Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Tactical Land Combat

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Tactical Land Combat Page: [1]
Login
Message << Older Topic   Newer Topic >>
Tactical Land Combat - 4/11/2015 2:30:36 AM   
hyme

 

Posts: 14
Joined: 6/4/2014
Status: offline
Would it be possible to have a tactical land combat added to the game? I thinking something like the old games Star General and Emperor of the Fading Suns. Thank you. I found Distant Worlds to be very fun space game; however, I found the ground combat to be poorly put in the game.
Post #: 1
RE: Tactical Land Combat - 4/11/2015 1:49:07 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
The game has too big a scale for that.

_____________________________


(in reply to hyme)
Post #: 2
RE: Tactical Land Combat - 4/11/2015 2:36:11 PM   
Cauldyth

 

Posts: 752
Joined: 6/27/2010
Status: offline
Normally I'm an advocate for more detailed everything, but I really like the current level of abstraction for planetary combat. Anything more detailed would be a major distraction, as often the space situation requires constant attention while the ground battle is raging. Meanwhile, the current system of combined arms, generals, space control, etc. still provides a satisfying level of control over the outcome.

(in reply to ASHBERY76)
Post #: 3
RE: Tactical Land Combat - 4/13/2015 2:08:40 PM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline

quote:

ORIGINAL: hyme

Would it be possible to have a tactical land combat added to the game? I thinking something like the old games Star General and Emperor of the Fading Suns. Thank you. I found Distant Worlds to be very fun space game; however, I found the ground combat to be poorly put in the game.


Odd,I was just thinking about the same 2 examples but could not for the life of me remember the "Emperor of the fading suns title"........thanks as it was nawing at me.

(in reply to hyme)
Post #: 4
RE: Tactical Land Combat - 4/13/2015 10:46:23 PM   
SunChaser

 

Posts: 2
Joined: 4/13/2015
Status: offline
I agree with the other posters. This game is so massive, I don't have time to micromanage a ground invasion when I have to pause practically every day to manage my empire. The current system is a happy medium between a tactical minigame and autoresolve. It's good enough.

(in reply to Tophat1815)
Post #: 5
RE: Tactical Land Combat - 4/14/2015 6:37:34 AM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline
quote:

ORIGINAL: SunChaser

I agree with the other posters. This game is so massive, I don't have time to micromanage a ground invasion when I have to pause practically every day to manage my empire. The current system is a happy medium between a tactical minigame and autoresolve. It's good enough.


DW with all its management aids is far,far easier to handle than WiTp-AE,WiTe and Witw. Yes,those are turn based but use of the lowest speed setting and pause function make DW controllable.


< Message edited by Tophat1812 -- 4/14/2015 7:38:28 AM >

(in reply to SunChaser)
Post #: 6
RE: Tactical Land Combat - 4/14/2015 6:46:31 AM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
Not any amount of pause would make this game behave as if turn based. Lots of things happen at once during a large war, and adding advanced ground combat would not help at all.

In addition, advanced, tactical ground combat would be one more area for the AI to be poor at.

(in reply to Tophat1815)
Post #: 7
RE: Tactical Land Combat - 4/14/2015 3:58:49 PM   
Tophat1815

 

Posts: 1824
Joined: 1/16/2006
Status: offline

quote:

ORIGINAL: Bingeling

Not any amount of pause would make this game behave as if turn based. Lots of things happen at once during a large war, and adding advanced ground combat would not help at all.

In addition, advanced, tactical ground combat would be one more area for the AI to be poor at.


Ah,I listed some turn based monster games and you took it as me saying the pause button can make DW a turn based game. Wasn't my intent but I see how you could draw that conclusion. No land/planetary combat in DWU is basically set,I was thinking ahead to DW2 and was hoping to get away from the real time land combat system currently in use. In fact I fully agree with you that much is going on at the same time in DW and any advanced rts combat would be clumsy at best.

(in reply to Bingeling)
Post #: 8
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Tactical Land Combat Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.857