Hot posts in thread: Turn based tactical combat
Page 1 of 2
-
-
Not really that thrilled with what I saw. (combat reminds me of strange adventures in infinite space), cute but the flavor seems off for a Moo2 sucessor -
-
This would work if the scale of the battles stays manageable. (dozens not hundreds or thousands) -
I think you could indeed have all those tactical options in realtime. All the things you mentioned are not exclusive to turn based, they are just easier to implement in turn based and all the realtime games you have played the developers didn't have the skill or time/money to implement them with a realtime engine.
The way i would envision (or dream) realtime would be is it is phased approach (a turn based/realtime combination), such that the game will have "turns" where it pauses at a fixed time interval, and during that pause, and only then, can you give orders. You can plot out your moves, set way points (and multiple way points) for each ship, along with setting ship orientation at each way point, set targets (and multiple targets in order) for each ship, and have ships fly in formation or set each ship individually, and when all your orders are given and you are ready, then you hit go, and the orders play out for about 1 min in realtime, and then it pauses again where you can then issue new orders. You would definitely still have weapon arc of fire, and shields would still have 4 sides to them.
The advantage of a good realtime engine is that you can add a new design parameter to weapons: rate of fire. In Moo1/2 every weapon fired once per turn, with one exception torpedoes that fired once every other turn. All weapons effectively then fired at the same rate. With realtime, you could have weapons that fire once a minute, or 9 times a minute, or once every 5 minutes (like a death star). And improvements in tech could increase that rate of fire.
The problem with this is that it is just too much work for a developer of turn based 4X games to implement. In fact i have only seen it implemented on a few top notch RTS games. But since I have seen it, I know it can be done- Agree x 1
-
There is another problem with real-time combat.
Even if implemented well, a switch to real time combat would cause collateral effects in the game.
Once you implement real time combat you dilute the effects of ship building and design and alter the tactical opportunities available in combat..
Think Moo2.
Your choices in designing ships were not limited to what systems you installed but also allowed choices in firing arcs as well as the mix of weaponry you wanted, etc.
This played out in combat nicely
You could rotate a ship facing to protect a weakened shield, hold fire if wished and move first, fire missiles at one target and beams at another, and even use your pd weapons on a third.
These tactical choices will not be available in RTS even if it is done well.
Now compare SEV
Ship building was real nice in this title but did not matter as much.
Oh you could still decide what to install and how much of it but your decisions in designing a ship would not really matter as much once you got into combat.
All your weapons were basically 360
pd weapons same
your shields were a bubble, once down, they were down on all sides.
Firing on multiple targets became impossible.
etc.
While I agree that real time can be done well as I have seen that and played it in some games, once you implement it, you must also address any other aspects of the game that will be affected. (such as ship design)
The problem then becomes that you have differences between this project and Moo2 and the more these differences pile up the less likely that these game will be considered a spiritual descendant of Moo2. At the same time, the number of players that will have cause to complain could increase.
If ship building and design is to truly matter, real time combat becomes less attractive.- Agree x 2
-
Maybe we should take a look at this from a different perspective.
What games have distinguished themselves with their excellent tactical combat?
- Sword of the Stars to me
- Age of Wonders 3 was good, but it's obviously 2D and not a direct comparison
- You could make the case that Stardrive 2's instanced tactical combat with a few changes could be a great game, although ship design and the AI need work (the modding community helps a lot on that one
I personally would also prefer real time tactical combat, but instanced like in the three games above (versus a large scale type of game). So far the only ones that have made non-instanced 4X gaming work are Sins of a Solar Empire, Distance Worlds, and arguably Star Ruler 2. -
The problem with real-time tactical combat in all the MOO clones so far wasn't the real-time aspect, it was the development team that implemented it. They just didn't know what they were doing and tacked it on. Making a real-time tactical combat is akin to making a whole game, but making a MOO type game with it now becomes making 2 whole games, the turn based strategic layer and the real-time tactical layer. Both are major game development projects, and they need to be treated as such. Moo4 didnt do this (give the combat is deserved attention) and the result was blaaah.
I personally would prefer real time combat, but it needs to be done exceptionally well and follow the conventions established in other RTS games, not a cheap afterthought like moo4 was. There also needs to be terrain and other things going on in arena, such as the battlefield being the whole solar system, with the sun in the center and all the planets and moons and asteroid belts and battle stations present for the whole solar system, and even throw in nebulas and such (I know not realistic for a scientific view point, but it would make it more fun and thus can be allowed).
So for me, i would prefer RTS combat, but i know that the developers wont ever implement it properly and thus it will suck so i would suggest the developers do TBS combat instead.- Agree x 2
-
-
Have you ever had that reaction playing MOO2? If so, that would have been first time I ever heard of it.
Are there any material differences between AI race designed ships? I claim there are not
Are there any material differences between AI race tactics? I claim there are not
Is current turn based system mostly outdated and strongly in favor of attacker (i.e. is attacker able to decisively cripple defense fleet on first turn)? I claim it is
My suggested remedy for first two would be race based constraints that would force design changes on ships to a certain degree. That would reflect on tactical combat.
My suggested remedy for third is real time combat. If it's not feasible or not chosen as tactical combat method for whatever reason, then I would suggest modifying combat to something similar to HOMM system where each ship design has individual initiative and moves when initiative dictates, perhaps modified to allow very high initiative ships to move twice per turn. That would, of course, had to be heavily balanced to be allow only on specific ship classes, and most certainly not on anything heavier than, say, light cruiser.- Disagree x 1
-
- Disagree x 1
-
Game can be played with many races. Each race is different.
Each race has a playstyle... that is NOT different from any other race, especially as AI and in combat. Playstyles are possible, but not needed.
Since playstyle is essentially same... I would recommend changing it to something more immersive, to put it mildly.
What you failed to understand is that RTS games were example of asymmetric races and their philosophy of each-race-is-different should be implemented, NOT their mechanics.
The reason I'm advocating that is because original MOO2 AI ships were bland as white paper. There was literally zero difference across the races (please read entire thread). Constraints would ensure that AI has at least a semblance of differences.
- Disagree x 1
-
- Agree x 1
-
- Agree x 1
-
Then what's even the point of having different races? They could be as easily named as human faction 01, human faction 02, human faction 03... And so on. perfect place to save resources for development right there! No need for races, hell, they can all even have same ships. Hey, just found another place to save resources!
What I'm trying to say is that if race doesn't affect what you can research and build then don't go with races at all. Yes, there might be lots of design, changes and fine tuning, but end result would be much more satisfying. Take a look at starcraft, warcraft, even sots 2. What you choose affects how you play. First two were enormous hits precisely beacaus of that. I won't go into reasons last failed. Not relevant here.
As for combat, it was great for that time. Since then technology did progress and now there are both hardware and software opportunites for better. Sure, we don't have to do better, but is that a reason not to try? -
Obviously there should be racial bonuses and AI style preferences, but having different hard-coded rulesets for each race is both complicated and gimmicky.
A final point - there's a limit to how much you can directly pander to "passionate" MOO2 nostalgia, because I imagine the Orion races will all be copyrighted and unusable, so there won't be any Darloks etc anyway.
Back to the general points about combat - I was surprised to see anyone suggesting changes to the MOO2 2D turn-based model since that was a cornerstone of why that game was loved. It was crisp, clean, and simple to understand, but did allow for some quirky tactics to be used if you wanted to experiment.
That said, some battles did descend into fairly basic affairs where you simply parked next to each other and traded lasers. From memory, whilst an incapacitated or tractor-held ship was easier to hit as it lost its evade chance, a ship that had decided to stop moving did still retain its evasion. Maybe there is some argument to include a simple momentum or speed tracking system, to avoid that situation (I would suggest that, if you are going slow, you are easier to hit - but on the flipside, it is also easier to aim your own lasers from a stationary position).
There was an old turn-based aerial combat game called "Over the Reich" which had a nice and simple movement system - you selected the throttle and steering settings each turn and were shown the arc of movement that created on the map:
At a basic level, the throttle / steering system was fun to use, and it might translate to MOO2 quite well to create more dogfight-style battles. -
Race should affect play style by enforcing some rules on ship design and colony development. Darlok ships MUST have stealth system mounted, Psilons sensors use half as many space, but are twice more efficient, Silicoids would armor even their bulkheads so Achilles wouldn't have effect on them (or something less drastic)... and so on. It could be even something unpredictable, for example if race is race of individual warriors that compete for honor, captain could go berserk and attack nearest ship with twice the standard rate of fire at the cost of overkilling it. That would force player to certain playstyle. MOO2 did not have any similar restrictions.
Especially considering all the passionate fans.- Disagree x 2
-
Long story short, you can't design ships in non-tactical, ships have fixed number of best (highest tech level) beams, missiles, bombs and other equipment, there is no miniaturization, all weapons hit immediately (including missiles) and ship quantity trumps quality. In tactical games AI seems to follow some rules from non-tactical, jack of all trades ship designs, always equipping the highest tech level weapons, not caring much about miniaturization and completely ignoring initiative mechanic. Because of this player can easily make designs which always play a turn first. Additionally AI doesn't bother with hyper advanced technology levels (in it's eyes there is no miniaturization mechanic) so once it researches all regular technologies it moves all scientists to production and starts building gigantic fleets, probably supplied with trade goods and/or industry taxation. If an AI had more awareness about the game it's in, it could easily counter 2, 4, 20 titans by either trying to get higher initiative or with better beam defenses.
- Helpful x 1
-
I do believe you argued my point quite nicely. If you know you can win with just two, 4, or hell, even 20 titans, that you can topple interstellar empire with such a small number of ships... game loses appeal. It becomes tedious. You KNOW you're gonna kick enemy fleet the way to Antares and back. Antares themselves are not such a grand menace that they can't be beaten quite easily as soon as you have titans.
It's a common theme of 4X, the END game problem, though in MOO2 it comes even faster than in modern 4Xs. Not to mention the fact that cruisers and even battleships usually lost their utility maybe after half of game time.
Now be honest with me, how many times did you actually give your beam weapons full 360 degree firing ability?
I bet it can be counted on the fingers of a single hand. Because there was actually no need for that. Now if you have real time combat, you can actually make decent tactical choices.
For example, send squadron of cruisers on one flank, keep battleships/titans/whatever honest on the front with evasive actions and let's see how that forward firing arcs fare against someone who can keep dancing around your forward arc.
Sadly MOO2 lacks that tactical depth.
Especially sabotage you mentioned with Darloks.
I would like more tactical depth from spiritual successor to MOO2. If it comes with real time tactics than turn based gameplay, so be it.
And yes, each race has their traits, but ALL THEIR BUILDINGS LOOK THE SAME. Now what are the odds of that? That's just for start.
As for your Elerian point, it really shows that you can play any race in the same style regardless of their racial traits. Refer to buildings in the line above.- Disagree x 2
-
I dare you to play Elerians the way they are ment to be played: build cruiser ASAP and take other player's homeworld. For start go with medium map size and 4 players. I can drop you a few more hints if you want me to spoil the fun.
Page 1 of 2