I agree with those that are of the opinion that combat is first-and-foremost a top-down affair. I don't mind an iso-view for exploration. I don't mind a story-view for exploration. And if there are masochists that want to play combat in isometric view then having the option to do so is - I guess - fine; it's a form of freedom of speech (just because you have a rubbish opinion, doesn't mean that I'll stop you from playing isometric Reborn combat).
But I feel strongly about a "true" SC2 style combat system (that is to say top-down view).
The isometric view is the right choice in several genres. ActionRPGs (Diablo), MOBAs (Dota), RTS (StarCraft) all benefit a lot from the view. And of those 3 types, ActionRPGs come closest to the "spirit" of StarControl style combat. However, in all three cases the UI relies on mouse controls to determine movement and actions.
Mouse-based ship controls is not what SC2 style combat is all about. Even in modern renditions of the style of combat using a mouse is counter-intuitive and does not integrate naturally with Newton-based ship motion.
Now it is of course fine to create a SC2-inspired game that completely drops the SC2-style of combat; but then you give up the right to call it a successor to SC2. You could create a form of tactical combat system that would be reminiscent of StarCraft based combat - but attached to a space opera adventure (that would allow pretty angled visuals and easy mouse control). But you cannot create a combat system that draws directly from the style of combat that SC2 brought to the table and rely on a mouse as input system. It is a chore to control ships with a mouse under Newtonian physics. Nor can you play a decent space combat in isometric view when using keyboard/gamepad.
If you stick to keyboard/gamepad controls, but try to run an isometric view you immediately run into aiming issues. Rotation, perspective, distance, and angles are severely impaired.
I appreciate that the Combat sample video is an early engine sample - but in terms of how it would handle for players it is terrible.
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I'm generally very much in favor of the modernization done for Reborn (I like the planets for example) - but going with an isometric combat system is not the right choice.
The isometric view space shooter is not a "new" or modern thing. You can find isometric-based games (space shooters and otherwise) dating back in to the early 80s; and not as rare once-off concept games either. The original SC1 and 2 both had the option to go with an isometric design - but they chose not to because it is a poor choice for the type of combat that they wanted to run.
Naturally one of the major experiences and enjoyment that SC2 rendered onto us was the adventure, the exploration, the discovery. But that needs to be considered in separation from the combat system. SC2's combat system was spectacular for its time - and cannot be replicated any other way because any other visual layout requires mouse use to function naturally and intuitively, whereas keyboard/gamepad rely on a simplified axial system to convey the necessary framework for ship combat.
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One last plaidoyer: consider other genres where the isometric view is (or can be) used, the sports sim. Here the action works perfectly fine without a mouse - and the reason for that is that axial precision isn't needed. You have a "pass" button and a "shoot at goal" button. Facing is incidental to the process. The same type of system doesn't apply to SC2-style combat; having a button that automatically shoots at the enemy both dumbs down the combat, as well as making it impossible to lure/feint or lead with shots.