Geoff the Medio wrote:
The degree of direct control a player has over ships or fleets in a battle that the player is actively observing and controlling is not up for discussion now. See the v0.4 Design Pad
for what's already been decided. This discussion is just about picking which battles to control, assuming that controlling a battle will take a lot of time, and that the player will only be able to control one battle at a time, and that in multiplayer games, players might be very bored if they have to wait for other players to finish controlling a battle.
Well in that case it seems the only options are
1. Fixed Battles per turn/Accumulated Battle points per turn/Fixed Time per turn for Battles/Accumulated time per turn for Battles [with time for battles as long as you have at least 1 second left you can do another battle]
2. When you pick which battles to play
(Do you find out about the results of a Battle before determining if the next one is going to be auto resolved or not)
3. When you play them
(Battles can happen in either Random or Player Determined order)
Player Determined Order is probably complicated. for Multiplayer.. if I want to see the results of Battle B before those of Battle A, and my opponent in both of those fights wants them in reverse order, then resolving it could be difficult
So I'd favor Random order (or perhaps some Fixed determination)
The options in #1 should all be options in Multiplayer (although for the 'accumulated' versions they should have a cap, about 20-50 turns worth of accumulated Battle points or Battle time can be stored, excess is lost)
As for #2, I'd say probably do the Battles one at a time... I might be sending multiple 'conquest/stellar convertar' fleet out to my opponent, and I might want to know if the conquest is as easy as I think it is.
One Idea, it might be good to Have it look like this
Estimated Fleet Strength Ratio: 90% (9 of ours for 1 of theirs)
Battle Directions: Select options
Manual Control (Yes/no)
Commitment v. Cost (Suicidal->Safe)
Goals (Conquer / Destroy / Guard, etc.)
So that you can give that minimal control over battles that you are autoresolving. And so that you have the minimal information needed to determine if it is worth manually controlling, (in cases where the EFSR was more than 95% or less than 5%, it shouldn't be worth controlling manually, as the result is basically assured)
In any case, by giving good auto options, it will be less annoying to be denied manual resolution.