Placeholder in case I ever use this later.

I'm thinking that it should work like a simplified Gratuitous Space Battles after playing it.  Nice game, but a bit overdone.

 

You get your ships, you give them orders, then let them at it.  No in-battle guidance needed.

 

One thing I'd like to see from this is to have more variety in types of weapons with the technologies- like point defense lasers that fire quicker for less damage/range, and mauler lasers that are real slow to charge, but are more powerful.

 

Mass Drivers and Missiles would have their own varieties also, and their own countermeasures.  You could make a game within a game of this.

 

And let's face it, building things to blow up other things is fun.

 

 

 


Comments (Page 3)
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on Nov 16, 2010

+1 to No Tactical battles.

on Nov 16, 2010

Okay, let's say for sake of argument that the choice was between HD-quality space battles and tactical combat.  Now, I can see myself becoming tired of using tactic C to beat tactic A, but I can't say the same for watching brilliantly-rendered ships shooting at each other.  Especially when the ships you go up against may have different weapons, may choose different angles of attack, and so on.  You're not going to be able to sit and enjoy the battle if you're pausing and giving your ships new orders every five seconds.

on Nov 16, 2010

MarvinKosh
Okay, let's say for sake of argument that the choice was between HD-quality space battles and tactical combat.  Now, I can see myself becoming tired of using tactic C to beat tactic A, but I can't say the same for watching brilliantly-rendered ships shooting at each other.  Especially when the ships you go up against may have different weapons, may choose different angles of attack, and so on.  You're not going to be able to sit and enjoy the battle if you're pausing and giving your ships new orders every five seconds.

 

Agree!    Especially if it's a turn based tactical battle set-up.  Can you imagine moving one ship, one square at a time on a grid...?  Boring.  I want a cinematic battle experience.

on Nov 16, 2010

As I said above and have said before in previous threads on this subject, SEIV allows for pre-scripted choices that do not change in a battle, and certainly not turn-by-turn.

One can establish targeting priorities, formations, preferred firing ranges, etc. and the battle proceeds without interruption to completion.

For example, say one chose to research missiles.  Those might allow greater ranged fire than beams, so the orders could be to try to hold open the range to near the max.

Choices of that sort would still be no less strategic than the current game that lets you create, manage, and disband fleets before each battle and yet allow for a much richer and deeper combat section than simply trying to have weapons the enemy lacks the best defence for while trying to have the right defense tech for the enemies' weapons.

on Nov 16, 2010

As I said above and have said before in previous threads on this subject, SEIV allows for pre-scripted choices that do not change in a battle, and certainly not turn-by-turn.

One can establish targeting priorities, formations, preferred firing ranges, etc. and the battle proceeds without interruption to completion.

For example, say one chose to research missiles.  Those might allow greater ranged fire than beams, so the orders could be to try to hold open the range to near the max.

Choices of that sort would still be no less strategic than the current game that lets you create, manage, and disband fleets before each battle and yet allow for a much richer and deeper combat section than simply trying to have weapons the enemy lacks the best defence for while trying to have the right defense tech for the enemies' weapons.

 

The way you describe it would be very cool, but that's not what comes to my mind when I think of tactical battles.  I would definitely go for a system where you set up choices before the battle, and then watch it unfold in a battle viewer.  

on Nov 17, 2010

The way you describe it would be very cool, but that's not what comes to my mind when I think of tactical battles. I would definitely go for a system where you set up choices before the battle, and then watch it unfold in a battle viewer.

I feel the same way. As I've said I'm not "for" or "against" tactical battles in a vacuum - as mentioned, I don't feel they're appropriate for GalCiv specifically, not 4x in general - but I always enjoy "fleet strategies" like this. I am 100% for this as a feature in GalCiv 3.

on Nov 23, 2010

A tactical battle system would take money and resources away from the game everyone wants, the game that built Stardock, the game that this community actually likes....  This is where people need to use that saying, "Spreading yourself too thin".

It would probably make the game weaker because of the new design being weak and/or the system not being implemented well (because the devs don't have experience doing this with tactics & such)

on Jan 03, 2011

I'll always be "Pro-Choice", so you won't hear me complaining if tactics are implemented provided there is a choice to turn them off.

I do, however, miss the ability to subdue and board an enemy ship rather than simply destroying it.  At least let me sift through the rubble after the battle is over and gather whatever intelligence, compnonent(s) and or new technologies that might be there to be found.

Then again, maybe my attack isn't an attack at all.  Perhaps I'm just making a show of force to chase the intruders out of my span of influence.  But that could've been handled even easier if there was ship to ship communication...

I already use fleet tactics before I engage the enemy.  I don't need individual ship by ship tactics; as such my strategies are my tactics.

SK

on Jan 04, 2011

It should be done like in Gratuitous Space Battles.

In three dimensions there is very little point to tactical battles. everyone can almost always hit everyone so long as they're in range. All we would be doing would be selecting all our ships and targetting the ship with the highest attack: defense ratio. ie, exactly what the game does now.

what is needed is simply more mechanics. make it possible for small ships to outmaneuvre the big guns of big ships, bring in range and rate of fire variation. essentially, give us more strategy in ship design and fleet composition.

finally, make it look spectacular, not like blocks of lego floating through space.

these sorts of changes will satisfy almost all the people calling for tactical battles and more importantly they will result in no advantage or disadvantage to watching the battles, because they can still be perfectly calculated, just as they are now.

on Jan 04, 2011

Small ships may be able to outmaneuver the guns of large ships for a little while, but not forever.  The advantage of a large ship is being able to have enough guns pointing in enough directions that a shocking hit-to-miss ratio will still allow it to kill smaller ships.  It can also afford to cram in enough defences that in a given round of combat, those smaller ships can barely get the defences down on their own, never mind graze the hull.

Besides, even with such an advantage, small ships will still be at a disadvantage so long as the larger ship is escorted by small ships, or supported by other large ships.  If that's all it takes to nullify the advantage that small ships have, the only time they will be able to press their advantage is against an enemy whose fleets have already been weakened to the point where the large ships have no escorts or support.

I think that the problem with GalCiv is that smaller ships become very cost-ineffective in the later stages of the game.  For example, you tend to see the AI fleeting up frigates rather than fighters when they have enough available and the logistics to make it happen.  If you cram as many weapons as you can onto fighters, they tend to get shot at and blown to bits very early in in combat.  If you put just one or two weapon modules onto a fighter, then chances are you could make a frigate or battleship that does the work of many such fighters, for less bc.

To make smaller ships to be cost-effective later in the game you could make improved fighter hulls available when new hulls are made available by research.  At the moment smaller ships do benefit slightly from improved hitpoints as you progress along the tech tree, but nothing else about them really changes - you can still only load as many modules on them as your miniaturization research allows, the basic hull still costs the same to make, and the logistics required to fleet them remains the same.  The only up-side about fighters is that you can crank them out in a hurry, assuming you don't cram with expensive components.

on Jan 04, 2011

Sethai
In three dimensions there is very little point to tactical battles. everyone can almost always hit everyone so long as they're in range. All we would be doing would be selecting all our ships and targetting the ship with the highest attack: defense ratio. ie, exactly what the game does now.

This fails to consider the many possibilities for making the tactical battle experience richer.  For example:

  • Some weapons are powerful, but have limited ammunition.  When do you use them?
  • Defensive blockers with tractor beams to keep opponents away from vulnerable transports.
  • Facing:  Some weapons could have limited arcs of fire.  Shields could be sectional.  
  • Fighters:  Do you kill them before they close with you, or keep firing on the mother ship?
  • Matchups: If you and your opponent have a mix of attacks and defenses, how will you maneuver so that your ships with good point defense close with the opponent's missile frigates, as he tries to trap them with his laser destroyers?
  • Range: It's more than just "get them in range and fire".  You might outgun your opponent at some ranges, while he might outgun you at others.  If your ships are faster, you get to pick the range at which you fight.
  • Boarding ('nuff said)

In a good tactical battle, there's a complex interplay between range, speed, durability, and firepower, with the strategic setting as a backdrop.  Are you making a probing attack to see how tough their new ships are?  A desperate strike to destroy the incoming spore ship before it reaches the planet, even if your entire force dies in the process?

All of these options allow a huge number of additional technologies as well, so that each empire can develop its own fighting motif, and they open up possibilities for a huge amount of flavor.  I'm not discounting the difficulty of writing an AI that can handle so many options, but it seems worthwhile to try.

on Jan 06, 2011

@ elestan.

good points. regardless of whether or not we'd want such mechanics in battles, it is my experience that stardock so far tend to prefer incredibly simplified (almost suffocatingly simple) battle mechanics (elemental is another great example of this). a system with the variables you describe sounds like EVE levels of complexity (though even that doesn't have arcs of fire), but even in that game a lot of the variables you describe have optimal behaviour solutions that can be calculated mathematically (and there are third party tools people use to do just that). and asking a player "can you be bothered to calc this?" is not a fun strategic choice.

while it is possible to design a system complicated enough to make space battles require real thought, i believe it would have to be more complicated than most people would enjoy, or than stardock would be willing to implement.

this is what leads me to believe that simply adding a few more stats and improving the need to think about fleet composition is by far and away the best compromise solution, because it will increase strategy without forcing tactical battles on people.

 

on Jan 06, 2011

Sethai
good points. regardless of whether or not we'd want such mechanics in battles, it is my experience that stardock so far tend to prefer incredibly simplified (almost suffocatingly simple) battle mechanics (elemental is another great example of this).

My feeling is that the extremely simple battle mechanics are a consequence of not having the time/resources to implement a decent tactical AI along with all of the strategic elements.  But presumably, any GC3 game would be built atop the existing engines from GC2 and/or Elemental, so they'd already have a lot of that work done.  A decent tactical AI is the big missing piece.

a system with the variables you describe sounds like EVE levels of complexity (though even that doesn't have arcs of fire), but even in that game a lot of the variables you describe have optimal behaviour solutions that can be calculated mathematically (and there are third party tools people use to do just that). and asking a player "can you be bothered to calc this?" is not a fun strategic choice.

I'm quite skeptical that a tactical battle has an optimal solution that could be found so easily.  I believe they just found the optimal solution to checkers a couple of years ago, and we're nowhere near solving even something like Chess or Go that's still very deterministic.  A tactical spaceship battle with hit points and partially random combat results is many orders of magnitude more complex than that.

while it is possible to design a system complicated enough to make space battles require real thought, i believe it would have to be more complicated than most people would enjoy, or than stardock would be willing to implement.

I disagree.  Master of Orion II had most of these features, and it was made in 1996 (and did very well).

this is what leads me to believe that simply adding a few more stats and improving the need to think about fleet composition is by far and away the best compromise solution, because it will increase strategy without forcing tactical battles on people.

We clearly differ in our enjoyment of strategy and tactics.  I like both of them equally, and consider them both important elements for a good empire-building game.  I'm all for making tactical battles a game setup option, so that those who don't enjoy them don't have to use them.  But just adding a few more stats is not any kind of compromise; it's the tactical challenge that I want, and it's not tactics unless the user can control their ships during the fight.

on Jan 28, 2011

I agree with you, GalCiv isn't about tactics.

oooooo... Is that an euphemism?

I mean, I just experienced THIS: [warstory]

"It was in the olden days, when 1 ATK - 0 DEF - 3 MOVE fighters were significant assets, when the world was flat, and the Internet was known as the Horseless Pony Express, when...

My 'fleet' of two of these decided to attack a Drengin fighter which was basically the same (1A-0D-2M) as mine, and both started to 'show him the light', to put it mildly. He returned fire and seemed a bit lucky, scoring as well as I did despite his 1-2 disadvantage in numbers. So one of my fighters was around 5/10, just like his one.

Then, one of my fighters disengaged! It moved away out of laser range, leaving my other fighter at the Drengin's 'mercy.' The bad part is, that the perfect 10/10 fighter was the one who wimped out. :bummer:

Both fighters survived the encounter, but it was a close one. One 2/10 and one 9/10.

[/warstory]

 It would have been nice if the damaged fighter had disengaged, leaving two options to the Drengin: either keep up with the fleeing fighter and get pummeled by the other, or engaging the undamaged one.

I saw a different Drengin design earlier, a small (0A-1D) ship. I thought, "That thing is so useless, useless, yah00seless!" But on a second thought, what if my undamaged fighter had fled in a 2-on-2 and the damaged one had wasted its turns on the unarmed Drengin? That would have been a very humilliating defeat, indeed.

The bottom line is, if there is a maximum range, the game should use it a bit more intelligently, and not let an undamaged fighter loiter around out of range, while its brother is being shot at. If there is no tac combat in GCIII, I'd ask Stardock to remove the max range either, or at least to improve the AI so that all ships stay within range of the enemy the AI picked to shoot at. Whether the Ai choice is good or not, it would at least be better than what it does now.

Or is there a way to mod max weapon range? I could mod them to a really big number then, say, 10x the current value.

~Beast

on Jan 30, 2011

Anybody remember "Birth of the Federation"? If you have it go back and play a few rounds of combat. Then ask yourself if this would be a good way to add tactical control to GCIII. Combat was played out in 4 different ways (if I remember right, havent played it since '02):

1/2: just like GC2 (you just get to watch or not) 

3:issue orders by ship type (ie, scout, assult, ect.)

4:issue orders to individual ships

 

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