Tactical mode is the most interesting part of legendary "Master Of Orion 2" or such games like "Total War". Will be tactical mode for spacebattles in GalCiv3?
Elemental and the two free expansions serve to show you wrong :3
Just because the devs are willing to make changes to certain areas, based on player feedback, doesn't mean, that they are willing to do so for everything. Especially if it doesn't fit into what they have in mind for the game.
Frogboy already said, that we won't be able to control each ship in combat, because being able to decide who shoots who (paraphrasing here) is not what this game is about. This is something that won't change. No matter how much (or how loud) people are arguing for it.
That's a dangerous fallacy to be making. Historically whenever a computer game has been released in a buggy, alpha state, the developers and defenders of the developer always try to defend that developer as a "small percentage of unhappy players". In reality, that "small percentage" is speaking for a very large percentage.
Now in this case, GC3, the game is not out yet. But I think it's clear that a there is a large percentage that want tactical combat, a large percentage that do not, and a large percentage that is indifferent.
In previous TBS games though, in general, even the more strategy-oriented ones, when well implemented tactical combat is added, it generally is a net gain.
He didn't say "most interesting addition". Absolute terms, not relative to the other changes from GC2.
Then what is the most radical change?
I've already covered what else is likely:
- Better graphics
- A better designed tech tree and more variation between the races
- Hopefully better AI
Now find me a change that would more radically affect GC3 than tactical combat.
Precisely. That is why the pro-tactical combat faction is willing to bring this subject up over and over again.
I'd have to disagree with this one here.
I suspect that if a large enough percentage of players demand it, it may be expanded upon in a future expansion. There is also the possibility that good tactical combat could appeal to a broader fan base.
I say from years of experience on the World of Warcraft boards - there are times when what you said is true, and even more times when it really is a few vocally disgruntled players. Having real data is the best way to distinguish between the two, and we don't have any real market research data to look at.
You just can't seem to wrap your brain around the concept, can you? Sure, all three positions are represented here. Based solely on the boards, we can't tell if the "large percentage" in each position is 2% or 60%. The self selection bias involved argues for lower percentages at the polar positions and a greater percentage at various levels of caring in between but we can't know for sure.
You have sales data from several games that launched without tactical combat and added it afterward to back this up, right?
You're still missing the absolute vs. relative importance. Tactical combat might be the most interesting change for you, but does that mean you want it to be the most interesting part of the game? As in, the part you spend the most time working on?
And to add to your list: better diplomacy, dynamic map events, new stellar phenomena, improved ship designer, far better mod capability and tools. If you are interested in mods or modding at all, that last would definitely be a contender for most interesting change even compared to tactical combat. Lots of things that were hard coded in GC2 are going to be moddable this time around.
We've seen the same argument brought up over and over again before GC2 launched, as well as both expansions. It may be that new technology or an expanded team at Stardock will make a difference on whether tactical combat gets added, but I wouldn't bet any money on it. You're beating a dead horse, and it's been dead since 2006.
This guy knows what's up
I think what you have here is an apples and oranges comparison. After over 20 years of being a fan of Galactic Civilizations, and of posting to Brad's forums (yes, he had a forum back then as well), I have found Brad to be a good listener and a good judge of what can be done while retaining his vision of what should be paramount in the game.
That said, if tactical combat is added in some form, he has already said it will not be of paramount importance. I also think you can count on tactical combat, if included, being an option, which can be turned on or off at the start of a game (or maybe mid game).
Another thing I know I can count on, assuming tactical combat is included, is that we won't get a full picture of what it will be like in GC3 until very late in the beta test cycle. It is more important that the non-optional parts of the game work well, so they will most certainly be tested first.
Your desire for tactical combat has been heard. Brad has made some statements about tactical combat and its chances in the game, but has wisely refrained from giving us details about what will be in the game. His focus now is the basics of the game, not the optional features. When the basics of the game are working smoothly, then we will start seeing the optional stuff and will have a basis on which to express our opinions.
Please note that I am NOT a StarDock employee, nor an associate of StarDock. I am speaking from 20 years of experience with the StarDock people as a fan, and my impression of how much better they are to work with than other game builders I could mention.
Being a former WoW raider myself, the largest source of complaints by far in WoW was due to the class balance issues, particularly in PvP, but also in progression raiding. Every tier, there would be a few classes and builds that were somewhat OP and others that simply were not competitive and forced the players who used them as their mains to play an alt.
The truth is, we are not going to have real data. Even Brad won't. Nobody has perfect information. Instead, the prudent course of action is to take "your best guess" on what the players want and what your studio can deliver.
That and I think WoW is slowly dying right now because the vision of Blizzard is out of tune with what a large percentage of the fanbase wants. This is especially so considering that for the past couple of years, the PC market has been growing, not shrinking, mostly due to Steam.
We can certainly estimate. Alternatively, a survey could be posted.
I could very much use the same argument against you. Without information, it could very well be that 1-2% of the fanbase strongly opposes tactical combat, and 98% are either indifferent or support it. Neither you nor I know for sure though.
The fact that you said this earlier tells me that you have at least some concern that tactical combat will pass:
If this post were to be taken seriously, we are "fanboys" and the game has a 100% chance (in your opinion) of being wrecked with tactical combat. That and you appear to acknowledge that there is a non-zero chance that full scale tactical combat may be a possibility in the future. Finally, I take it you will not be playing this title if tactical combat is added (and going back to GC2), assuming that I take this quote literally.
It's not possible to collect sales data for every TBS game. But likewise, do you have proof that the addition of tactical combat wrecked prior series of games?
Well, looking at 4X games with tactical combat, off the top of my head, there's 2 that have successors that were disasters:
- Master of Orion 3
- Sword of the Stars 2
Both were pretty poorly received and deviated significantly from their earlier titles. Another title that was poorly received on launch was Civilization 5, although it's since improved (although IMO, Civ IV: BTS is the pinnacle of Civ still - I do know a lot of Civ fans do share my opinions). There's undoubtedly more on the list. But look at what caused them to deviate. Buggy launches, poor UI, and in the case of SOTS 2, unneeded complexity that detracted substantially from the experience combined with a hostile community.
What can we say from these launches? Well if GC3 launches like Elemental did, then it could substantially detract from the brand value of this title. (I should note that my concerns over a repeat of Elemental are the reasons why I have opted to not become a Founder).
Am I?
Better diplomacy, new stellar phenomena, the ship designer, and mod support are incremental improvements. Tactical combat for this series would be what I call a revolutionary improvement (assuming it were well implemented - if poorly implemented, tactical combat would detract from the experience substantially). Are incremental improvements a good thing? Of course they are. But that doesn't change the fact that they are incremental improvements.
One of my biggest complaints in the field of strategy games has been the lack of innovation in this field. Pretty much we haven't seen much radically new since, around the year 2000, save better graphics.
- AI is still stagnant
- There have been some UI improvements I concede, but 4X in particular suffers from late game being a micro-hell at times
- The fundamental model of 4X and RTS games has not really changed much
What these 2 genres need are games that push the envelope so to speak. While I don't think that adding tactical combat to GC3 will push the genre radically, I am interested to see how Brad would approach it, especially if a large number of people asked him for it.
I don't believe so.
There is enough evidence that very limited tactical combat has been introduced so far. Compared to GC2, which had zero tactical combat, this is a step forward. I maintain that depending on how it's received in GC3, it may be expanded upon or removed in the future. We still need the details at this point though, so I am loathe to draw further conclusions.
Another thing I know I can count on, assuming tactical combat is included, is that we won't get a full picture of what it will be like in GC3 until very late in the beta test cycle. It is more important that the non-optional parts of the game work well, so they will most certainly be tested first.Your desire for tactical combat has been heard. Brad has made some statements about tactical combat and its chances in the game, but has wisely refrained from giving us details about what will be in the game. His focus now is the basics of the game, not the optional features. When the basics of the game are working smoothly, then we will start seeing the optional stuff and will have a basis on which to express our opinions.Please note that I am NOT a StarDock employee, nor an associate of StarDock. I am speaking from 20 years of experience with the StarDock people as a fan, and my impression of how much better they are to work with than other game builders I could mention.
I agree with most of this.
At the moment, tactical combat is not expected to be a core feature. I expect something on par with Gratuitous Space Battles.
Of course there's a non-zero chance of full scale tactical combat being implemented. Not much higher than zero, but still a chance. If I was absolutely sure tactical combat had been ruled out, I wouldn't waste my time making sure my viewpoint was heard.
And if you read the rest of the post the same way, there's also a non-zero chance tactical combat could be implemented in a way that would be an overall benefit to the game. I don't think that's terribly likely, though. The odds of tactical combat improving the game (IMO of course, what each person sees as "improvement" will vary) are low enough that I'd prefer they don't try. GalCiv2 still enjoys pretty good sales 7 years after release without tactical combat of any sort; changing the franchise so radically would not seem to be a prudent business decision.
But after all that, yes. If tactical combat ends as badly as I expect it to I will continue playing GC2. It's not that I have anything against tactical combat in other contexts, it's just that I don't know of any model of tactical combat that would be something I'd want to deal with while playing a GalCiv game.
Maybe they'll not include tactical combat. Maybe they will make it skippable without penalty. Maybe they'll come up with something that truly is an improvement on the game and not an artificial-feeling addition. And failing all that, maybe the horse will learn to sing.
If by "full tactical combat" you mean individual ship control, there is a zero chance of that. Brad has already said it's not happening. There is no chance of Brad waking up today and going "you know what? Those three guys on the forum really want tactical combat, so lets go back to the design phase!"
If that worked, we'd also be getting a non-Steam version of the game after a couple of people complained. (More recently, you'll note the trend there has been threads of people that won't order unless they get a Steam version.)
Also being a former WoW raider myself, the largest source of complaints was that the WoW forums were a cesspit of negativity that served no useful purpose. EVERYTHING was broken if you read them. Every class was too weak on it's own class forum, including the flavour of the month that everyone else was hating on. Everything was buggy. Everything sucked.
Somehow millions of people who didn't bother to read the forums managed to use those things effectively and have fun, despite the forums telling us how much they sucked. There's a reason Blizzard used stuff like DPS logs and win/loss counts to figure out what to change first, and player feedback second.
Wow has been "slowly dying" for what, eight years, according to the Internet? It's shrinking now because it's a really old game, with a pretty weak expansion conceptually, in a genre that itself is in decline, and is at this point pretty much the only paid game left in a land of F2P. It's still by far the largest game around, and every other MMO developer would be really happy to be "dying" like Wow is.
A game that really died was Star Wars Galaxies, and that happened when they started radically deviating from what the gameplay had been and made it something else. Food for thought.
(LotRO is going through the same thing right now, after an expansion that radically overhauled classes. Man, those are some unhappy forums.)
Adding tactical combat to a franchise that doesn't have it is only an "improvement" if you want it. If you don't, it's just bloat.
Would it be so unwise? Everyone's ideas are totally subjective. Heck, if you go through this thread or back to 2005 to the GC2 suggestions threads, you'll find a wide variety of suggestions and not everyone agrees with each other.
Hence my emphasis that so far, we've seen incremental improvements in GC3 to GC2, but nothing to get too crazy about. As I said, my biggest complaint in the field of 4X is the stagnation that seems to have enveloped this genre.
You contradict yourself here:
Yes but according to you, how would you include tactical combat without skipping it without penalty? By nature with tactical combat, skipping it "without penalty" must be entirely through an autoresolve like mechanic.
And
The only way for this to be done is to put it in the strategic options with "tactical combat on or off". But the same strength/weakness arises. My reply from earlier though:
I suppose we'll have to wait and see what is added to this game and how it's been implemented before making judgements.
In general, I split complaints into 2 categories:
1. Issues with class balance
2. Poor experiences (with other players, especially in PUGs, bots, and other issues like the occasional bug).
I'd say 95% of the posts were not useful on the forums, but there was 5% that led to good feedback.
Blizzard undoubtedly has it's own statistics, and I'm sure it has a way to analyze a combination of the WOL parses across the board for all classes.
Were they perfect? No. I think that in some areas they were too slow and there always seemed to be 1 or 2 classes that were OP in either PvP or raiding - every tier. They've gotten better at it, but I still feel there's work to be done.
Speaking of balance, let's take Stardock/Ironclad on Sins. The Vasari Loyalists remain a bit too potent vs Advent
Right now:
1. TEC vs Vasari, TEC has advantage early game, Vasari late; in general acceptable; phase missiles not a game-breaking advantage over TEC
2. TEC vs Advent, generally balanced, with TEC having the stronger economy, Advent having a better synergy
But
3. Advent vs Vasari, Phase Missiles especially are a breaker for Advent late game
Not perfect and I would argue that Stardock has been slower than it should have been to respond.
At it's peak in Wrath, WoW had over 12 million subscriptions. That dropped to about 10 million in Cataclysm (depending on which tier - I think it was close to 10m by T13 - Dragon Soul), and last time I checked they're down to 8 million as of Mists of Pandora by T14. I think "slowly dying" is an objective summary of what is happening in this case. They haven't lost a massive percentage of their subscribers within a span of a few months, but they are slowly, but surely losing them.
The latest is that they're down to 7.6 million - from a peak of 12 million+, that's huge:
http://www.mmo-champion.com/content/3509-WoW-Down-to-7-6-Million-Subscribers-WoW-Down-to-7-6-Million-Subscribers
If the trend continues, this could be a long term issue for Blizzard.
Would it be? If a survey were sent to enough people, statistically, it would have a margin of error, but the confidence interval would be within reason - say 95%+ with a large enough sample.
A far better idea would be to send a survey to everyone who activated a copy of GC2 to see whether they feel that tactical combat is good (larger sample size than founders).
I'm not contradicting myself at all, I'm saying they might take the waste-of-development-resources route and make autoresolve battles end as well or better than controlled battles. It's "optional" in that you can control the battles, but "not optional" in that it's a waste of time to do so.
If getting 5% worse results on every battle is "good enough", they need to add difficulty levels until it's not.
That's still a huge selection bias; you'd base the results only on those people who were big enough fans of GC2 to buy GC3 before even seeing screen shots of it. So you'd be selecting for people like you and me, and not UnleashedElf. Go back through the topic; most people with a founder's badge are *against* tactical combat. That's a pretty big statement on it's own, don't you think?
The evidence so far suggests that limited tactical combat has already been added. Regardless, we won't know until the game actually comes out. And in the eyes of many people, tactical combat is not a waste of development resources - to you, yes. To others, it's quite possibly the best thing that could happen to the game.
What you don't (or more accurately refuse to) understand is that to people who want tactical combat, being able to control even some of the outcome for the sake of itself is a huge step forward.
You misunderstood me. I'm saying that if the autoresolve has within a 5% damage taken and inflicted outcome to a moderately competent player, then autoresolve is a viable option.
The bigger issue is not the current base of Founders. It's everyone that buys the game. Because well, 1 person buying on launch day = the same amount of money, whether they are Founders or not (actually if Stardock's implication is that Founder's saves money, then it could be argued that Founders are worth less than an ardent fan on launch). People less loyal may wait longer (so the game will be cheaper then).
Can you honestly say that the majority of the fanbase would oppose or support tactical combat as much as the current participants of this thread do (assuming that most Founders are even against tactical combat - remember only a portion of Founders will be this active on the forums)? Without data, it's impossible.
At this point, all we have is qualitative and speculative information. You (and several others) are biased against tactical combat. I am biased for tactical combat, along with several others as well.
I'm just glad that the developers said straight up they're not doing tactical combat (in the sense of micromanaging units). Having a few more interactions with the fleet like general orders or posture pre-battle is fine as long as it keeps with the Galactic Civilizations feel.
Whenever a game in a series that I like is in the works it makes me glad that the people who post up on the forums are not game developers. Its why I gravitate to these not quite as well known games (like Call of Duty scale) so that I don't have to play sequels that try to do what everyone else is doing.
A founder pays less, but Stardock makes more per dollar on them because they're bought here. They get 100% of that sale vs 70% of a Steam sale. So they're doing alright on a founder sale, and a founder elite is of course a lot of sales all in one.
There are many great features available to you once you register, including:
Sign in or Create Account