Re: SE5, Tell Aaron what\'s on your Wish List
How would that work, though? Lets say player A has a fleet in player B's space. He could move it to a safer, defensible position in a turn before player B happens to look at the system in question. Now, player B is at a disadvantage not due to better strategy or better gameplay, but purely because he didn't click fast enough. This sort of click-festing nature can work ok in a mind-numbingly simple RTS game where there are very few locations and units on the map, but falls apart in a complex strategy game. If you have simultaneous issue ordering and execution, in real time, the game will become a mess.
Real time combat hairiness can be mitigated by agreeing not to issue any orders during the active time phases, only during the auto-paused phases. But how do you translate this to the main portion of the game?
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