What tactical battles SHOULDNT be.

I've played many games like this, probably all of them, and a few with tactical battles. I've played games with excellent tactical battles, this being Space Empires 4, and others with very poor battles like in Pax Imperia 2.


I dont think at all that they should use Real Time battles, if they plan on doing this. Its either going to be overly complex, like Homeworld, or its going to be JUST like the battles now. Right click an enemy, watch ships fight, etc. That is how it was in Pax Imperia, the battles are just like it is now except you choose what the ships attack first. It also shouldn't be like on the RTS space games like those Star Trek armada games or the ones simular to it. Right click, ships sit their and shoot until dead. Of course that is exactly like the Pax Imperia (or galciv 2 with right clicking) style except the ships dont move.


The combat needs something MORE for tactical battles. I'm not saying dont do RTS battles, it can be done right in a easy and quick way that is actually good. I think Empire at War gets close to it if the game were refined people would think more highly of it. Though I personally think the battles in GC2 should resemble more is a much more refined Nexus if they want to do RTS.


I personally would obviously like Turn Based battles. The game whose battles I enjoyed the most was Space Empires 4. Lots of ships with a huge variety of special abilities, various ship classes, large battles, lots of types of guns that do different things. If you take Galciv 2 the way it is now the battles would be incredibly boring. All ships being exactly the same, pretty much, all guns being the same besides doing different damage, no special abilities, etc.


It will need a lot more work then just adding battles otherwise its a waste of time.


I personally think that refining ground combat is something that needs more attention than tactical battles. I'm sure if that were put up on the list it would be been #1.
55,516 views 33 replies
Reply #2 Top
I'm not saying dont do RTS battles


I'll say it. Don't do RTS battles.
Reply #3 Top
i dont see RTS being Tactical. really , giving ppl a veryshort time to do anything leaves most just hitting buttons and hoping to win the fight. Tactical battles means focusing on the tactics of the battles to me than is.
Reply #5 Top
What I think they mean by tactical battles would be to have different options when battling.

Ex.

Attack Right/Left Flank
Attack from behind
Retreat
Target Engines/Weapons/Life Support
Full Ahead Charge
Quick Attack (Go in fast make an attack then run away)

Reply #6 Top
i'd be happy with a little 10x10 grid where each of your ships take up a spot and you maneuver around and attack. Smaller ships could be in "squadrons" or what have you. Basic point is, it's a turn based game and while i don't mind if RTS is in it (i'll be honost, i love RTS more than turn based) i do believe there should be a level of consistency throughout the entire game
Reply #9 Top
Well true RPG battles,..yes,..lets not forget that there are many games that attatch the genre of RPG and more and more of them are using a hack-n-slash combat sytstem,.but that's another topic altogether.
On another I am all for turn based battles being added,.however in the interest of options if you do add them you should have so you can change to have them or not for those who want to keep the exsisting faster auto-resolve style that is already in the game.
Reply #10 Top
I would like strategic orders as a option for fleet battles. Ie.(1) RUN AWAY!!! (2) Kill Big Ships first (3) Normal Attack with retreat if failing after a couple rounds (3) Committed attack with bonuses for no retreat option
Reply #11 Top
Ok, I'll come right out and say it, turn base battles like... MOO2.
Reply #12 Top
What tactical battles SHOULDNT be.



In the game.


Damn, beat me to it
Reply #13 Top
One tactical combat system I think would work very well in GalCiv II is one similar to Birth of the Federation's.

You give ships (classes of ships in BotF) general commands (charge, flank, evade, retreat, etc) then the turn/battle is played out similar to how it is now. After the turn is over then issue new orders and continue.

This would give some choices to the battles while not bogging down the entire game.
Reply #14 Top
i think if tactical battles were implemented the whole combat system, shipbuilding and all would need to be revamped. adding tech branches for new aspects like inititive and whatnot. i mean if you have few tactical options why bother? if your gonna put that many programmer hours you ought to do it right.

and since we are talking galciv3 if at all pls put that in the comment line so you dont end up with another thread arguing about wether or not it should be a priority, or done at all for that matter
Reply #15 Top
GC2 combat is success, don't mess with it. You'd have to create a whole new game to implement what you are talking about.
Reply #16 Top
Well, the tactical battles could go into Planetary Invasions and fleet battles could stay the same. I don't think we should have tactical battles AT ALL, but I'm just saying...

(It could be an expansion called "Galactic Civilizations: Tactics" and it could have ninjas. And they could be totally broken. But no chocobos.)
Reply #17 Top
I think people don't know what tactical battles are. They think RTS is tactical just because you can choose the target. Tactical is where you can play the role of a general and have options on what to do like an RPG like some people say.

Tactical Combat like that would be even slower than RTS so it's really a crappy feature. But the ground combat could be a little better such as adding different vehicles and organizing your transports.
Reply #18 Top
I'd rather tactical battles be more dealing with formations and strategy. Like deploying with your battleships in the center with your fighters going ahead to distract the enemy. Of course, the current auto focused fire system would have to go away for this to work.
Reply #19 Top
I'll say this much: I certainly wouldn't mind it if there were an option of "attempt to disengage" so that battles do not have to be conducted to the death (so long as you still have movement points left).

This would have been terrifically unbalancing as long as attacks were not conducted simultaneously; but it should be possible now without throwing the whole game out of whack.
Reply #20 Top
just because a game is RTS doesnt mean that it is a hack in the tactical department .... perfect example is the total war series. that is a slow rts ... if it comes down you the speed of your mouseclicks and scrolling around the map then you are in the hurt locker anyways (for that game at least)

for tactical battles to be implemented it has to be done right .... but at heart galciv2 is a strat game, not a tac game
ps i like the idea of a tac add on ... hell mebey even contract it out to another party that specializes in that field
Reply #21 Top
All I want for current battles is formations. I think it eats half the atmosphere to watch your giant ships do bumbing cars in the screen. Nice big formations with each side pounding the other into pieces, now that would be neat. It works in Babylon 5 and other scifi series, why not in GC2
Reply #22 Top
Hi!
I actually don't see that tactical battles would bring in the game in which there's no:
- weapons', hulls' and components' initiative,
- different weapons' ranges and firing arcs,
- different weapons' effects,
- internal damage in ships.

So why there should be tactical battles?

BR, Iztok
Reply #23 Top
Iztok: There should be tak combat in Galciv2 to add depth, replayability and fun. Many other things including fleshed-out diplomacy, more races, unique hulls for each race, more ship jewelry and another level or two of participation for the minor races should also be added but tak combat is the most important for me.
Reply #24 Top
That's the point, there aren't any special abilities, weapons or defenses. Just weapons and passive defenses and that's about it. You'll basically just move and shoot.
Reply #25 Top
Hi!
tak combat is the most important for me

What will you do in tactical combat besides fire on the most dangerous ship (what game already does) or give order to retreat from battle (what's uncertain if it will be there)?

BR, Iztok