Space Combat--Strategic/tactical Choices beforehand
Just like ground combats
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GalCiv2 Forums
I know this would be a bit of work, and we probably won't see it for a good many patches (if ever), but I thing being able to make some combat choices just before a space battle would be a nice feature. You can already do this sort of thing with ground combat, so I don't think it fits the game philosophically (unlike MOO2-esque tactical combat).
This could be used to help differentiate weapon-types as well. If mass drivers are supposed to be close-ranged weapons, then using them most effectively might require some close-ranged tactic to be selected. Your missile boats and such, on the other, might hang back and fire from a distance. Or perhaps an option to let a large ship with a ton of hitpoints rush into the enemy to take the brunt of the damage would be available, hence helping to keep your smaller ships from being blown up in an instant. This could help spread out damage in a battle too, so all your ships could potentially be a bit damaged instead of everyship (save perhaps one) either at full health or destroyed.
Of course, both sides would need to pick a tactic, and different combinations would have different results (and perhaps some might result in survivors on both sides). Compared to tactical combat this doesn't involve complicated ship management AI, but rather just the ability to select from a discrete list once for each battle. For the player this similarly doesn't require him to be any good at executing any given tactic, just good at picking an overall tactic/strategy for the battle. I think this avoids the pitfalls of tactical combat for both the AI and players.
I realize, of course, that this isn't a trivial task however. Certainly different choices ought to make the combat view play out differently for one, and deciding on what strategies should be available and how they calculate battle outcomes is another issue as well. On the whole though, I think it would add a lot to the game, such as picking a strategy that helps minimize the weakness of your current ship designs compared to the enemy while you start preparing ships that are geared towards tackling them.
Thoughts?
This could be used to help differentiate weapon-types as well. If mass drivers are supposed to be close-ranged weapons, then using them most effectively might require some close-ranged tactic to be selected. Your missile boats and such, on the other, might hang back and fire from a distance. Or perhaps an option to let a large ship with a ton of hitpoints rush into the enemy to take the brunt of the damage would be available, hence helping to keep your smaller ships from being blown up in an instant. This could help spread out damage in a battle too, so all your ships could potentially be a bit damaged instead of everyship (save perhaps one) either at full health or destroyed.
Of course, both sides would need to pick a tactic, and different combinations would have different results (and perhaps some might result in survivors on both sides). Compared to tactical combat this doesn't involve complicated ship management AI, but rather just the ability to select from a discrete list once for each battle. For the player this similarly doesn't require him to be any good at executing any given tactic, just good at picking an overall tactic/strategy for the battle. I think this avoids the pitfalls of tactical combat for both the AI and players.
I realize, of course, that this isn't a trivial task however. Certainly different choices ought to make the combat view play out differently for one, and deciding on what strategies should be available and how they calculate battle outcomes is another issue as well. On the whole though, I think it would add a lot to the game, such as picking a strategy that helps minimize the weakness of your current ship designs compared to the enemy while you start preparing ships that are geared towards tackling them.
Thoughts?
