Will we be getting turn based or real time tactical combat ?
I presume we are getting tactical combat in the series finally.
There are a lot of comparisons between MOO and GalCiv. GalCiv is better than Master of Orion and I'm sure Brad will make sure that combat doesn't detract from the strategy of the game.
Hopefully, tactical combat will be kept to a minimum if it's included at all. I can see giving the fleets in general a strategy for engagement, perhaps a policy type thing. But realtime control of fleets, stacks or what have you would suck, especially in the end game.
REAL TIME STRATEGY OF FLEETS WOULD BE AWESOMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Simply making the different weapons actually behave differently would require some form of tactical ability as a result.
Real-time control of each single ship may be a bit much. Yet that would make the combat turns faster than making it turn-based.
I'm still sayin' that it'll be more like MOO3, where you control fleets seperately instead of ships singly.
I'll just put this here, it's as true today as then:
http://draginol.joeuser.com/article/88762/Galactic_Civilizations_is_not_Master_of_Orion
Opinionated techie Brad' site where he mouths off about technology, politics, religion, world affairs, and all sorts of politically incorrect topics. Galactic Civilizations is not Master of Orion Easing up on the demands Published on October 8, 2005 By Draginol In GalCiv Journals Back in 1992 I was in college and was writing a computer game called Galactic Civilizations for IBM's OS/2 operating system. I hung out on Usenet's comp.sys.ibm.pc.games.strategic and almost like a collaborative design team, the users on that news group, where I was (and still am) a regular put together the features for this game. I had started a little company called Stardock Systems in order to help pay for school and this game was being done under that umbrella. IBM was very kind and sent me some software and tools and "red books" to help me write it. I also had bought Teach Yourself C in 21 days in order to program it. The game also started a tradition that lasts to this day -- open betas. Users who pre-ordered the game could participate in the beta program and tell us what they wanted changed or tweaked in the game. The betas were released in late 1993 and 1994. But unknownst to us, we weren't the only ones interested in making a space-based strategy game. Another new company had been started called Simtex and they had made a game called Master of Orion. It was released at Christmas 1993. Because they were separated by OS platforms, the two existed side-by-side. One might argue that we made the wrong choice in choosing OS/2. After all, Master of Orion is considered a classic while Galactic Civilizations on OS/2 was a technological footnote. But in reality, could a game written by a 20 year old college student in his spare time have gotten the kind of coverage that Galactic Civilizations received if it weren't for OS/2? The publicity Galactic Civilizations received helped build the momentum that takes Stardock to where it is today. Or put another way, Stardock exists today, many game developers in that time have long since vanished. Master of Orion and Galactic Civilizations wouldn't tangle again so directly until 2003 when Galactic Civilizations for Windows and Master of Orion 3 would face off. Since I made the original and was designing the new one, I knew exactly what I wanted to do. Master of Orion 3 was made by a different company - though on a much higher budget. This time they were both on the same platform and during development, there were heated discussion by fans of each (which typically involved people on moo3.com slagging GalCiv). Since GalCiv had an open beta, and anyone who's been in one of our betas knows how crappy our games are until the very end, the MOO fans could rightly point out how ugly GalCiv was looking. We were competing against something that had no open beta, just a few choice screenshots that looked, admittedly pretty good. Then Master of Orion 3 shipped and things changed. Regardless of ones feelings on Master of Orion 3, it was not what fans were expecting. What I think many fans wanted was Master of Orion 2 with some tweaks and better graphics. Master of Orion 3 was many things but it was not Master of Orion 2 with some tweaks and better graphics, it was very different. Master of Orion 3 actually sold better than Galactic Civilizations -- a lot better. 3 years of pre-ordered ensured it had a massive foot print at retail. When it came out you could find rows and rows of Master of Orion 3 boxes and then would have to dig around to find a box of Galactic Civilizations. Still, the game sold well with nearly 100,000 sold in North America either directly from Stardock or through retail via Strategy First. Some unknown number (probably around 50,000) was sold overseas. Not too bad. The reviews of Master of Orion 3 and sales (when compared to its budget) made it unlikely that Atari would be doing a Master of Orion 4 any time soon. GalCiv, whose budget was about 1/10th of MOO 3's, was ready to do a sequel with a bigger budget and a more vigorous marketing strategy. So what about all those Master of Orion 3 fans who wanted MOO 2.5? If my email inbox along with forum posts are any indication, they would have Galactic Civilizations II be that game. But it isn't. It's not supposed to be. The forums really only give a taste of the nit-picking that MOO fans submit but it's there. Whether it be demands for players to do orbital bombardments without having to invade the planet to demands for tactical combat ("I should be able to select which weapon fires on which ship!"). That isn't to say we won't put in good ideas when we hear them. But Galactic Civilizations has always been a strategic game. It's never been a game about tactics. It's literally a class of civilizations. You're building a civilization and you want to see how it is able to compete against other civilizations. Ship design was added for the sequel not to be more like Master of Orion but to help extend the clash of civilizations story-arc: Players can take different weapons and defense technology paths and it would have become ridiculously complicated to stick with the "Technology gives you Ship X" methodology that GalCiv I gave you. We had to have a way for players to choose what types of weaponry and defenses to put on their ships. The 3D engine made it too tempting not to let people visually design their own ships. Fleet battles in Galactic Civilizations II carries forward the clash of civilizations vision as well. Because fleet sizes are limited by ones logistics ability, it forces players to decide whether to focus on a few huge ships or fleets of smaller ships. Ultimately, the game revolves around whose civilization can adapt best technologically, culturally, industrially, and militarily to a given random galaxy with a given random mix of aliens controlled by carefully designed AI algorithms. Master of Orion is not designed to be a clash of civilizations in this sense in my view. It's a clash of militaries. In MOO, at any level, cranking out the ships was rarely an issue. In the original, fleets of 30,000 ships was not uncommon. The game down to being able to design the most effective ships and match them to your own tactical battle strategy the best. The end-game typically revolved around a genocide run with each player zipping into a system with a massive fleet (held back by how large a USHORT was -- 65,535 ships in a group) and wiping out the planet. The player with the faster ships could annihilate faster and thus win the game. A fairly well known story about me and Master of Orion involves the birth my first son. I played Master of Orion 2 in the delivery room on a laptop while waiting for my son to be born. Hence, I know when MOO2 shipped because I was playing it on November 30, 1996 when it was still very new. Or put another way, I'm a MOO fan too. But that doesn't mean I want to clone it anymore than I want to clone Civilization (which, after all, has a very similar title). At the end of the day, we have our own ideas on what makes a fun game and want to pursue that. And I can sympathize with Master of Orion fans who, ten years after MOO 2's release, are still looking for what they see as a "true sequel". But please stop trying to push MOO on us. We don't see being different from MOO as a flaw.
Back in 1992 I was in college and was writing a computer game called Galactic Civilizations for IBM's OS/2 operating system. I hung out on Usenet's comp.sys.ibm.pc.games.strategic and almost like a collaborative design team, the users on that news group, where I was (and still am) a regular put together the features for this game.
I had started a little company called Stardock Systems in order to help pay for school and this game was being done under that umbrella. IBM was very kind and sent me some software and tools and "red books" to help me write it. I also had bought Teach Yourself C in 21 days in order to program it. The game also started a tradition that lasts to this day -- open betas. Users who pre-ordered the game could participate in the beta program and tell us what they wanted changed or tweaked in the game.
The betas were released in late 1993 and 1994. But unknownst to us, we weren't the only ones interested in making a space-based strategy game. Another new company had been started called Simtex and they had made a game called Master of Orion. It was released at Christmas 1993.
Because they were separated by OS platforms, the two existed side-by-side. One might argue that we made the wrong choice in choosing OS/2. After all, Master of Orion is considered a classic while Galactic Civilizations on OS/2 was a technological footnote. But in reality, could a game written by a 20 year old college student in his spare time have gotten the kind of coverage that Galactic Civilizations received if it weren't for OS/2? The publicity Galactic Civilizations received helped build the momentum that takes Stardock to where it is today. Or put another way, Stardock exists today, many game developers in that time have long since vanished.
Master of Orion and Galactic Civilizations wouldn't tangle again so directly until 2003 when Galactic Civilizations for Windows and Master of Orion 3 would face off. Since I made the original and was designing the new one, I knew exactly what I wanted to do. Master of Orion 3 was made by a different company - though on a much higher budget.
This time they were both on the same platform and during development, there were heated discussion by fans of each (which typically involved people on moo3.com slagging GalCiv). Since GalCiv had an open beta, and anyone who's been in one of our betas knows how crappy our games are until the very end, the MOO fans could rightly point out how ugly GalCiv was looking. We were competing against something that had no open beta, just a few choice screenshots that looked, admittedly pretty good.
Then Master of Orion 3 shipped and things changed. Regardless of ones feelings on Master of Orion 3, it was not what fans were expecting. What I think many fans wanted was Master of Orion 2 with some tweaks and better graphics. Master of Orion 3 was many things but it was not Master of Orion 2 with some tweaks and better graphics, it was very different.
Master of Orion 3 actually sold better than Galactic Civilizations -- a lot better. 3 years of pre-ordered ensured it had a massive foot print at retail. When it came out you could find rows and rows of Master of Orion 3 boxes and then would have to dig around to find a box of Galactic Civilizations. Still, the game sold well with nearly 100,000 sold in North America either directly from Stardock or through retail via Strategy First. Some unknown number (probably around 50,000) was sold overseas. Not too bad.
The reviews of Master of Orion 3 and sales (when compared to its budget) made it unlikely that Atari would be doing a Master of Orion 4 any time soon. GalCiv, whose budget was about 1/10th of MOO 3's, was ready to do a sequel with a bigger budget and a more vigorous marketing strategy.
So what about all those Master of Orion 3 fans who wanted MOO 2.5? If my email inbox along with forum posts are any indication, they would have Galactic Civilizations II be that game. But it isn't. It's not supposed to be. The forums really only give a taste of the nit-picking that MOO fans submit but it's there. Whether it be demands for players to do orbital bombardments without having to invade the planet to demands for tactical combat ("I should be able to select which weapon fires on which ship!").
That isn't to say we won't put in good ideas when we hear them. But Galactic Civilizations has always been a strategic game. It's never been a game about tactics. It's literally a class of civilizations. You're building a civilization and you want to see how it is able to compete against other civilizations. Ship design was added for the sequel not to be more like Master of Orion but to help extend the clash of civilizations story-arc: Players can take different weapons and defense technology paths and it would have become ridiculously complicated to stick with the "Technology gives you Ship X" methodology that GalCiv I gave you. We had to have a way for players to choose what types of weaponry and defenses to put on their ships. The 3D engine made it too tempting not to let people visually design their own ships.
Fleet battles in Galactic Civilizations II carries forward the clash of civilizations vision as well. Because fleet sizes are limited by ones logistics ability, it forces players to decide whether to focus on a few huge ships or fleets of smaller ships. Ultimately, the game revolves around whose civilization can adapt best technologically, culturally, industrially, and militarily to a given random galaxy with a given random mix of aliens controlled by carefully designed AI algorithms.
Master of Orion is not designed to be a clash of civilizations in this sense in my view. It's a clash of militaries. In MOO, at any level, cranking out the ships was rarely an issue. In the original, fleets of 30,000 ships was not uncommon. The game down to being able to design the most effective ships and match them to your own tactical battle strategy the best. The end-game typically revolved around a genocide run with each player zipping into a system with a massive fleet (held back by how large a USHORT was -- 65,535 ships in a group) and wiping out the planet. The player with the faster ships could annihilate faster and thus win the game.
A fairly well known story about me and Master of Orion involves the birth my first son. I played Master of Orion 2 in the delivery room on a laptop while waiting for my son to be born. Hence, I know when MOO2 shipped because I was playing it on November 30, 1996 when it was still very new. Or put another way, I'm a MOO fan too. But that doesn't mean I want to clone it anymore than I want to clone Civilization (which, after all, has a very similar title).
At the end of the day, we have our own ideas on what makes a fun game and want to pursue that. And I can sympathize with Master of Orion fans who, ten years after MOO 2's release, are still looking for what they see as a "true sequel". But please stop trying to push MOO on us. We don't see being different from MOO as a flaw.
I'd like to see some general tactical choices in combat, but not micromanaged. One game I remember that came fairly close in the balancing tactical combat with strategic play was Birth of the Federation. You gave general commands to your fleet and then the "turn was executed" and you gave another order. This keeps the time it takes to play a tactical battle down and it gives you something worth watching the battle play out. With GalCiv2 I would just skip over the tactical battles because there was no point watching them because the battle was already resolved before the video began.
From a multi-player perspective the tactical battles need to be resolved quickly otherwise players not involved in the battle will get board.
Just my $0.02 worth.
I'd like combat to be as hands-off as possible. I was interested in what it would be like if you could have an effect during the battle, but after playing Endless Space where you picked the 3 tactic cards for start, middle and end it just ended up being annoying having to make the selections each and every battle.
Combat should be decided purely from the planning phase. The design of your ships, the size of the fleet, and perhaps some other features like an admiral / leader system. Combat should be as streamlined as possible, and it should be the same result whether you choose to watch it or auto-resolve it.
If you have tactical combat, generally it almost always ends up being that player intervention is superior to autoresolved combat. The player feels pressured to fight every single battle himself to get the best result.
Yeah, that's the problem with the whole "make it optional" suggestion - you can never really balance it. There's actually a few cases I can think of where it's easier to let the computer auto-resolve things then fight it out yourself, but really that can be just as frustrating.
At the very least, it's going to introduce an element of doubt into the mind of every player who autoresolves a battle and loses. And I don't think that's a good thing.
I don't think tactical combat is required to make the weapons behave differently. We just need to make weapons different. Give mass drivers the ability to bombard planets and take out improvements from orbit, give missiles the ability to bombard ships, make lasers the most powerful, but with no extra abilities. There you go, weapon differentiation without adding tactical combat.
I prefer if GC continue to be GC. Don´t really understand why to make it another game like Sins or Sword. But I´ll keep my mind open until Stardock tells us more about the game.
There's an element of doubt in many minds when they slug it out manually one on one in Games - a loss many times still results in the infamous cry "the AI cheats" - no matter whether its automated or manual.
Fact remains GalCiv is a Strategy Game and Hell will freeze over before Brad takes it down the tactical route - it'll never happen, and he has been unwavering on this for years - amongst countless zillions of thread on tactical combat. I have no doubt some graphical trickery will be enhanced for GalCiv III, and employed to give a tactical illustion in the final game - its relatively easy to do that these days (video clips blah blah). But one thing will never change, Brad has steered a Strategic Game over the years, and he is not changing that principle any time soon.
No matter how many threads get repeated on the topic - and there are countless zillions of them - tactical battles will not be a Core part of GalCiv, its a Strategic Game, and its rock solid certain Brad will keep it that way.
That will simply negate the use of other weapons. Nobody will research anything but lasers since they're the most powerful. Defenses won't matter. If the most damage is guaranteed through lasers, then lasers will be the choice to make.
By differentiating the weapons I'm talking more about their engagement envelopes, velocities, and defenses against.
In galciv2, it just didn't make any sense for lasers to have the same results as missiles and mass drivers. Same ranges, etc. And, honestly, it looks like something to that effect is changing with the coming of galciv3.
If missiles have a larger range, then simply keeping the combat as it has been will make everyone choose missiles so they can destroy ships first. Meaning that to counter such an ability and to create at least some differences to warrant the other weapon technologies the player will need to have some control over their ships/fleets engagement abilities.
Or they can go the route of Endless Space and annoy the ever-lovin' hell outta me.
Defense-wise, they could combine laser technology with missile defenses, etc.
Differentiating weapons means making each weapon feel and function differently. There are about a million ways to do that. Maybe lasers work better when your so many hexes from a sun. Maybe missiles don't work inside a nebula. Maybe mass drivers have the ability to lower a ships maximum HP. You don't have to fundamentally change combat to have different weapons effects.
Fundamentally changing combat should be on the table though. The target is more in depth combat and warfare. The weapon you hit that trrget can be anything from a laser, to a mass-driver.
I have been guilty of suggesting some tactical combat elements here.That said, im against them all.Auto resolve is the only way to go.This means also that there needs to be different weapon types, modules, sensors, boarding ships, fighters, bombers etc. so you can affect battles with your fleet composition and ship building.
Example from lightest to heaviest:Lasers:Anti Fighter/Bomber laser: Shoots down fighters and bombers, limited efficiency to shoot down some missilesAnti heavy missile laser: Shoots down heavy missiles, can shoot fighters and bombers also, but with limited efficiency, best against missiles.Rapid fire laser: Offensive weapon, shoots down enemy ships, limited range and efficiency, but very accurate.Laser Mk1: The basic laser, shoots enemy ships, better damage than rapid, but less accurate for smaller targetsHeavy laser: Your heavy duty basic laser, will obliriate enemy and his shields, but not accurate on frigate size or smaller.Cutting laser: Takes century to reload, but when you want to cut that dreadnought down, your only real choice. Missiles:Anti fighter bomber: guided rapid fire rockets that outrun everythingDecoy missiles: Your best tool engaging frigate and to some extent smaller ones, has many decoys, so not so easily destroyedAssault missiles: Basic missile type, rapid fire, does not miss unless outrun and damage, but vulnerable to enemy defenses.Heavy assault missiles: Better damage, lower fire rate, does not miss unless outrunnedTorpedoes: Heavy slow moving and sluggish, has HP boost against enemy fire, great damage and always hits if not outrunned. Nuclear Missiles: Very Slow moving, low fire rate, Highest damage potential of all weapons, can be shot down with enough firepower.Mass drivers:Anti fighter bomber: The best there is, those bullets will rip anything small apart.Anti heavy missile: Spraying those missiles down, sadly needs reloads and is not as accurate as laser counterpart.Rapid fire autocannon: Frigates will squeal when they see this one.Light artillery battery: Long firerate, good damage and decent accuracy, your basic mass driver weapon.Heavy autocannon: Enough said. hits even frigates to some extent, but not as accurately.4800mm Heavy artillery: When the slug is bigger than your ship, its better not to be in the way of this one. long reload (no shit).Im not saying thats perfect or balanced, but something along those lines, to make it interesting and necessary to research and use many different weapons in your ships so your fleet stays competitive against hostiles.The best part of this is, that you dont want to build dreadnought's only, but smaller ships that can get under the skin of bigger, slower ships.Then just make cool effect when nuke blows up etc so you get the satisfaction to see your shiny guns in the action.I have to add, by no means, i want those there to be research tree by themself, there HAS to be atleast 4 levels of guns every type.Now get to work Stardock
I have this funny feeling the tactical dimension for space combat will be on the strategic map itself.
If an enemy ship is in an asteroid belt, adjacent to planets, or in a nebulae, they'll be granted bonuses, and they'll be ship classes providing and negating abilities too.
So, we have this message
Galactic Civilization is not Master of Orion. And Brad said that the battle in Galciv is basically the battle between Civilization, not the battle between military. So, Galactic Civilization is basically Civilization game in Space / Galaxy. So, looking at his vision, then Tactical Combat is a NAY. But it doesn't mean that battle should stay like it in previous Galciv Series. We can improve it. Just look at the Civilization game. They even evolve the battle system (not the combat system). So Galactic Civilization battle system can be improved too. But how?
Let see what we can improved. Laser - Mass Driver - Missile? Why not become Direct - indirect - Siege?
Direct weapon will act like the previous Galciv game. You put your fleet next to the enemy fleet then attack them in a kind of Galciv 2 battle system.
Indirect / Volley weapon will act like the catapult / Archer in Civilization 5. They do volley attack from afar.
Siege is weaponry for planetary battle, whenever it is army pod, bomb, nuclear, etc.
In Civilization game, Direct weapon was represented by Swordman, Phalanx, etc, Indirect weapon was represented by Archer, while siege weapon represented by catapult.
Then let see about these weaponry system
I categorize the weapon system into three. Solid, Energy, and Fighter.
Solid means solid. Like Mass Driver / Railgun and Missile; Energy means beam weapon like Laser and Phaser; while Fighter is Fighter. Well yes, why not? Because Fighter is basically a tactical combat unit. But in Galactic Size Strategic Level, Fighter is basically a weapon. But of course, I still want to design my own fighter. I want to design a kind of Macross or Gundam or Viper and see them in battle.
So, with this category, we can split them into this :
Direct : Mass Driver (against Armor), Laser (against Shield), Missile (against CIWS)
Indirect : Heavy Laser (against Shield), Fighter & Long Range Missile against another Fighter or AAW Weapon (like Standar Missile 2, Patriot, S300P, you name it. But Fighter is more effective to used against attacking fighters, while AAW is more effective against missile).
Siege weapon against another Planetary Weapon.
With this kind of system, you don't need to start the game with Tiny hull anymore, as Tiny will become the hull of fighter, but start as small.
And how this system will effect the battle in Galactic Civilization game? oh it will effect it great deal and improve your choice of strategy into something that we will never capable before in Galciv 2. And it will give us a great deal of possibility in design department. For example, your can create a hit & run starship with indirect weapon, they will harass the enemy from several hex to soften them, before they meet your main fleet, to counter that you will need fast ship with direct weapon to destroy this annoying threat. Or you can send your CSG (Carrier Strike Group) to launch your carrier to attack the enemy from afar.
You can make a big ship with both direct and indirect weapon with multirole in mind, or you can make specialized ship to do specific missions, like artillery ship, etc.
So what is the purpose of having a fighter? and why you need a fighter and not only a missile? Fighter can act as surgical attack weapon. You can see Star Wars or anything, or maybe you can play games like Free Space 2 or Wing Commanders. When you play as a fighter pilot, your job is basically to fight against fighter or to cripple the enemy's sub system like weapons and engine. So basically in here, Fighter is a weapon that used to cripple the enemy's weapon or another sub system a.k.a to soften the enemy before they meet your main force. They can damage a capital ship's hull to destroy them, but it will require a lot of time. plus they are tougher than missile, because you design it, it is not disposable weapon, so you can call it back to do another mission. While Long Range Missile is basically for long range artillery.
So the why create a direct weapon while indirect weapon has superior range?
1. Direct weapon size is smaller and can do the same damage as indirect weapon. So a ship can be equipped by more direct weapons than indirect weapons.
2. Direct weapon can counter attack another direct weapon attack, while indirect weapon can't.
That is the system i would like to vote for.
I'd like to add my vote to having a meaningful combat system with only fleet actions available. Single ships should never matter in GC so targeting one is something I would not like to see. But having commands that affect whole fleet would be great. Actions like envelop, flank etc. etc. would be great.
You are forgiven for your previous transgressions.
Provided you wash your mouth out with soap and water.
(there's some in the Flight Locker just below the Steam Catapult ...... )
auto resolve is fine, as long as there's a kick ass, cinematic combat viewer.
That was 2005.This was 2008
https://forums.galciv2.com/322138/page/4/#1895662
"THAT engine will be what serves as the basis of a future Galactic Civilizations III. That means GalCiv III will have features like tactical battles (as an option), multiplayer, more sophisticated planetary development, and much more"
Tactical combat was planned and hopefully 2013 Brad still agrees.
Ash FTW!
If it's truly an option, it would be ok. I just don't believe there's a way to develop a tactical battle system without taking away from the more classic battle viewer style of galciv's past.
There is little doubt the Combat Box will be enhanced, and that's fine, all adds to the glitz - there has never been doubt about that.
But as a Core part of the Main Game Flow ? ..... Not happening. Brad has stated firmly on zillions of occasions that GalCiv is not Tactically based, and never will be...... its a Strategic game, and he will keep it that way.
Expect smoke and mirrors on this to enhance tactical illusions, that's fine, but as a core part of the game?
Never happen ...
God, I hope so.
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