| By tactical combat, we mean the ability to direct the the battle ship by ship. just like chess. |
Thanks, Frookie! If that could be implemented it might give me some of the abilities I am hoping for in future fleet combat sequences.
| Its a turn bases strategy game, and having realtime will negate some of the potential tactical combat options an turn based system can cater for: pincer movements, fighting wedges, flanking, to name a few. A free for all melee a la RTS is not something that should be promoted too heavily as some of the finesse will be lost. |
I am very happy that this is a turn based game, and I like it. However, the fleet combat screen is not to my liking. I don't like the computer controlling my ships during the combat because it does not fight the way I would, and neither would I fight every battle the same. I would like to totally control my ships during fleet combat ... deciding which of my ships attack which of the enemy ships, etc. Total control is possible in 'real time' combat. I am NOT wanting the game to become an RTS ... only real time combat in the fleet combat screen. Neither do I want "a free for all melee".
I have played Rome: Total War which is a turn based strategy game with 'real time' combat. The combination works very well in that game, and you can do the things you mention (pincer movements, fighting wedges, flanking) and much more. In it you have total control of each of your units. The player controls whether a particular unit fitghts or stands and watches the battle, which units attack which enemy units, which units should run away, etc, etc.
However, if the 'tactical combat' will give me that same control I would be happy with it. It is just that I know 'real time' gives me the control I want while the 'tactical combat' is an unknown quantity to me.
Now, you might say to me to go back to Rome: Total War [grin], but I greatly favor space based games. I think Gal Civ is a great game, and I will likely continue to play it even is it stays as is.