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Old June 14th, 2002, 06:46 PM

Shadowstar Shadowstar is offline
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Default Re: Detailed Strategic Ground Combat

Well of course it would be a nightmare if the game continues to be as micromanaged as it is. Remember, I come from the Stars! community, where you can automate just about everything. You can even have your ships automatically move toward and attack any enemy ships that come within a certain range.

I'm assuming that at some point, hopefully SE5, the game will be much easier to automate so there won't be so much micromanagement. That way, you could have stuff like this with little problem.

Also, universes and saved games wouldn't need to take up that much more space. You could just use a fractal system to generate the planets' surfaces and store facility locations and troop positions each with two extra variables to determine X,Y location on the planet. Then, all you'd be storing in saved games and universe files would be a single planetary seed and, for saved games, locations for all the facilities and deployed troops. Possibly in a huge, overcrowded universe the file might get rather large, but even then, probably not by much.
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Old June 14th, 2002, 07:50 PM

Gryphin Gryphin is offline
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Default Re: Detailed Strategic Ground Combat

I would love to see Ground Combat reduced to something like the Intel system.
Each planet would spend points to defend it.
The Attacker would build up and spend points to invade
The results would be abstracted.
You could still glass a planet if you wanted to.
If I want tactical combat, I’ll play with micro armor (1/285 lead/pewter) miniatures.
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