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Old March 19th, 2010, 02:44 PM

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Default Re: Welcome Star Legacy Development Group!

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Originally Posted by Captain Kwok View Post
I don't see how you can practically run tactical combats in multiplayer games though - particularly those that are remote games.

It depends how much understanding the game makers have about the basic mechanics of a good turnbased game. For example Edi said it already. If you ever played age of wonders, there where 2 different modes one traditional and one with simulataenous turnbased execution. So if the Age of Wonders designers (which where doubtless quite talented because the game was great) could program such a interesting turnbased mode, why not the Star Legacy makers?

Ever heard of changing mini-initiative? Or bidding turns? These are concepts for certain turnbased games to learn who comes next and how many units he can move till his enemy comes. Today the alternative concepts of turnbased game design is more evolved than 10y or 20y ago.

Or do you think that every turnbased game has always to be the same old Igo-Yougo?

Possibly thats the reason of your wrong perception of the socalled "unfairness" of turnbased games?
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Old March 19th, 2010, 02:54 PM
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Default Re: Welcome Star Legacy Development Group!

Well, first of all. We need to know how movement will be handled. Then weapons fire. Seeking weapons movement! How will the AI process it's controlled ships?

How will PBEM combat be resolved if using RT processing? Too many unknowns to weigh-in on this.
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Old March 19th, 2010, 05:04 PM
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Smile Re: Welcome Star Legacy Development Group!

I think some confusion has crept in here...

I'm talking specifically about the combat module of the game, not the actual empire building component.

Star Legacy itself is intended to be a simultaneous turn-based game. That is, each player takes their turn giving orders to their various objects. Once finished, all player turns are processed together and movement/orders executed at the same time. This is the same format as simultaneous mode in SE4 or SE5, as well as other turn-based games. Except in Star Legacy, combat at this point would not be restricted to strategic resolution only, but you'd have the option of playing combats you're involved in.

I don't think it's really all that great for epic scale empire building games to be real-time. It becomes very difficult to manage in a time sensitive environment and adding co-managing systems doesn't really work out all that well because many players don't like to lose that control.

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Originally Posted by KlausD
Possibly thats the reason of your wrong perception of the socalled "unfairness" of turnbased games?
Again I never declared turn-based resolution as unfair, so I'm not sure why you've added the quotes there. I simply said it was less fair than simultaneous/real-time resolution.

Why do you think turn-based methods have evolved such complex mechanics? To closely approximate a truly continuous system right? For early turn-based games or their board game predecessors, it was difficult (or impossible) to do this, but nowadays it isn't.
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Old March 22nd, 2010, 07:01 PM
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Default Re: Welcome Star Legacy Development Group!

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Originally Posted by klausD View Post
Ever heard of changing mini-initiative? Or bidding turns? These are concepts for certain turnbased games to learn who comes next and how many units he can move till his enemy comes. Today the alternative concepts of turnbased game design is more evolved than 10y or 20y ago.
All of those are literally attempts to make the combat engine approximate reality (which is intrinsically real time). "IGO-UGO" is about the least fair and balanced combat mechanic that can be implemented (beyond stupid dice rolling to approximate an entire battle). This is because one side gets to act in entirety before the other side. The solution is to approximate simultaneous action, by breaking up each side's forces into smaller groups that act in phases during a turn. Thus, you get various forms of initiative, bidding turns, and what have you. To make a better and better combat system, in terms of balance and fairness, one must break up these phases into smaller units. Thus, the ideal combat mechanic is one in which the gradations are as fine as possible. This allows as much simultaneity as possible. But as you add more and more complexity to the rules to continue improving the approximation of reality, you bog everything down and make the game harder and harder to play (just like the insane economic rules in GalCiv2). Going all the way to real time, continuous action serves to provide the most balanced and fair mechanic, due to the tiny size of the increments, all without bogging gameplay down with a huge morass of unnecessary rules.

The trick is creating control mechanisms that are easy to use. The only 4x games with real time combat that have really even come close are the far more RTS ones like Sins of a Solar Empire. Very few 4x game development teams are particularly competent in this area of game design, due to a glaring lack of experience. More effort needs to be put into studying the highly evolved control schemes of the big RTS games..
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