Douglas,
You mean you have infos about the way the realttime tactical combat will be?
Quote:
Do you really think you'll have to micromanage battles that much? I'm sure your ships will be perfectly capable of figuring out that they have to move just a little bit closer before shooting by themselves. The orders you give will probably be more along the lines of "Stay at maximum range of x weapon while trying to surround the enemy. Fire as requently as possible using targeting priority list y and allocating z% overkill to compensate for misses."
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We will see if this is really the approach. The new strategy game imperial glory for example is also a hybrid tactical realtime/strategic turnbased game and in tactical combat each player has to check constantly the ranges of every unit without the options to predefine the behaviour of his units you describe. This means not of course that SEV will have the same system but it shows the usual (and questionable) way modern hybrid games go.
Kid,
so I am not the only one who is in concern with turning the tactical game upside down. Good to know.
Stregone,
If people want to play a realtime SF game there are myriards of those out there. No need to invade the SE series and making it not enjoyable anymore for its turnbased fans who played (and bought) every incarnation the last 10 years.
zarix,
well I have no problem with that you dont like the tactical game of SEIV. But there are many people who like it (me for example) and thats the reason for my concern and for this thread.
General
The more I think about the topic the more I assume that the SEV designers are in search for the mainstream bucks. Its their good right to do with their game what they want, but this new way excludes many of longtime SE-fans which prefer turnbased thinking over realtime clicking.