Re: Welcome Star Legacy Development Group!
For reference, I was talking about the combat module here too, even though the AoW example was of the strategic map. There is nothing actually to prevent implementing something similar for a combat module.
Now, there are these things to consider:
While this is going to be a multislayer game, it will have a significant contingent of single player players.
There is nothing to stop there being both a traditional turn based system and a different version more suitable to multiplayer.
For a PBEM aspect, if it is included, there would have to be an automatic resolution option like the quick combat in Age of Wonders or the way things are done in Dominions 3, where units are given a limited script before being sent into combat. They act according to the script as best they can and depending on what they face, it can be anything from a crushing victory to total disaster.
There are multiple interests here that need to be balanced and it does not have to be just one or the other of two choices, since there are more. Being able to set combat module behavior from a dropdown menu or checkbox during game creation would answer these different needs and allow players to pick the best for any given game (e.g. fully turn based for SP, RTS with pauses or continuous turn based (ala HoMM5) or whatever else is decided on for MP).
This is a situation where you don't have a single silver bullet that is the Ultimate Truth for all situations.
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