Tactical Manuvering

Not anoter "Can we put Tactical Combat in?" thread

Okay, before you close, no I don't think we should put controllable tactical combat in. There're too many reasons to name right here, go look at one of the dozens of other threads.

My concern is the actual movie of your ships fighting. Now, I don't expect it to rival real movies or anything, but watching those ships mill about while shooting at each other seems mildly silly. I mean, though it's not supposed to be tactical combat... There's no TACTICS in the video. I mean, you have fighters that spread out and just go wild. The firing is random. Etc.

Now, I'm not saying it's BAD persay, but I think it could be greatly improved with a few additions. Have fleets act as fleets. Have them adopt formations and fire in simeltaneous or near simeltaneous coordination. Have fighters break up into Wing Pairs and make them considerably faster than the bigger ships. The biggerships may be able to go 21 parsecs in a turn with all those engines, but in realspace, that mass would be hard to move. Make them slow, ponderous bastions of war, like they're supposed to be.

Another thing that might be kewl, is if you actually made the weapons track the targets. I know it might be difficult, graphics wise, to have them trace the target and keep the turrets pointed the right way, but those little touches could make a function battle viewer into a magnificant portal into the depths of carnage that space combat could bring.

For example of the silliness that could be avoided... Armor should not be a translucent bubble around my ships. For shields that makes sense. For ECM and Chaff and stuff, simple particle effects that intercept the missile and have it explode prematurely would be awesome... Or have the missiles spark with electricity as the ECM affects them and the missiles go wide of their mark.

I don't know how feasable this might be, but something as simple as having ships act in formations, rather than milling about randomly... Having them make passes at each other and firing those Mass Drivers at point blank range... Having missile boats form up and fire a withering volley of Harpoons or having a pair of Dreadnoughts raining staggered plasma death down on your enemy's ships.Adding effects and touchs like this would make an already great game superb in my opinion.
9,021 views 15 replies
Reply #1 Top
I'm probably just stupid... But where'd my post go? *had to hit the back browser till I got here* It didn't seem to show up on the Game Talk listings. >>
Reply #2 Top
I agree entirely. I think they started off good making the large ships slow and the fighters "darty", but the attack patterns are pretty random and wild.
Reply #3 Top
On a slightly more realistic note, how about simply making the ships keep their distance from one another? With the big, slow ships it looks like they're playing bumpercars.
Reply #4 Top
I would definately find it cool and more immersive to see small ships racing about, big ships lumbering and bombarding with artillery, and just better combat screen behavior. It would do alot, for me, for the sake of immersion.

When I send three scorpion battleships and 6 fighters into a battle with another fleet, it just seems to look like a bunch of ships wandering around in random directions but mirculously managing to hit eachother with weapons.

Bump.
Reply #5 Top
On a slightly more realistic note, how about simply making the ships keep their distance from one another? With the big, slow ships it looks like they're playing bumpercars


I must agree on this. The larger ships could star much furhter apart.
Reply #6 Top
I must agree with this post, and also with the weapon diversity post as well. I do realize that changes like this would be hard to implement, but at least having the ships maneuver with some sensibility would really up the immersion factor. Also, being able to retreat (and giving the ships morale, so they can be routed) would be nice imo - the routed ships would just beeline to the nearest friendly station/planet. Just my 1bc (from anomaly)
Reply #7 Top
There are so many problems with the so-called "tactical display" of combat that I just skip it now. having played Wing Commander and various other tactical combat games for so many years, it's just terrible to watch ships milling about aimlessly, weapons maintaining a straight line while their targets go off in another direction yet still get hit by the missile/mass-driver projectile which is nowhere near the target when it "hits", and so on. About the only thing I enjoy about the tactical combat display is watching the beam weapons slice into their targets.
Reply #8 Top
Just so you know, firing isn't random, it's a formula. It's attack/(hp+defense), whoever has the highest score dies first. So, the strongest yet easiest to kill is shot at, reducing the potential attack damage of the enemy as fast as possible. Those tiny fighters with high attacks go first, followed by small, medium, and the ones with defences are last.

Although I agree huge ships just sort of sit there and float.
Reply #9 Top
I'm glad I wasn't the only one not horribly impressed by the battle viewer. Now, I honestly would rate this kinda low on my list of priorities for game features (Would like the AI to stop swarming my three battle cruisers and all of them getting wasted... But I haven't tried the latest Beta yet.) but it would prove to be a nice and polished touch.

I'm a programmer, but I've not done anything like this... Still, I don't think it would be toooooo dificult to atleast do the formations part of this. Partition the ships into groups and have them all follow the same movement path. Seems like it would be a simple fix to me. Of course, there're probably a million and half things more than that. But, that's why the developers are getting paid more than me... The measly intern. xD

Any further thoughts/wishes/complains?
Reply #10 Top
I'd like to see some different camera angles. Maybe make it more like a cutscene.
Reply #11 Top
I am for anything that will allow me to target the most powerful ships first. Not the one shot kill ships.
Reply #12 Top
I used the viewer one time. Laughed and have not used it since. it slows down my old system anyway.

I do agree with the ideas here. One thing that came to mind reading this was changing the view. but I thought about viewing the battle from the perspective of a bridge on a command ship. A slightly higher, and to the rear of the formations, at a distance one would expect from a command ship that hangs back a little from the battle.

If you lose a battle, right as the AI ships are approaching the command ship through the debri you get a message along the lines of "your command ship lollipop has retreated from/warped out of/passed gas and blew itself away from.. the battlefield.

From that view, it might be easier to implement some of these ideas. Maybe not.
Reply #13 Top
I personally don't feel that modifications to the combat animations should hold any kind of high-priority for the devs. Having the developers correcting known issues and making actual feature enchancements that improve the gameplay are worth more to me than them spending hundreds of man hours making the automated combat sequence 'look pretty'.
Reply #14 Top
My suggestion would be an enhancement. and would allow me to creat fleet of more than 2 dread and little fighter to sacrifice just to get an advantage
Reply #15 Top
I feel almost pained when I watch the battles in the viewer. My inner Ackbar is yelling "concentrate your fire ...!"
But, if it's all just a show based on an equation I'm not all that hopped up to get it improved.
It would be interesting to introduce some kind of tactics selector though.