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Welcome to GalCiv IV!

Welcome to GalCiv IV!

Welcome to Galactic Civilizations IV, we're happy to announce it's officially in development. What are you looking forward to most?

161,462 views 28 replies
Reply #27 Top

Quoting colinm1305, reply 25


Quoting AegisWolf78,

On the wishlist of features, I know it's quite impossible to have it (because it would be too difficult/complicate/too heavy on the code), but it would be interesting if you can had a "tactical mode" to the combat, in which the player can manually control his ships on the battlefield, deciding their path and their targets and so on.

This could be fun, as it would be add a new layer of strategy to the battle (for example, if there are asteroids on the battlefield, you can move the ship behind them, effectively hiding them form the enemy - unless they have powerful sensor arrays - so you can perform ambushes, of focusing fire on specific ships to cripple the enemy), insted of simply watching the ships flying ad shooting at each other.



Yeah, something like that would be fantastic, but, it's really hard to get the AI to use the tactical features with anything like the skill and nuances a human player will. Which can turn it into a cheesy exploit, instead of a cool feature.

 

 

Brad and many others @ Stardock have said that there will never be direct tactical control during battles.       for tactical battles look for Sins2 which will be announced sometime later this year....  

Reply #28 Top

My biggest wish for the Gal Civ franchise?  A robust ground combat engine!

Thoughts: 

*Ground combat classes (Marines, Infantry, Armor, Artillery, Air Support, etc).  Each unit having different abilities, and movement levels

*Planets conquered hex by hex (both by military and influence)

*Partisan units spawned based on resistance level

*Having to maintain space superiority to either do orbital bombardments (or send reinforcements)

*Ship modules providing combat bonuses

 

Imagine how different the game would be if an invading race were bogged down, throwing resources at a strategically valuable planet for 30 turns?

What if they couldn't conquer the whole planet, but they have an iron-clad grip over the elerium mines that the defending race needs?

 

Military Academies could have their own queue, with ground units then created on the host world.  Instead of just being spawned like a resource and locked in place, they could be mobilized and stationed at strategic worlds.

 

The planetary map is already built for hex-based combat.  Generals could be used to increase effectiveness, spec ops missions for sabotage.  It opens so many possibilities to make for an even more in-depth experience in each game.  A long ground campaign could actually spawn a leader, renowned for their heroism during the "Siege of Mars".

There may be those who do prefer the auto-pilot version, maybe create an option for those of us who have dared to dream though?  Maybe a companion DLC that can be turned on or off when the galaxy is created?

If you think this might be an option, I have a ton of ideas.   Generally speaking, I think it would be just taking a lot of existing game mechanics, and just providing additional representations of them.