Re: Stale Tactical Combat?
While points 1 and 2 are not issues for me, I have some of the same concerns as your other points. The hard part is in finding a balance.
The ultimate solution for me would be to introduce a phased movement system similar to Star Fleet Battles, where faster ships move one hex more often than slow ships, and fire can happen at any time, to resolve combat. Weapon arcs could also be added. The downside of that would be much more complicated individual battles that take much longer to complete.
Something can be said for the much simplified combat of Spaceward Ho where the ships are pretty much just lined up to wail on each other. It all depends on what you want the game to focus on.
If the strategic level is most important, with research and exploration being the dominant factors, then combat should probably be simplified. If tactical combat is important, then the micromanagement of research and production should probably be simplified.
Perhaps the problem with tactical combat in SEIV is that the game is trying to be complex in both areas. As to where the emphasis should be placed, there are probably widely varying opinions on that.
As I think about it, I think for me the tactical combat should be simplified. When I want complex tactical combat, I can play Star Fleet Command (a game I also love!) Switching to strategic mode doesn't appeal to me because it seems like the AI makes a lot of mistakes when it comes to things like attacking planets or trying to capture ships.
I expect that there will be those that strongly disagree with that. I might even disagree with it myself. I think SEIV is an awesome game, but I agree that there is something off just a bit in the combat system.
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