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Galactic Civilizations II: Combat

Galactic Civilizations II: Combat

A little word on how combat will work..

In Galactic Civilizations all ships had an attack and defense value. You could stack ships together but that really meant nothing in terms of combat. And you picked ready made ships.

In Galactic Civilizations II, attack and defense has much more depth. All ships will have 3 types of attacks - beam wapons, mass drivers, and missile weapons. And 3 types of defense: Shields, armor, and point defense.

You also build classes of ships rather than pre-made ships. So you take your technology and design your own unique ships both in how they look and what they do.  The more complex the ship, the more logistical support (logistic points) it uses.

Based on your logistics ability, you will be able to put together ships into fleets which will act together in combat where each ship gets to take a shot during the player's attack role.

So you might create a ship called the DoomGiver class. Attack: 9/3/5 and Defense: 5/3/5 (they'll be displayed in such a way so that they'll line up so you'll be able easily tell how they are in each area. 

So if you battling the Drengin Empire for most of the game and both of you are going after beam weapons (phasors, disruptors, that sort of thing) you might have ships with attacks like: 10/2/1 and Defense: 7/3/3 (beam/mass driver/missiles and shields/armor/point defense).  But then if you battle the Torians they may be big in mass drivers and things can change in a heart beat. So you'll have to put some more thought (and so will the computer players) into who you go to war with.

Fleets won't be that common until later in the game since your logistics ability starts out at 0 and even a trivial ship uses 1 point of logistics. It'll take awhile to get say 5 points of logistics but a battle ship might use 5 points of logistics.

Based on your various choices of weapons, defenses, propulsion, hulls, skins, etc. your ships will look quite different. Far more customization than any game of this kind that I'm aware of. And you'll be able to also look at ships and eventually be able to just tell what kinds of weapons they're strong on visually (i.e. once you are familiar with what things look like on ships).

The goal is to have combat have a lot more depth to it strategically without making the game overly complex. Seems like most strategy games these days get way into tactics -- which is fine. But GalCiv will be a game of strategic decisions, not tactical micro management.  So keeping an eye on what the various races are doing will matter more here but even in fleet battle, it'll just be a straight up ships from fleet 1 fire, ships from fleet 2 fire and so forth).

62,234 views 77 replies
Reply #26 Top
ame larger ship
4 - larger ships will target seperate smaller ships



Paul.
Reply #27 Top
The game will pick the ship that is hardest to kill with the weapon selected.  The idea being that we will err on the side of protecting convoys and such.
Reply #28 Top
ascendency......that is one of the best games ever made....to put it simply. it sounds like with the individual planet control rather than just systems that a few of the ideas may be incorporated
Reply #29 Top
l interest in it, though. What rankled me about the game was how arrogant the developers were. "We know the best way to lay out planets, but we're going to dummy down the AI so that it makes stupid building choices."

- Nobody
Reply #30 Top
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Reply #31 Top
Are there fighters and Carriers in the game?
Reply #32 Top
logistic purposes. But carriers have crap for attack power.
Reply #33 Top
scout, etc" ?
Reply #34 Top
ts too poor it it would pretty much force players to make thir own. Could be a tricky balancing act, but on the other hand the AI will have to do it for the computer conytrollede races anyway.
Reply #35 Top
of the gamers. Yes, I am too nice some times.
Reply #36 Top
ll the steps again and again each time.

has far as automatic classes it might save time on early ships in the game especially early scouts.
Reply #37 Top
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Reply #38 Top


So, when can I start beta testing this for you?
Reply #40 Top
ont>
Reply #41 Top
ense? i like the idea of diverse weapons and defenses, however some things work at least nominally well against all weapons.

Reply #43 Top
="absmiddle"> I like them.
Reply #44 Top
="absmiddle"> I like them.
Reply #45 Top
Sorry for the double post.
Reply #47 Top
mething with close stats that has a better chance of surviving?

When the fleet code goes to pick which ship gets attacked first, it will take into account both current hitpoints and attack level. 

Reply #48 Top
"Supernova-esque type things divided by some incredibly big number."

Maybe I should've just said, "explosion".
Reply #50 Top
rth. there obviously may be a "best" defense against a certain weapon but other defenses probably and logically would work somewhat