Tactical combat in expansion?
| Also, why do you care if there are cheese tricks? |
| Comparing SE and GC is like comparing Risk to Axis & Allies... |
LOLZZ thats funny man
GalCiv II weapons don't have a range component. Therefore, tactical combat in the way you're thinking ala MOO is meaningless.
I can't think of any scenario where you would want to control the units in GalCiv in combat because the strategy is so straightforward -- eliminate the unit that represents the biggest threat to your ship / how tough it is to kill.
Only with ship ranges and other elements would tactical combat really make any sense.
Personally, I don't like tactical combat for the same reason that others have stated with regards to Master of Orion. I didn't like the tactical combat in MOO2. I liked watching it. But I didn't like feeling like I had to manage the units in order to get an optimal result.
Heck, right now I'm struggling with getting the AI to do a good job tactically handling its starbase placement. Or getting the AI to pick the best technology to research in a given situation. Or getting the AI to pick which improvements to build on its planets. I think those are much more basic things nowadays.
I think I saw someone else say this and I agreed with it -- Master of Orion II was one of my favorite games. I played MOO2 in the delivery room with my first born child -- I'm not kidding. That's why I know when MOO2 was released -- October 1996 because my son was born on November 30, 1996. So I am a die hard MOO2 fan.
But I don't think the player controlled tactical battles were a strength of the game. They certianly wouldn't be today unless they really improved the tactical AI AND made the AI play roughly the same game the player was (i.e. decrease how much it was cheating). What was acceptable in 1996 may not be as well received today in my opinion.
But ultimately, for me it boils down to not wanting to feel like I had to manage the battles. The only way we would ever consider it is if we felt we could do the AI so good that it would perform the battles better than virtually any human player and even then it would only be less idea than the best person by a small percentage.
And that would be non-trivial. It would also require the the combat system be more sophisticated starting with combat ranges, defense ranges, and special modules that had varying range effects as well.
Without range for weapons, defenses, and modules in a tactical battle, controlling units is pretty meaningless and unnecessary.
| GalCiv II weapons don't have a range component. Therefore, tactical combat in the way you're thinking ala MOO is meaningless. I can't think of any scenario where you would want to control the units in GalCiv in combat because the strategy is so straightforward -- eliminate the unit that represents the biggest threat to your ship / how tough it is to kill. Only with ship ranges and other elements would tactical combat really make any sense. |

| As a strategic choice you decide to build a small fleet composed of one gigantic planet killer ship, and many smaller screening and point defense ships to protect it. Now, you attack a planet with it. Do your screening craft actually screen? do they protect? do they understand the tactical implications of your strategic choice? no. so you have to either command them to do it yourself, or click a button setting them to do it, but since that would necessitate adding a button for every possible tactical situation you can think of, doing it yourself is much better. |
| Do you see President Bush Commanding forces in battle on Iraq??????? NO right???? |
| There hasnt been a ruler of a nation on the battlefield fighting for hundreds of years. Did Winston Churchill, Hitler, Staling, Roosevelt, et al go down and tell the battalions and divisions where to go in the fight for Europe. No!!! As for misophists statement that because there are resources a leader could choose to harvest that they should be able to control individual ships, that is ridiculous. That arguement doesnt make any sense. It isnt abstract at all to say that there could be some resources to harvest that could give an advantage. We have examples of that right on our own planet. What leader wouldnt instruct his people to go out and harvest that with support of government monies. There is a reason that there are generals. It is totally insane to think the president/Emperor of a 50 BILLION person empire would be out controlling his little four man fighters as they attack the enemy. INSANITY!!! I will say that I wont buy the expansion, no matter what it has in it, if it has tactical combat. Go somewhere else if you want a tactical space sim. There doesnt seem to be a huge shortage of games that do that. |
| at the very least you should have option open to you before battle in dictating the goals.. such as tagging certain ships to be defended at all costs, certain targets that should be taken out regardless of costs.. to try to withdraw if a certain % of ships are lost.. etc. |
| Saying tactical combat would ruin the game even if you turn it off makes about as much sense as saying that telling a colony what to build next ruins the game, instead of just delegating EVERYTHING to governor AIs. |
| And having no weapon ranges and stuff DOES MOST CERTAINLY NOT mean that options like 'defend certain ship at all costs' tags mean nothing. Combat algorithms, which I imagine are pretty damn simple to begin with, can handily and happily be altered by such pre-combat choices to make sure the kind of tactics you want are applied, even if they're still abstracted. that much is quite necessary, but a full fledged tactical combat system would be very nice indeed and a great addition in an expansion. |
| And having no weapon ranges and stuff DOES MOST CERTAINLY NOT mean that options like 'defend certain ship at all costs' tags mean nothing. Combat algorithms, which I imagine are pretty damn simple to begin with, can handily and happily be altered by such pre-combat choices to make sure the kind of tactics you want are applied, even if they're still abstracted |
Alexander the Great, Napoleon Bonapart, G.J. Ceaser, Dschinges Kahn, Gen. Washington, Montezuma, Tecumsee, ...the "new" leader you countig are not fighting but controlling of course |
| but in a 4X game you're catering for a huge moo2 crowd thats used to having control over fleets. |
| For example, the combat system used in the Fallout series was fantastic. |
| Odd, I haven't seen any statements by stardock saying that they're catering to a huge MoO2 crowd. I've seen claims that they should be, but that's usually by members of the MoO2 crowd. GC1 was financially sucessful, as I understand it, despite being even further distanced from MoO2. |
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