GC3 is at least a couple of years away, I'm betting that advances in the game industry and the skills of stardocks dev team will be sufficient to cope with the increased level of complexity. |
Not necessarly, since this is an inherit problem of any autoresolve system.
The problem as I see it is the following.
If you want to autoresolve something, you have to simulate the combat in some way. The problem is then on which data will this autoresolve be based. If its based on the abilities of a average gamer it would be not accurate for a experienced gamer, nor accurate for an inexperienced one. If it's based on a experienced gamer it would be the same, etc.
So the autoresolve would need to be differently for different skills of players to be accurate. You can, of course, say that it doesn't need to be very accurate, but in this case autoresolve wouldn't be a real alternative to playing the battles yourself.
So how do you tweak the simulated outcomes of an autoresolve to the real world outcome of the player playing the tactical battle for himself?
When you have a simplistic system, it's not that hard to simulate it accurately since the options avaible to the player for winning the battle (or at least for losing it in a agreeable way) are quite limited. The more complex the system the more options and possibilities arrise, some being better or not and, depending on the skill of the player, being used or not.
Add to that the fact that there is currently (and as it looks like wont be in the next decade) an AI that will be able to beat the human player on equal opportunities. This get worse the more complex any given game gets. Famous example is the Total War series in which an experienced player was able to beat the AI with quite big disadvantages in numbers and troop quality which made your actual progress on the world map quite unimportant. (From Shogun over Medieval to Rome, the AI didn't improve a lot (it was even worse in Rome than in Shogun) and was never a match for the player. On a slightly unrelated note, I've had and still have the original Shogun table top game when the pc game came out.

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Also while cheating and/or boni can be used in the normal game to make it harder for experienced players, that would nearly be impossible and/or at least be inaccetable to have in a tactical combat.
All this makes it quite hard to do a satisfying tactical combat for the game. I wouldn't be satisfied of a simplistic MoO3 move and shoot system, nor a quite complex Total War like system with it's useless autoresolve and weak tactical battle AI.
Tactical combat should be an enhancement, and not the main point of the game and it also shouldn't be the way to win by microing all your important battles and winning the game even though your enemy has a quite large advantage but is to stupid to use its troop right in a complex tactical battle. (Emphasis on the tactical battle AI which is quite harder to make a good one then making a good strategic AI.)
If it's implemented correctly it could improve the game a lot. But if not it could wreck the game, at least if it's activated in the game options, since it would be optional, thanks to Brads: "More power to the gamers!" motto.
Well, that's how I see this discussion about tactical combar or not. Not that somebody cares.
Btw. FROOKIE, what that with always writing tactical, tactic, tac, etc. with a k instead of a c? Is there some deeper meaning in that?