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  #11  
Old February 24th, 2006, 03:04 PM
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Default Re: Combat in SEV

Go Captain Kwok, GO! Blow them out of the stars! Your our HERO! OH NO LOOK OUT! Ohhhhhhh they got him.
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  #12  
Old February 24th, 2006, 03:20 PM

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Default Re: Combat in SEV

Quote:
Suicide Junkie said:
Amazing x300 ships, and x5000 fighters
http://imagemodserver.mine.nu/other/...an1_turn04.jpg
You, my friend, are insane. To tactically fight that battle would take a very very long time!
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  #13  
Old February 24th, 2006, 04:18 PM
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Default Re: Combat in SEV

SE V's modifiable AI feature has tremendous potential for improving game play, assuming there are a few players both skilled and dedicated enough to take advantage of it, and generous enough to share their improvements with the rest of us clueless sods.
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  #14  
Old February 24th, 2006, 04:36 PM
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Default Re: Combat in SEV

Quote:
Lucifer Domine said:
No, I was referring to playing other humans, SJ. Among the friends with which I play, I have the best grasp of tactics. I tend to win most of the time. The fun for them usually consists of trying to find ways to spread my resources thin by teaming up against me.
You sir, are very very fortunate.
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  #15  
Old February 24th, 2006, 04:42 PM
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Default Re: Combat in SEV

Quote:
dogscoff said:
My understanding is that it won't be player-controlled realtime like in RTS games, it will simply be a 3D rendering of an AI-controlled battle. In other words, tactical combat is out, very pretty strategic combat is in. However I could be wrong on this.
That is not true. GalCiv2 is the one without any tactical combat. You will be able to play tactical combat in SP SE5, just as in SE4.
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  #16  
Old February 26th, 2006, 06:10 PM

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Default Re: Combat in SEV

Quote:
You will be able to play tactical combat in SP SE5, just as in SE4
Which begs the question of whether you can play the tactical combat in MP games if playing via TCP/IP...I certainly hope so!
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  #17  
Old March 1st, 2006, 02:49 PM

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Default Re: Combat in SEV

I'd love to see a way of doing tactical battles in Simultaneous Movement mode, since I prefer it over the normal mode. This would be for single-player, obviously.

The way MoO3 did it is nice. When you press end turn, all the orders are executed and a list of battles this turn appears. You can then choose to let the AI take control, or play them out yourself. This way Sim Move mode wouldn't mean that you'd have to sacrifice tactical combat.
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  #18  
Old March 1st, 2006, 04:33 PM
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Default Re: Combat in SEV

The outcome of a battle can affect the outcome of future battles. Even whether the battle happens at all.

For example, a battle on day one can determine if the star goes nova on day 6, and whether the 500 ship fleet escapes from the system to attack a homeworld in the next system over on day 30.

Stopping the game in the middle of turn processing is not a good idea.
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  #19  
Old March 1st, 2006, 06:53 PM

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Default Re: Combat in SEV

Well, it's listing all potential battles that could happen this turn(even if one of those battles requires your fleet to win 5 other battles first); the outcome of the earlier battle in the queue will then decide if the next battle should be fought, if <whatever action> should be executed, how many ships you have left for the next battle, etc.

It's quite an ingenius system they developed, really, and although SE features a far more advanced space-map system, it's likely it could adopt a similar technique. It wont happen, of course, but it'd be a nice future feature/option.
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  #20  
Old March 1st, 2006, 07:16 PM
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Default Re: Combat in SEV

Although it takes a setup, you could see what is on the other side of a WP without going there, Right?

If you fight a fleet or planet on this side of the WP it is typical that one ship's engines or control will be damaged but the ship still survive. This will slow the fleet down so you will not jump through the WP. Yet you will still see a battle possibility on your chart. Or if you don't, you know the WP is not guarded.

Hmmmmm. Sneaky
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