This EXACT same question came up just a few months ago and it got pretty nasty. The question still stands though why we can't issue some limited pre-battle commands for fleet dispositions or limited targeting orders (such as "stand off" or "close to enemy). Combat in this game is woefully shallow which is a shame considering how much better the game has gotten since release. Hopefully it will get some attention later on down the line.
Firehawk153
Awesome! Looks great guys!
I just want Ashes to have a planetary spending wheel and tactical combat.... [e digicons]O:)[/e]
I agree peregrine, I've requested the same thing in a prior thread. It seems incredibly artificial and gamey to permanently bind the role to the ship design and not be able to change it. The types of engagements and enemies I face can change from battle to battle so why can't my ship behavior change with it?
After seeing what's coming with improvements to AI, reduction of micromanagement and improvments to starbases I'd personally like to see the following 3 things addressed for an expansion: Fleet Combat Right now we've got a basically unbeatable combination with the armored escort ship roles acting as the damage absorbers while the other ships pound away. It seems the other ship roles are sub optimal compared to th
+1 Hats off to Paul, Brad and everyone at Stardock for making phenomenal games and then making phenomenal games better. [e digicons]:thumbsup:[/e]
+1 I actually created a thread about this a couple of weeks ago. I'd like to be able to change the ship role at the fleet or individual ship level.
Sooo back to GalCiv III(not that speculation about future space warfare isn't interesting)... ...So I'll be blunt: is there any room for compromise on combat? Brad says no to individual unit controlled combat but it seems that a large number of us aren't really after that anyway. As many have said, we'd simply like a few more options given to us to influence and fine tune ship combat behavior. The ship role concept is a welcome addition
[quote who="Frogboy" reply="61" id="3552365"] If you want tactical battles, find another game. We will NEVER EVER EVER EVER EVER have tactical battles in GalCiv. [/quote] But you're saying there's a chance, right?
At some point Brad mentioned that they were planning on implementing a "hardcore" combat mode that would take weapon arcs and ship facing and other factors into consideration. If you are going to all that trouble why not just implement tactical combat anyway but whatever...it's their game.
Ash, I asked this very same question just a few weeks ago. I was specifically requesting a dedicated ship role that would allow missile ships to stay at range and leverage their range advantage. And I agree with some sentiments expressed earlier in this thread about the battle system in general. I honestly think the dev had grander plans for it than what we got but it seems that a lot of the more tactical mechanics of combat that were hinted at initially weren't implemen
Yea I don't know what kind of fleet combat enhancements they have planned for the admirals expansion so we might see something then.
Yea i know we can designate a role when we design them but i was thinking of an option to change the role in the ship or fleet detail screen for individual ships.
Just thinking it would add a lot of flexibility if we were able to designate and change the ship role at the individual ship level. For example, I'd like to have my tiny missile ships protect a support ship in one engagement but in another I might want them to aggressively go after an enemy capital ship. As it stands now I would need two identical ship designs with different roles to accomplish this.
That guy looks vaguely familiar....has he been on the dev streams?
Does it come with heated seats?
Still getting this crash on new games even after today's patch.
So I guess my first question is will there ever be a "role" or some other sort of pre-defined behaviour that will allow ships to retreat if a battle gets too hot? I realize that retreat is not currently implemented (and wasn't in Galciv2 either) though I've never been able to figure out why. Second question may be a bit more easy to implement. I'm curious if there will ever be a ship role that allows, say a missile ship, to hold at maximum weapon
In Space voyagers defense there was some kind of pre-battle setup screen or something mentioned by frogboy at some point. The question is that particular piece still in development and will be coming as we near release or is that been dropped. Link to the frog boy's quote is below. http://steamcommunity.com/app/226860/discussions/1/35221031569673689/
[quote who="Larsenex" reply="20" id="3521136"] What is 2T vrs TU? [/quote] The new X-Com's two moves per turn versus the Time Units of the original X-Com.
Wow, the combat is starting to sound like Galciv2 combat all over again. No pre-battle setup like targeting, no ship role assignment changes. Where are the innovative combat changes that we told were coming with GalCiv 3?
[quote who="Werewindlefr" reply="3" id="3517801"] Quoting Space Voyager, reply 1 It seems as though it won't work. If tactical combat would be in, there would be no need for a separate viewer - as you could just as easily watch combat play itself out in a tactical combat mode. I hope I'm horribly wrong though, I
So now that we've got our first look at the battle viewer, can we get some more details on how the fully fleshed out fleet combat will work?
[quote quoting="post"] In the dev stream, there was an opportunity to see the Yor. They don't need food, but their production has to be manually managed for each planet. How much work does that take? Is there a way to do it across the entire empire? I could see this being a micro problem, especially on larger maps with many planets in late game. [/quote] Yor guess is as good as mine.
So no fleet combat in initial Beta 3...is that coming as a later part of Beta 3 or will that be Beta 4?