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As for defensive battles I see another big challange. It is way easier to defend vs AI because programming a decent offensive AI is still the Holy...
This approach resembles Total War UX when you have to decide if the ground "5 minute battle" is challenging or decisive enough to take part in it....
As for realism, it could be nice implementing some sort of private sector research and contracts (as we see now, eg.: Lockheed Martin vs. Northrop...
Good point about autoresolving as a facilitator when the outcome of battle is obvious. I've never played IG2, so I cannot refer to this game....
Every 4x game is a matter of tradeoff between realism and playability. Say, I hate that oversimplification and 1 unit per hex mehanism in the...
I am a big admirer of turn based tactical combat. But in this case... I see the tactical ground combat as a potential cul de sac for any 4x space...
There is a much space between pure mathematics and CK2-like storytelling simulation. Less predictable result of the action is the best...
The common issue with the majority of 4X space strategy games is the lack or neglected RPG element. Even more ambitious efforts on this area eg....
Random combat penalties caused by damage level (regarding engine, shield, accuracy or particular weapon) could be a reasonable trade-off. Of...
Hit points mean that every ship is 100% functional regardless of 5% or 99% damage. The argument about hundred ships in a battle is a bit far...
a propos. turn-based combat gives the oportunity to implement a modular damage system. I mean the system which removes these boring RTSque hull...