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 Post subject: Tactical Combat
PostPosted: Mon Jul 02, 2018 11:14 am 
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Vacuum Dragon
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Joined: Mon Apr 10, 2017 4:25 pm
Posts: 653
I recently saw a mention to tactical combat in the forum.

I got curious and found the 0.4 Design Pad.

How much of that old design for combat system is still in place?
It depicts a 2D board-like game in which the fleets/ships can move. Allowing interactive battles of 5 to 10 minutes length (as sketched in that document) could be an interesting option, at least for single-player games as an option. I realise that is either discarded or planned only for long term (the child of someone over here could be the lead developer by then).
However, the automatic (non-visual, just the report of the result) version of that tactical combat system (or a similar one) would be really interesting and not so hard to get (maybe something near 0.5.* or 0.6.*).

Replacing my previous question with more specific ones:

1. Is it planned to add the Long Range (LR) class of weapons (e.g. missiles that target fighters/missiles, torpedoes that target capital ships, and bombs that target planet defenses)?

2. Is is planned to consider tactical movement? In the sense that different fleets in a battle can have different movements, e.g. to stay at a given range of a given group of enemy ships (to better exploit your weapon/defense choices against your enemy's) or to flee of combat if some condition is met.

3. Is it planned to allow the player to set more or less complex rules of behaviour to each of the fleets? For this we could have a lot of inspiration from Stars! (I found a link to an overview/FAQ of the combat system that I can't seem to find now). Or is it intended to let the fleets be mostly autonomous and allow only for some simple toggle options?


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 Post subject: Re: Tactical Combat
PostPosted: Fri Jul 06, 2018 8:15 pm 
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Vacuum Dragon

Joined: Tue Sep 30, 2014 10:01 am
Posts: 504
Please read up the discussions on tactical combat.

Ill try to remember and sum it up: The current combat system is a placeholder for whatever will be the combat system in the future. Combat will be asynchronous (i.e. so you can send your orders and dont have to wait for the other clients); so turn based or real-time combat is off the table.

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 Post subject: Re: Tactical Combat
PostPosted: Sun Jul 08, 2018 11:53 am 
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Vacuum Dragon
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Joined: Mon Apr 10, 2017 4:25 pm
Posts: 653
Thank you, Ophiuchus. I did a better research now and found much more interesting discussion.


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 Post subject: Re: Tactical Combat
PostPosted: Tue Jul 10, 2018 7:18 pm 
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Space Kraken

Joined: Sat Dec 10, 2011 5:46 am
Posts: 135
I have a most cons against tactical combat: it will increase number of interactions per turn for player. Currently the player could make all his orders and only wait for turn change (the game's mechanics allows even to disconnect the player, I'm going to work on the implementation).
Any tactical combat implementation requires more micromanagement and requires more interactions per turn.

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 Post subject: Re: Tactical Combat
PostPosted: Tue Jul 10, 2018 8:08 pm 
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Vacuum Dragon
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o01eg wrote:
Any tactical combat implementation requires more micromanagement and requires more interactions per turn.
Agree.
But would you like an implementation that only requires the player to set one or two toggles (like offensive/defensive) with it carrying over to following turns?
It if brings interesting design choices (what weapon, defense, engines, etc. to equip) and only require a toggle setting once in a while (maybe never if default value fits fine with your designs), I see great value and very little micromanagement involved. I mean, what I am imaging should require less effort than colonisation.

Just in case it wasn't clear in my initial post: tactical combat non-interactive (no graphics, no orders issued during combat, and only requiring to consider changing one or two toggles of your fleets during turn management, the same you consider switching the focus of a planet).


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