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Old April 23rd, 2005, 07:10 PM

klausD klausD is offline
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Default Realtime or turnbased tactical combat?

I am not sure if I should look forward to the next release of a game which was since its SEII incarnation one of my favorite games. I can understand all the wows and hoorays of many fans. The screenshot graphics are looking very good and some features of the new release are very promising (like the infinite universe and tech trees) But IMO there are some more or less serious problems with SEV if it arrives in the announced way.

1. To the most serious problem
Realtime tactical combat? I cannot understand this. After 3 Editions with good old turnbased combat, Aaron is planning one central element of the game in realtime
At least for me I never played a good realtime/turnbased hybrid type of a game. (ok I played also never a good "pure" realtime game) And the baddest of them was MOO3. This game had also a realtime tactical engine and my fear is that Aaron SEV will go in the same trap than MOO3.
One strength of the SE series derives from its similarity to the boardgame Starfire and that game is of course turnbased. So the upcoming realtime change of SEV is fundamental to the whole game and there are virtually no broad discussions about it in the forums.

2. Another prob: ground combat
As far as I was able to follow the messages about current SEV, Aaron plans a similar ground combat system as in SEIV. While this is in my eyes preferable to a realtime ground combat system its not the best one. Many posts are opting for a better ground combat. So is there any chance for this? And if not, why is Aaron ignoring the many demands? Personally I would not like to have a very detailed system with ground movement or so. But there should be a motivation to design different types of units (like artillery, special planetary assault units and so on) and a possibility to do some abstract tactics like "dig in" or "all-out assault". It would also be good to have the possiblity to planet assault with several ships at once instead with just one.
I think invading whole worlds is not a minor thing. I is complex and it could sometimes last very long. (sometimes for years in game world terms) The SEV design should pay attention to this matter and should adjust the rules accordingly. Such an approach would make the gameplay deeper and would add an additional and interesting dimension in strategic planning.


3. All these stuff about heroes, ship crews and so on

Well the scope of the game is to rule hundreds of worlds with hundreds of billions inhabitants. Single persons or ship crews should rather be the scope of a small unit tactics game, SF-shooter or an SF-adventure than that of a galactic strategy game. I as designer would improve the AI or do better ground combat rules instead spending my time on developing hero rules.

What do you think about this?
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