doing as well as the player, if he choose to fight the battle himself (some penalty s/b acceptable for this choice), but the results/battle outcome s/b to a degree acceptable when the time 'saved' is considered and the outcome not strategically important.
This the way it is handled in the TW series, and while not perfect, works very well and is a method that could be adopted.
Homeworld/Homeworld 2, btw, have been discontinued.
Sorry to make my first post so long. For those who haven't, feel free to check out the games I mentioned:
www.totalwar.com
www.homeworld2.com/