My wishlist for Ships & Combat

  1.  Tactical battle system that IS OPTIONAL AND CAN BE AUTO-RESOLVED, which in my opinion would be more entertaining and enjoyable than just watching the ships fly around and pew each-over with pathetic animations. (the weapon effects were bad in Galciv2 and will be improved, but still)
  2.  Ship design has more impact on how the ships actually work so that it should affect firing arcs, how easy/hard they are to hit, weak points e.g. weaker armour in some places and directional shields. 
  3.  Ship sizes matter more than how much you can put on them e.g. small and tiny sizes would be equivalent to corvettes and fighters respectively, which would affect how they are used, for example the tiny size would be used as scouts for exploration and as fighters later on when you don't need/want scouts, they should also be designed for more speed and maneuverability than a larger ship would be.
22,002 views 8 replies
Reply #1 Top

1. Already ruled out, and then discussed to death. It's not happening. 

2. Given that 1 is not happening, neither is this. Ship design actually has a simple mode where you don't even have to design, you just pick what stuff you want. This would be really incompatible with that, and not worthwhile without tactical combat. 

3. Seems possible. Fighters and carriers are already mentioned as a thing. And combat has more parameters than before, so ship size could be a factor on some of those. 

Reply #2 Top

 Tactical battle system that IS OPTIONAL AND CAN BE AUTO-RESOLVED, which in my opinion would be more entertaining and enjoyable than just watching the ships fly around and pew each-over with pathetic animations. (the weapon effects were bad in Galciv2 and will be improved, but still)
End of quote

Quoting Tridus, reply 1
1. Already ruled out, and then discussed to death. It's not happening. 
End of Tridus's quote

 

I just got here! Was it decided the battle system would always have you have a hand in it, or that it would always auto-resolve (like in GCII)? 

Reply #3 Top

Quoting Stormer9742, reply 2

I just got here! Was it decided the battle system would always have you have a hand in it, or that it would always auto-resolve (like in GCII)? 
End of Stormer9742's quote

They haven't said exactly what it is. They have said that it's not MOO2 style "control individual ships" combat.

This is what has been said is in:

"Tridus: Given all the threads on it and the endless speculation... is there going to be any player control/influence of ship combat at all? If so, what form will that take? (aka: Tactical combat?)

Paul Boyer, lead designer: At first glance space combat in GC3 will appear similar to that in GC2; ships will fly around in fleets, when ships from separate powers meet in a single tile they fight it out. Two fleets enter, one fleet leaves. Where GC3 will be different is how the battles are fought. If battles are auto-resolved, not much will appear different, but once fleets meet in the battle screen everything changes.

In GC3 we will introduce the ability to assign roles to ships, giving them unique behaviors in fleet battles. These different behaviors will be used to specialize ships and create checks and balances, making the composition of your fleet almost as important as what weapons or defenses it has."

Reply #4 Top

Quoting Stormer9742, reply 2


 Tactical battle system that IS OPTIONAL AND CAN BE AUTO-RESOLVED, which in my opinion would be more entertaining and enjoyable than just watching the ships fly around and pew each-over with pathetic animations. (the weapon effects were bad in Galciv2 and will be improved, but still)
End of Stormer9742's quote


Quoting Tridus, reply 1
1. Already ruled out, and then discussed to death. It's not happening. 


 

I just got here! Was it decided the battle system would always have you have a hand in it, or that it would always auto-resolve (like in GCII)? 
End of Tridus's quote

There has been a lot of yelling and shouting from both sides of this issue, with StarDock sitting back and enjoying the flames (and many of us forum denizens also enjoying the byplay). So far, the responses from StarDock have been rather cryptic instead of being as absolute as Tridus tends to be. The only clues we have seen from StarDock is that it will be better than the "battle viewer" from GC2 but will not be like the full tactical space battles of MOO2. StarDock has also talked a little about some of the behavior, but it still seems like they are holding a lot back until they can turn it loose on us, like a nice surprise.

(And thus, begins another bunch of flames and bitter bickering about whether GC3 should have tactical battles under full control of the user. -- well, maybe not. I sure hope not.)

Reply #5 Top

Quoting Lucky, reply 4

(And thus, begins another bunch of flames and bitter bickering about whether GC3 should have tactical battles under full control of the user. -- well, maybe not. I sure hope not.)
End of Lucky's quote

I really hope the other fourteen threads are sufficient. :P It's really pointless now, they've already decided on what they are building.

Reply #6 Top

Quoting Tridus, reply 3
"Tridus: Given all the threads on it and the endless speculation... is there going to be any player control/influence of ship combat at all? If so, what form will that take? (aka: Tactical combat?)

Paul Boyer, lead designer: At first glance space combat in GC3 will appear similar to that in GC2; ships will fly around in fleets, when ships from separate powers meet in a single tile they fight it out. Two fleets enter, one fleet leaves. Where GC3 will be different is how the battles are fought. If battles are auto-resolved, not much will appear different, but once fleets meet in the battle screen everything changes.

In GC3 we will introduce the ability to assign roles to ships, giving them unique behaviors in fleet battles. These different behaviors will be used to specialize ships and create checks and balances, making the composition of your fleet almost as important as what weapons or defenses it has."
End of Tridus's quote

 

Wow... that fits with GalCiv perfectly. I like it! I just hope there will be a way that you can make a certain ship always have a certain role. Like if you make a support ship that gives weapons bonuses and increased warp speed, it will hang back, and try to avoid the fray, while the big bad dreadnought will go right into the thick of it. Basically be able to setup behavior profiles for each ship which will be applied to them automagically when they join a fleet. 

Reply #7 Top

Quoting Stormer9742, reply 6
Wow... that fits with GalCiv perfectly. I like it! I just hope there will be a way that you can make a certain ship always have a certain role. Like if you make a support ship that gives weapons bonuses and increased warp speed, it will hang back, and try to avoid the fray, while the big bad dreadnought will go right into the thick of it. Basically be able to setup behavior profiles for each ship which will be applied to them automagically when they join a fleet.
End of Stormer9742's quote

Some could certainly read that into what StarDock has said, but I think the prudent path is patience.

Reply #8 Top

So then, I'm fine without the combat but it would be nice in an expansion or something.

The roles of ships could also cover point 2, with you setting say artillery ships to stay back and avoid damage so they would have more weapons than armour.