Will we be getting turn based or real time tactical combat ?
I presume we are getting tactical combat in the series finally.
It implies they are changing something anyway.
Rock Paper Scissors is a real system though. In Napoleonic times cavalry would force infantry into square so horse artillery would have a compacted area of targets, for example (plenty of other real world examples in all eras of warfare- certainly naval warfare being a good/better example). I think the issue comes in where there is a difference between subtlety (soft-counter v hard-counter). Any system that rewards the player that uses combined arms/variety over spamming the most OP single unit is a plus in my book though.
Kinda but in reality it was much more complicated. For instance cavalry are much faster then infantry and artillery outrange them. There isn't an artificial system where somehow one group does more damage to the other. You have to actually use the cavalry and artillery certain ways and set it up, the advantage doesn't magically appear when one unit smacks straight into another. The situation you described had several steps with one person anticipating another's moves and also different units working together. RPS has none of these things.
Sure, there's more to it than that, but to varying degrees, Rock, Paper, Scissors is a key element at the core of warfare. Take naval warfare... destroyer>sub>capital ship>destroyer for example. Of course there are many other factors involved, and is why I prefer more subtlety and soft counters to hard counters, but I think it works as a base to be expanded upon.
It's all size and speed, you can't chase small stuff down with big stuff, and what you'd use to blow away something small might not have much of an impact on something big.
RPS is the simple crutch to avoid having to model the physics of weaponry in a game. Heavy armor should be heavy armor, it should need something powerful to punch through it. Trying to actually hit a fighter is a matter of physics, a turret, whether it be laser or projectile, that is massive in scale and rotates too slowly to actually track it, or a missile so large that it's less maneuverable.
Armor class is what you need. Heavy weapons to punch through heavy defenses, but at significantly less accuracy. Not this nonsense about shields versus armor.
Properly modeled, it would be sheer dumb luck for a large projectile to hit a small strike craft, slightly less luck for a light speed beam weapon from a similarly cumbersome turret of size to do the same. The smaller and faster the turret, the simpler the task would get, and the less penetration it would have. Missiles would be similar, trading velocity and size for increased penetration and explosive power, for reduced maneuverability.
ECM would be added protection, not a hard counter. If shields only deflected laser weaponry, they'd still be defended against with armor as well, ablatively. Once you reach speeds necessary for space combat at any reasonable range, it's all ablative armor anyway. A solid projectile isn't impacting with the armor, it vaporizes it on contact as both the shell and impacted armor turn to plasma.
Sure, I don't disagree with that, and my all-time favorite game DOES in fact model all of those things (War in the Pacific) down to every historical detail. Yet at it's bare bones core, it is all still very rock-paper-scissor-y, at sea, ground, and air. I don't think we disagree too much, but I take issue with the age old debate dismissing RPS outright, or saying it isn't realistic, tactical, or strategic. Also not saying it should be the be-all-end-all, but omitting situational and external factors, some degree of it should logically exist (imo).
Here's my two cents.*plink, plink*The thing I love the most about GalCiv 2 is the ability to make ridiculous starships. If we make the game about tactical combat (more specifically, what we're actually talking about here is real-time tactical combat), that becomes a bad idea. Here is why.We already know that the game is planned to include online multiplayer. So let's set up a hypothetical battle. Timmy has built his ships purely on Rule of Cool. They're designed to look menacing. They have big spikes and jagged blades and one bit that looks burned off and a hook coming off one side but not the other, and then there are guns pointing in random directions, sometimes inward, because they look cooler pointing inward. And he gave them big wings because wings look cool, and the armor is all on those wings because he covered all the other spots with spikes, and armor on a spike just looks weird.He sends his fleet into battle against Bobby, and within moments, he is being decimated. Because of all those fancy frills, Timmy's ships present nice, big targets for Bobby's guns. Additionally, the guns that Timmy pointed inward for the looks, can't actually hit any of Bobby's ships. Bobby, you see, built his ships as small as he could, and placed all of his armor on the fronts of his ships, with all of his guns directly behind those, pointing forward. Timmy's few scant shots that actually make contact bounce off harmlessly, and his ships melt under the directed firepower of Bobby's vessels.So now Timmy is faced with a harsh reality. Big ships, and cool ships, just don't work in tactical combat. He too will have to make small, streamlined vessels - perhaps in his case he will turn them into broadsides, placing lots of armor along the sides, flanked by turrets, and loaded with fast engines, and try to get between and behind Bobby's ships to bypass his front armor.We end up with ships that start looking and playing alike between games and between players. Creativity - and humor - get lost, because the tactical combat requires the ships to be constructed in one of a handful of ways. The game becomes a metagame, as it always does, where one killer strategy gets hard countered, and then that gets soft countered, and then that gets countered, and so on and so on.Wait, wasn't this a 4X turn-based game? Nope, it's all about the real-time metagame now. Your actions in the turn-based portions serve only to bolster and fuel your fleets in the combat portions.I lost interest in Sword of the Stars because it became painfully clear that it was really an RTS game where the base-management stuff happened between battles. Sins of a Solar Empire got a pass from me because it wore that fact on its sleeve like a badge. I don't want this happening to Galactic Civilizations 3.The closest thing to "tactical combat" I want in GC3 would be like what we see in Fallen Enchantress, or in Civilization 5. Units get a bonus for flanking and ganging up on enemies. Some units can bombard from two or three tiles away. But at no point does the specific location of modules, or the size or number of ship parts, help or hinder your ships in combat in any way.So, in conclusion, no. I don't want real-time tactics battles. Play Sword of the Stars. Play Sins of a Solar Empire. Let me enjoy my turn-based game in peace, and watch my ship captains and fleet admirals do their jobs without me holding their hands like children, so I can instead concentrate on managing the empire as a whole. I'll see the fights on the holo-vid after the fact.
^ Now *that's* a thought out post. I agree: custom ships aren't truly custom if creativity reduces functionality.
It implies the "cold day in hell" tone of Zydor's post 114. There will be some updating and minor changes, but the tactical combat people will need to look elsewhere to scratch that particular itch.
Actually in space you are moving through vacuum so it is very different from moving through atmosphere. Large ships move so slowly because they displace large amounts of water. Small boats move much faster because they can skim over the top of the water, and fighters move even faster because they fly through the air. None of that happens in space. The only thing that sets a space ships speed is is thrust to mass ratio. Huge capital ships with a higher thrust to mass ratio would move faster then tiny fighters with a lower ratio, in fact in the void you don't lose momentum so acceleration is what matters not top speed.
Sorry I read too much hard scifi. GCIII doesn't need to be realistic.
Actually in space you are moving through vacuum so it is very different from moving through atmosphere. Large ships move so slowly because they displace large amounts of water. Small boats move much faster because they can skim over the top of the water, and fighters move even faster because they fly through the air. None of that happens in space. The only thing that sets a space ships speed is is thrust to mass ratio. Huge capital ships with a higher thrust to mass ratio would move faster then tiny fighters with a lower ratio, in fact in the void you don't lose momentum so acceleration is what matters not top speed.Sorry I read too much hard scifi. GCIII doesn't need to be realistic.
I shake my head every time a sci-fi writer mentions one ship being "faster" than another. Or that ships "slow down" when their engines are damaged - and if they're close to a astronomical object, you can be sure they'll "spiral" towards it.
Actually, this only becomes a factor if some sort of collision detectmap for weapon strikes is implemented on top of the models which could be HUGELY resource expensive if large ships/and or large battles are involved. If tac combat was implemented it would more than likely follow the same background-computed-hit-chance method that most 4x's (including sins) use today. The only 4x that I know of that uses a collision detect method like this is Sword of the Stars.
A RPS system for single player games will more-or-less work simply because the AIs tend to be fairly dumb about such thing.
But for multiplayer it'll fairly suck. Seriously, think about how you respond when you see the AI fleet. You change accordingly and the AI, if ever, does so very slowly.
Now think about your responses and multiply it. The games will simply be a mad dash towards, say, missile tech for the bigger bang against defenses or simply some middle ground, for everyone.
There'll be no real distinctiveness in style nor gameplay.
The "movie battles" will only be distinct in their lack of it. Battles will be pre-ordained. And since there's no real controls, how will evenly matched fleets (which will happen all the time with such a system in multiplayer) come out? How will the winning fleet be determined? Would both simply be destroyed? What would be the point then?
That points more towards something changing in the fleet combat area. Stardock people aren't stupid...
I think maybe some of you guys have forgotten how long a galciv2 game lasts. My current game has war on multiple fronts with small to mid size fleet engagements occurring multiple times per turn. I also have to keep multiple planets clear of defenders while my troop ships make the journey from my high pop planets to the invasion front. If I had to micro manage each engagement I'd never have time to finish a game. I think tactical combat would be a huge time sink for players, the scale of the game is just too large. If you want bonuses to defense or weapons bring up some constructors and build a base.
Tactical abilities does not automatically denote micromanaging the battle.
Take MOO3: you control fleets instead of seperate ships and the mechanic is primarily the same. You hit "play" and during that sequence you control movement, engagement, etc.
Time frames are essentially the same. The differences lay in the ability to control during the combat sequence.
I tend to view this as an acceleration metric - if Ship A has a thrust-to-weight ratio of 2 and Ship B has a thrust-to-weight ratio of 1, then Ship A is "faster" than Ship B because Ship A has a higher linear acceleration, and can therefore catch up to Ship B if both ships started at similar speeds which were sufficiently far from the speed of light that acceleration remains practical. Nevertheless, practical limitations on the maximum sublight speed of various ships still exist in space.
One such limit is imposed upon the speed of the ship by the need to carry fuel for the propulsion system, and the efficiency of the conversion of this fuel into thrust varies by the type of thruster - which means that the practical speed limit for each type of propulsion system varies. For that matter, such speeds can vary even within the same general category of propulsion system, because one manufacturer might provide a system which is more efficient, or one ship may have kept its propulsion system better maintained than another ship did; there is also the potential variation in fuel quality, the potential for slight variation in manufacturing quality (even if the variation is within specification, it can still have an effect, though probably not a large one), and technological generations of the system - older system designs tend to be more inefficient than newer system designs.
Going beyond that, there are structural considerations - high-speed maneuvers expose the hull to high stresses, and if the hull isn't capable of withstanding such stresses, there really isn't a good reason to propel the ship to such speeds in most situations. Similarly, the linear and angular accelerations also need to be constrained within the limits imposed by the strength of the hull, or by concern for the safety of the vessel's crew or passengers (if any) - it doesn't matter if you can go from 0 to c in 60 seconds flat if the end result of performing said feat is to crush the crew against the bulkheads or cause the ship to fly apart. Aside from structural failure due to the ship's ability, there is also the ability of the ship to withstand impact from micrometeors, space dust, etc, which would presumably decline as the travel velocity of the ship increased.
A larger ship with equal thrust to mass still has a larger cross section. Furthermore, the maximum thrust to mass that can be safely used decreases with the size and shape of the ship. Star Wars for instance.
An ISD has an excellent shape for relatively fast movement. A pyramid is a very stable structure capable of withstanding a great deal of force on the base without coming apart. It's why the pyramids are pyramids, that was the tallest structure they could make out of limestone.
It still has to handle a great deal of stress though. All that mass in front of the engines has to hold together as the engines accelerate it. To move at the same speed as a small fighter craft can, ignoring what would happen to a person inside of course, is physically impossible barring some form of inertia cancellation, which would require increasing power with the mass being negated. That excellent shape for forward thrust is also terrible for maneuvering. Turning an ISD quickly would have been very bad. Strafing would be impractical to any significant degree.
A small one man fighter with the same shape and a thrust ratio many times that of an ISD would have excellent mobility with thrusters in the nose for control. It would not buckle under the stress of moving millions of tons of metal because there would be no millions of tons of metal. The same shape and material, simply in a smaller size, would require far greater acceleration to cause it to fly apart.
The reality involved in hitting very small objects and making big ones move as fast or be as maneuverable still holds true even in space. It's just to a significantly less degree with a significantly larger scale to cause the problem.
If the building materials were advanced enough to allow 30 million ton warships to behave like one man fighters, one man fighters would be able to maneuver far beyond the point where the person inside would simply implode when they pulled back on the stick. Or engine technology advances compared to construction technology would be like having modern fighter jets with a foot propelled wooden prop.
If GalCiv III includes tactical combat, I will seriously consider not purchasing it.
Nothing else needs to be said, really.
That's a pretty sad attitude to have.
Eh, I was trying to avoid projecting my opinions onto anyone else. I don't really care about whether tactical combat is "objectively" the best option, or anything like that - it's just not something I personally want to see.
If I want tactical combat, I'll play something like Sword of the Stars. I like GalCiv as a purely strategic-level TBS game, and while adding tactical combat would not be an automatic deal-breaker (hence "consider"), it would be a major disappointment.
Go ahead and project, man.
We've all been projecting all over each other's faces.
i remember my first truly favorit game Master of Orion 2, and it had tactical combats which i really enjoyed.
I just don't think TC should anywhere in the scope of the game, and I don't want it being something the human can exploit against the AI like it could in FE.
Being able to give orders before a battle is fine, but once is starts, I don't want to be able to influence it.
Elemental series made me skittish about Stardock implementing TC in GC3.
I am still hoping for a tactical system, but one that does not rely on reflexes, I like the battle groups and orders concepts that have been floated, because I agree, I dislike the my enemy researched shields, I need mass drivers combat system.
I want to have more flexibility so my fleet has long range missile boats, a core group of cruisers with good defenses and a mix of laser and mass driver weapons to screen my missile boats, and finally my give aways, destroyers and frigates, lightly armored with a short range weapon, anyone remember the plasma weapons from MOO, something like that, they are fast, and swarm targets at close range keeping attention while the main fleet hammers away.
That is the kind of tactics I would love to be able to command/use in space combat.
Will the AI be able to handle it is also a worry of mine. It's not just with tactical combat either. Computers have a hard time making the the choices player find compelling. Deep and meaningful choices can really stump an AI.
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