Hero system, like FE?

...would help make ground combat/invasion interesting.

One of the best, if not the best part of Fallen Enchantress games is the exploration aspect with your heroes-- especially in the early portion of the game.  I think this same concept can be brought into GalCiv, where heroes can act as ship captains, generals, etc.  If anyone remembers the old Star Wars 4X space game, Rebellion, you had various characters throughout that gave certain bonuses in certain situations, and it really brought a lot to the overall experience.

In addition, heroes would open up the whole ground combat aspect of GalCiv, which I maintain is the single-greatest missing link with GalCiv 2.  I never understood why ground invasion was so much of an afterthought, considering how much detail and strategic scope went into the space combat.  A hero system seems like a great way to put more meat into the conquering of planets in GalCiv 3.    

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Reply #1 Top

I never understood why ground invasion was so much of an afterthought, considering how much detail and strategic scope went into the space combat.

Its a Strategic Game where Fleets tussle for control of Whole Systems, its not a ground level Grunt fights Grunt game.... do the latter on largest size map for every Planet you take, and it will take a Huge amount of time to complete the game.

GalCiv is fought at a Strategic Level, its not about Tactical Combat. There is some of the letter for sure, Fleet battles Fleet etc etc. However to open up ground level fighting in the same manner, is to mix Tactical Warfare with the whole Strategic picture. It also opens up the game to the need for a different type of software and control mechanism.

It sounds like they have come up with something to enhance the tactical level fight, it will be interesting to see what that is when the Alpha is launched. That would seem to be in a few weeks, however I would be very surprised to see it outside a Combat Box. We need to know more where their thoughts are moving on this, else we just punch fresh air with endless Tactical Warfare Threads trying to force feed a Strategic Game - the latter is not happening, never will.

Reply #2 Top

Quoting Zydor, reply 1

 
Its a Strategic Game where Fleets tussle for control of Whole Systems, its not a ground level Grunt fights Grunt game.... do the latter on largest size map for every Planet you take, and it will take a Huge amount of time to complete the game.

GalCiv is fought at a Strategic Level, its not about Tactical Combat. There is some of the letter for sure, Fleet battles Fleet etc etc. However to open up ground level fighting in the same manner, is to mix Tactical Warfare with the whole Strategic picture. It also opens up the game to the need for a different type of software and control mechanism.

I don't mean to suggest that I want a Total War kind of planetary battle-- but certainly something other than "launch spores or nukes" and then watch some numbers count down to see who wins.   

I'd also like to see more thought put into the populations of planets used for troop invasions.  It's rather absurd that I can bring a transport ship that I just loaded with a few thousand people from a colonized planet and then, 2 turns later, invade another planet with them.  There should be some cost for training and/or a cost associated with maintaining an effective ground-based fighting force, depending on what level and equipment you want to field in your civilization. 

This was what I missed from, I think it was MOO, or perhaps another 4X space game-- you actually had to develop ground-based fighting technology as part of the tech tree (weapons, tanks, etc) and then physically purchase/build them, move them with transports, and then use them as an invasion force.  GalCiv glosses over this entire aspect, which is an immense logistical undertaking. 

Reply #3 Top

Quoting jjkrogs, reply 2
I don't mean to suggest that I want a Total War kind of planetary battle-- but certainly something other than "launch spores or nukes" and then watch some numbers count down to see who wins.

With that - I hear where you are going, and I cautiously concur. I believe Stardock are going down that path in an enhancement of the Combat Box. We'll see.

Problem is - how far into the murky depths of Tactical Combat do you plunge .... that's a potential nightmare given the Core Nature of GalCiv, which is fought at a Strategic Level, its not about Tactical Combat.

The first Alpha rushes will help give us all a steer on how far into Tactical Warfare they wish to stray, and the mechanism they propose. Until then we just punch fresh air, the scope is massive, and without guidelines as to how far into tactical warfare they are going to stray, this will all go in circles.

Reply #4 Top

I think MOO had fleet commanders you could put in charge of specific fleets that gave some minor bonuses like better travel time or +10 accuracy and stuff like that. That would be cool.