InsidiousMage
Emperor
- Joined
- Jan 3, 2021
- Messages
- 1,149
I should clarify by "hypothetical" I meant something people have experience, not does it exist or not. If you haven't played Humankind, any discussion about its combat system is hypothetical since you have no direct experience with it.The fact that they are played by fewer people does not make them 'hypothetical'.
One game you forgot, and which I think is kind of important, is Old World, which also uses 1UPT. Its by Soren Johnson, the lead dev of Civ4 and he goes into why he used it, and brings up an important point that isn't usually discussed here - what do you want the combat system, and the game its in more broadly, to accomplish? I'm pretty sure a key point for Civ7 is going to be to allow players to play peacefully while also not having to commit a large amount of resources to a military to defend themselves if necessary. This is a huge advantage 1UPT and city shots have over other systems.My point is that Civ gamers like those in this Forum tend to view all possibilities as being only those that have been seen in Civ games, and that is much too limited an outlook, as indicated by recent games in the same genre that are trying other methods - not very successfully, I'll grant you.
While I agree that moving individual units on a battlefield is more enjoyable that simply smashing stacks into each other, I don't think that is the primary consideration for why 1UPT will probably stick around for a while. As I already mentioned, it provide other benefits that are hard to replicate in other systems, like low cost defense for players who don't like war. Civ has to appeal a wide variety of players and, by and large, is generally a moreI'll stick my neck out here, a bit, and postulate that what people like about 1UPT is primarily the Tactical Feel to it: the feeling that you are actually fighting individual battles with tactical interactions between flanking, ranged fire, follow-up melee attacks, and finding the best 'mix' of units to achieve economical victory. I will further postulate that any system that can give that same tactical feel And stay closer to the over-all distance and time scale of the game And not extend the time required to play a single turn by multiple amounts will be a winner.
"peaceful" game than its competitors and any kind of combat system is going to have to keep that up.