2 little requests.

Big love to the creators! 1 - I think you should be able to decide if your ships target individual ships or concentrate their fire on one target. The AI can do this. 2 - You should be able to put your ships in orbit around allied planets and them yours. 3 - I also think that playable or tactical combat should be introduced too. 4 - Sort the movement of ships in the design window. When moving the mouse repeatedly to rotate a model it changes direction randomly! Cheers guys! Respect! (ps The forum won`t let me use plain text mode for this post. hmmm)
5,462 views 9 replies
Reply #1 Top
Hey! thats 4 requests... 1 and 3: Tactical combat - basically this is too big a feature to be put in to the current game (needs a good tactical AI etc to work), but may well be in an eventual galciv III. Theres various threads around on this if you want to find out more. Both you and the AI always focus on one ship at a time though. 2. Yes, would be nice, to be able to retreat to an allied world to repair, or defend an undefended ally planet. 4. agreed!
Reply #2 Top
argh, where have my blank space gone? sorry its so squashed people.
Reply #3 Top
You should probably do a search for the countless threads on "tactical combat".
Reply #5 Top
You should probably do a search for the countless threads on "tactical combat".



It's not too soon for a sticky thread "Why there WON'T be tactical combat in GC2"...

Reply #6 Top
Actually, #1 could be implemented in the current game without resorting to full blown tactical combat or major additions to the AI. All that would be required would be a cyclic button (like the current ones that set the camera style and the play speed) or a small dialog that offers up the options:

1. Concetrate Fire (on one ship)
-- This is the implementation we have today.

2. Spread Fire (amongst enemy ships)
-- This is useful for when one big ship vs lots of tiny ships battles take place, where individual weapons systems select their own target.

3. One on One (just like it sounds)
-- This is an additional option where everyone picks a target and sticks to it. A many to one situation is just like option 1

Cheers,
Reaver
Reply #7 Top
Allowing large ships to attack multiple targets simultaneously would make smaller hulls completely pointless (so it's not going to happen).
Reply #8 Top
Large ships to attack multiple targets simutaneously wouldn't make the game unfair ( a large ships has multiple weapons WHY target each little fighter one at a time) , I have an idea make there be turret modules, they would be smaller and do less damage per turret module ( it would take multiple hits from a turret to destroy a fighter ) , sort of a "divide and conqer" thing. also the large ship with turrets would be almost usless against a regular large ship so it would have to be escourted. I think that's a damn good idea.   
Reply #9 Top
Allowing large ships to attack multiple targets simultaneously would make smaller hulls completely pointless (so it's not going to happen).


No, it wouldn't, you can only attack one target per weapon per round. So with a Fleet of 10-15 Tiny Fighters vs 1 Battleship with 6-10 weapons, your tiny's outnumber the weapons systems, so some fighters would not get attacked initially. Top that off with the fact that even tiny fighters have more HP than most weapons can damage in a single round, so even the fighters that get hit may survive to fire in the next round.

Tiny fighters wouldn't be as powerful in this version of combat, but it sure would be more realistic, since half of the battleships round of combat fire isn't wasted on concentrating on one (tiny) ship. If I have 8 weapons points on my battleship but only need 4 to take out a tiny fighter, then the other 4 don't get fired in that round?

Cheers,
Reaver