Rock - Paper - Scissors

I have been having fun w CalCiv2 but I am disappointed with the space-combat portion. Many modern strategy sims seem to skimp on combat strategy and default to a rock-paper-scissors approach.

I always liked the MOO (original) approach to space combat. Different weapon technologies had different advantages - like missiles being almost unlimited range but limited damage and speed - beams having limited range - or (for a cost of money and space) longer range. The ability of mass driver weapons to be shield piercing - for a cost. The ability to combine all of these things and using various defenses (including ship maneuverability) made space combat MUCH more satisfying. I didn't even mind that it was turn based. (though a compromise could have been a pause-go simultaneous-execution turn system.)

You could send forward your many tiny missile ships on a suicide mission - or you could create a fleet of large beam ships with a few medium point defense ships to support it. The possibilities for weapons combo and maneuver strategies were endless. The excitement of developing then trying a new strategy was immense.

It would be superb fun if in the next iteration of CalCiv there could be more depth to space combat. Leave rock-paper-scissors to the competition. It is the only weakness I can spot.
5,833 views 6 replies
Reply #1 Top
Jolly good show. Couldn't agree more. We don't need fancy tactical combat, but more complexity than the rock-paper-scissors approach would make a world of difference to an already sexy game.
Reply #2 Top
You wouldn't need tactical combat on a separate screen to have abilities like these, instead make the different weapons and ships behave differently on the main map. This way, different weapons are useful in different situations even regardless of whether the current enemy has the counter. For example, a particular ship design might be especially good at defending your planets, but poor at attacking enemy territory, not because of a particular bonus, but because of how it can move or fight. If your enemy has lots of those, you have two options, build a ship that counters it, or force them the fight away from their planets. I think that gives more strategy decisions.
Reply #3 Top
I think Galciv puts more importance on the single ship, well it used too anyway. That is why you are able to create your own look for a ship and then enjoy using it in game. Although sadly the weapons tech tree eventually gets too powerful for you to keep your favourite 'hero' ships going, which is a shame.
Reply #4 Top
Ships behaving differently on the main map doesn't really make sense to me. All they do in that context is move. If they have tactical advantages because of being fitted with different systems and weapons, it should apply to combat, that adds realism and a lot of depth, which I think is what the OP was aiming for.
Reply #5 Top
that is the whole point of customizing ships - so you can make them specialize in particular tasks. Maybe make a ship with limited weapons but very long range - hit the weeakly defended colonies. Or make one that specializes in speed - move from one colony to another faster than defenders can. Or maybe make one with very long range weapons - bit limited armorment (to make room for the range extenders) etc etc.

Reply #6 Top
Or maybe make one with very long range weapons - bit limited armorment (to make room for the range extenders) etc etc.


Speaking of long ranged weapons, i have occasionally seen AI ships attack from several parsecs away (DL) Or perhaps they are just a bit confused as to where they are in the universe! lol

I have seen a few confused AI mini freighters as well, their shape appearing in one parsec and yet having their mouse pointer details and attackable position in another parsec! thats funny as well!!