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Old April 25th, 2005, 07:09 PM

klausD klausD is offline
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Default Re: Realtime or turnbased tactical combat?

Quote:
Emp. fyron: This eliminates the stupid things that happen in combat systems such as that of SEIV, where one side gets to do a ton of damage to the other before the other side can react. It also eliminates the stupid things that happen in systems like MOO2, where one side still gets a lot of ships acting at the same time, before any enemy ships can act.
I agree that SEIV is stupid in this respect. But with the change of some rules, there could be found a proper solution for this problem without the need to change to realtime. A rule designer have just to look a little bit around at existing initative systems. There are alot of clever designs in the classic board wargame sector out there which solve exactly the SEIV initiative problem. MOO2 did it in a certain (but not perfect) way in its 1.31 patch, so why not SEIV?

Well but we will see if the new realtime engine is really that good as you say. At least I hope so and in sake of my love to the SE series I will give it a try without much prejudicing.

Quote:
Emp. Fyron: We must be prophets or somesuch; what has been described on the SEV combat system is exactly what we told you before would alleviate all RTS and click festing concerns you had...
Well as you surely noticed English is not my native language so maybe I was not able to understand everthing in the previous posts. Sorry for that.
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