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April 24th, 2005, 04:11 AM
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Re: Realtime or turnbased tactical combat?
Realtime combat is good. Remember it isn't a real time strategy game. There will be no real time resource management or build queues or anything like that, just straight up combat. Say you have a small skirmish with just a few ships each side, maybe you can speed up the time. Big huge fleet battle? Slow it down a bit. Alot of RTS games have that sort of option.
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April 24th, 2005, 10:22 AM
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Re: Realtime or turnbased tactical combat?
Quote:
Stregone said:
Realtime combat is good. Remember it isn't a real time strategy game. There will be no real time resource management or build queues or anything like that, just straight up combat. Say you have a small skirmish with just a few ships each side, maybe you can speed up the time. Big huge fleet battle? Slow it down a bit. Alot of RTS games have that sort of option.
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That will not do it for me. Name me one 4X game with real-time combat that is still talked about let alone still on the market. Ask your self why games like SEIV and Galactic Civilization have a following. Many of the players are die-hard MOO II fans that love turn base combat. I'm sorry but I very seriously doubt I'll be buying SEV. Out of respect for the developers and beta testes I will not post on this again. I've worked on a lot of games and I know how much blood sweet and tears goes into making a game.
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April 24th, 2005, 01:27 PM
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Re: Realtime or turnbased tactical combat?
Quote:
Kid said:
Name me one 4X game with real-time combat that is still talked about let alone still on the market. Ask your self why games like SEIV and Galactic Civilization has a following. Many of the players are die-hard MOO II fans that love turn base combat.
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I'm sorry, but you really can't compare SEIV combat to Galactic Civilizations combat. GalCiv combat was, quite frankly, primitive. SEIV had a much greater deal of control, and had far fewer things hidden from the player. No comparison, really.
Some advice: You have said you probably won't be buying SEV, simply because of the change in the way combat is dealt with. Why judge so fast? There's really no reason at this stage for you to believe it will be horrible. I'd suggest at least waiting until the demo comes out, download it, run a few combats, then judge. But please, don't be so negative just because some other games haven't managed to do a good job.
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April 26th, 2005, 08:31 PM
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Re: Realtime or turnbased tactical combat?
Quote:
Kid said:
That will not do it for me. Name me one 4X game with real-time combat that is still talked about let alone still on the market. Ask your self why games like SEIV and Galactic Civilization have a following. Many of the players are die-hard MOO II fans that love turn base combat. I'm sorry but I very seriously doubt I'll be buying SEV. Out of respect for the developers and beta testes I will not post on this again. I've worked on a lot of games and I know how much blood sweet and tears goes into making a game.
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I just would like to add that although I love Turn-based 4x games too, there is one Realtime game out their that uses Real Time combat AND is still quite popular even today. Sierra's Strategy game "Homeworld".
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April 27th, 2005, 07:06 PM
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Re: Realtime or turnbased tactical combat?
I might add for real time combat, since more of the games time units pass in a real time situation. The putting in of weapons that would take too many turns to scale out properly (such as extremely low power, rapid fire weapons).
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April 28th, 2005, 12:34 AM
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Re: Realtime or turnbased tactical combat?
True, all those gatling cannon components can be one big gatling cannon in a realtime combat environment.
See P&N-ism mod for Starfury to see such stuff in action 
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April 28th, 2005, 07:24 AM
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Re: Realtime or turnbased tactical combat?
I can understand both sides pro and contra real time combat.
Although I rarely use tactical combat at all in "real" games (tactical combat with more than 10 ships gets painful anyway) I think it is an important part of SE and especially to test some Mods I found tactical combats essential.
In my opinion the key point is what you can do or can't do during the pauses. If you can target and give movement orders then real time combat is an improvement IMHO. Hovewer if these two action can't be performed during pauses then I would prefer the old turn based combat.
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April 28th, 2005, 01:14 PM
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Re: Realtime or turnbased tactical combat?
I agree with Q completely. I'd also point out that, just based on numbers, most people who own SE:IV don't play multiplayer so tactical combat is probably more widely used when viewed over all game owners.
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