I think that taking account combat initiative like in MOO2 would be one good way to do it. There the highest initiative moves first no matter if it's the defender or attacker. In SEV initiative could be calculated using engine level, ship experience, fleet experience, cloacking, other bonuses (like shrines or such), racial attack- and defence bonus, etc. (if SEV is anything like SEIV).
Also another way would be like in Ufo Aftermath, where you issue orders to every individual of your group in paused mode, and then you put time running. When any ony of your unit has either done the task you gave it or it is interrupted some way, the time stops and you can then give new orders if necessary. However, in multiplayer games this kind of battles would require a hotseat game (players can see and talk to each other) to work battle properly and without time consuming waiting.
I believe that there is propably other good ways to do real time combat, but I have yet to see them. Also voicing out my suspicion that SEV real time combat would be like in MOO3 or in Starcraft is justified because that same mistake has been made again and again by
respectable game houses (like Microprose before, now Atari). only because it is easier than invent something working. Also I remember it all too well reading in MOO3 forums from right out the horses mouth one of the lead developers said:"We would not do real time combat if it would not be the right thing to do for this game".
Also, they abandoned game after 2 patches and left it crippled, yet somehow playable. I don't say this is the situation in Malfador (actually I am pleasantly surprised how well SEIV is supported), but hearing of real time combat in strategy games cause me stomach ache.
Karibu has spoken.
