Why can't we set our own targeting priorities for each design?
Firehawk153
First of all, I thought you said GalCiv IV was going to abandon the campaign concept all together and tell mini-stories thru game events itself. Those would initially be simple but more complex campaigh-ish ones would eventually be introduced. Second, if you do make a campaign, please devote more resources to the ending. I actually completed all of the Gal Civ III campaigns and they were very enjoyable but the ending of the Retribution campaign was the most anti-climatic l
Sneak us in a tactical combat mode while you are at it....[e digicons]:beer:[/e]
I think a better question is why can't we change ship role on a per-ship basis? That would offer much more customization in battles and ability to hold a ship back in an engagement, etc.
How about give all weapons on-map range attacks with attack ranges and damage varying by weapon type, similar to how it is in instanced combat today? Give the player an option for on-map combat similar to Civ V and VI and Gladius. Would that take much better advantage of ship movement, space terrain, etc?
Guys let me be the first to say I totally agree that some form of tactical combat or combat input or what not would be great and I've been arguing for that for YEARS. However, if there was ever a dead horse to be beat in the Gal Civ franchise this is it and it seems that the Gal Civ IV franchise isn't destined for that. I don't know what the final combat implementation will look like for GalCiv IV and maybe we'll get some nice options and mechanics added to fine tune engagements b
I like the idea of zooming in on the combat; it would be familiar in concept to any SOASE player and is much more elegant than a separate battleviewer. That being said, I'm going to throw my hat in with Nels above and say if you are going to do that just give us combat on the hex map in a Civ VI fashion.
Yea, the thrusters in GC3 is a perfect example of its combat system's halfway implementation IMO. In an actual tactical setting having faster speed would let you do a lot of things like close faster with the enemy ships or hold the range open. The problem in GC3 was that the combat options present only let you do one thing: charge at the enemy. There was no way to design a ship with thrusters and then give a ship role that keeps it at maximum range from the enemy to take adv
I'm hoping we get an option to change from hexes to triangles just for the heck of it....[e digicons]:D[/e]
I thought I remembered a post that GalCiv IV wouldn't have squares or hexes? Am I just making that up? I thought maybe it was on the steam forums. I wasn't sure how that would work, so glad to see the hexes are retained.
[quote who="Ashbery76" reply="6" id="3806090"] With a game with no tactical combat I dont really understand the point of putting so many resources into a lego designer.It also means the ships never look that good compared to say ES2. [/quote] This +1 For a lot of us I think it boils down to that we have no satisfying conclusive agency to the entire ship design experience in either GalCiv II or GalCiv III. If you think about most 4x's games the sh