RTS battles

sampedestal

Warlord
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i don't know if anyone's thought of this yet... in every civ3 game i played, there's always been a couple battles i wish i could've personally led (warrior attacks hoplite and somehow wins, massive counter-siege manevuer near ur captial...) i think that the best way to do this would be to have RTS battles. of course, the fact that they would lengthen the game significantly means that u'd have to be able to decide whether to lead the battle or not. the archer-vs-barbian warrior battles and whatnot can and should be left to the more abstracted combat. but the forty calvary vs. five infantry is another matter (yeah, i'm suicidal :-D). the combat itself should be waaaaay more strategic than normal, with emphasis placed less on the rock-paper-scissors of units (or not at all) and more on the enviormental advantages, ie height and flanks. not to mention that the armies should be comprised of the number of troops that would be expected in real life.
 
At least as far as the turn-based strategy and RTS combat are concerned, there is a nice hybrid already: the Total War series.

People on this forum are predominantly against tactical combat. Pity! If I could get a Civilization-style turn-based strategic game combined with Medieval-Total-War-style RTS combat, I'd be living a dream. :)

Well, anyway, not meaning to advertise or anything, but you could go check this out: http://www.totalwar.com/community/rp1.htm
(some screenshots from the upcoming Rome Total War, just click on the arrows)

Due to be released this Fall.

I personally have stopped dreaming that Civ4 would get an even remotely realistic combat system. From what I've read so far on this forum, it seems even most Civ fans don't want it.
 
I am very much against RTS hybid in Civ. I like my Civ with a fast resolution turn based combat.
 
Civ is turn based and it would be a huge change to allow real time battles where battles can be won by the player. Potentially allowing the player to command battles would completely unbalance the game as a skilled player might win all his battles and find it too easy to defeat the AI... Also like its been mentioned the total war games already cover this idea very well and if civ was to move towards this idea then they would have to spend a huge amount of development time to catch up with the total war series, especially as Rome Total War looks very impressive at the moment.
 
Well, actually I was thinking more along the lines of a turn-based tactical combat (MOO2-style) but even that seems unacceptable in the eyes of most Civ players. Bumping units against each other, one by one, seems the preferred option. I won't argue with that. People are different. As much as I would like to have tactical combat in Civilization, I realize that my wishes are highly unlikely to come true, so I'll be drooling for Rome Total War and will be playing Civilization occasionally (along with some other turn-based Empire-building games).
 
Would you like starcraft 2 to be turn based?
I don't think so
 
Shirastro said:
Would you like starcraft 2 to be turn based?
I don't think so

I'm not sure I understand the point here.

I, for example, was saying that I prefer tactical combat (either RTS, or turn-based) but I never made any implication whatsoever that I would like an RTS game to be converted to a turn-based game.

Or, whose post are you referring to? I'm speaking for myself but I cannot answer for anybody else.
 
I think he is pointing out that changing Civ to include an RTS element would be the same as changing an RTS game to include TBS.
 
Civilization is a game is which you nearly control every aspect of your Civilization, except the wars you fight. Bumping units into occupied squares doesn't reflect the intensity of a full-scale war.

A nice TBS with a good combat system is Age of Wonders. You bump your squad of Trolls into an elven-square and you're prompted with a nice battlescreen which shows the odds. If the odds are good, just simulate the fight in Civ-style. If the odds are against you (or you want to fight for yourself) you can control your units during the fight. In AoW, the tactical action is turn-based.

Civ should have this option too! But instead of turn-based it could also be real-time, or an option to choose between those modes.
In turn-based the movement rate (A/D/M) decides the amount of Action Points. For instance, a movement rate of 2 gives 20 Action Points. Moving costs points, as does firing. And what do think of special actions like booby-trapping!
In real-time the movement rate decides the speed of the unit. Not just for moving, but also for firing, bombarding etc.

To make it a little more interesting, a mix of strategy and tactics; call in support.

01 02 03 04
05 06 07 08
09 10 11 12

Lets say, an English Armor in square 6 attacks the Roman Mech. Inf. in square 7. In the tactical battle screen you'll your Armor Group (1 unit = a complete squad) facing the Mech. Inf. The action takes place on the border (more on this later on) of 6 and 7. Squares 3 and 4 are occupied by Romans. During the battle, the Romans can ask for back-up by one of these or both squares. The unit in square 3 will arrive sooner than 4, because 3 is closer to the 6/7 border.
But what if another English Armor occupies square 8 and the English ask for backup... Ambush baby! On the tactical screen the Romans are surrounded by the units of 6 and 8.
And what to think of an English artillery unit in square 9 or 10? Artillery support for the English. Ask them to fire and they'll shoot at the Romans (10 fires more accurate than 9) or maybe ask them to roll in, so you can control them in the tactical screen.
But the Romans aren't stupid and got an airfield in square 12. Air-support for the Romans (Romans? Air support? a Civ-wonder!), you'll get the idea by now, right?

The action takes place on the border, but offcourse that's not always the case;
-If the English in 6 have stealth, the action takes place almost in the center of 7, because 7 wasn't able to see the units coming in from 6.
-But if the Romans in 7 have units with radar OR an Radar Outpost in that square, they'll spot the English early and the battle can take place in 6 if the Romans decides to go for a frontal head on clash OR they can take defensive stands, build some improvised bunkers or hide to ambush the English

Another hypothetical case:
What if square 7 is a city? That would make the fight really special. Big beefy armors won't do well in a city, so a simple tankrush victory is out of the question, UNLESS the city is completely leveled with bombers and we now how long that takes in Civ3. And city improvements and wonders may get damaged or blown up. Taking a wonder-filled city is completely different from taking some colonial outpost.

And offcourse the terrain type does matter. Most units will move slower in the jungle, mountains, swamp, desert. Guerilla against Armor in the jungle becomes a great idea!

But if you don't like this, just choose to simulate the battle. But I would love the implentation of tactical warfare (either TB or RT) in Civilization 4! It won't have to be as fancy as C&C Generals or something, something isometric non-3d engine would work for me.
 
Problems with RTS combats:

- Would give the human an even larger tactical advantage than we already have...most tactical combat games I've played, you can get 50:1 kill ratios or better, even when seriously outnumbered. Give the human equal numbers and we might never lose a unit. Too unbalancing.
- Play Time. Some of us are perfectionists and would control even "boring" cavalry attacking red-lined longbow battles, just to be certain we didn't even lose the equivalent of a single hp. A game would go from a few weeks to several months. Ugh.
- Development Time. Civ is already a quite large game, with diplomacy, terrain improvements, espionage, etc. Adding what amounts to almost an entire new game (tactical combat) on top would make the game take even longer to develop...or, more likely, would mean something else would get too little attention. Neither is a pleasant alternative for me.

Like many things in Civ, combat is abstracted. That's what gives Civ its breadth, which is seen by many of us as a net positive. City controls are abstracted, terrain and improvements are abstracted, production power (shields???) is abstracted, combat is abstracted, etc. etc. etc. I, personally, like the abstraction, so I don't get too bogged down in details and can actually finish (and ENJOY) a game.

Arathorn
 
Wow, Arathorn, you nailed it.
 
I largely agree with Arathorn but it is possible to create RTS battles where the human player doesn't have a huge advantage although with practice the human player is always going to have a slight edge and of course this adds to development...
 
t0mme said:
Civilization is a game is which you nearly control every aspect of your Civilization, except the wars you fight. Bumping units into occupied squares doesn't reflect the intensity of a full-scale war.
I think you mean "battles you fight" - there's plenty of control over the overall war, just not any control over the individual battles.

Anything Real-Time should be avoided for Civ 4 - there's a substantial portion of Civ players who enjoy Civ because its not real time. There's never any hurry to decide anything or worry that you need to click a button at just the right time.

Turn-based tactical combat would be more acceptable, but the problem is that it would still take up way too much time: both the players' and the developers'. The developers only have a finite amount of time, money, and resources to put into the game, and creating an entire sub-program dedicated to tactical combat would suck up a lot of resources that I feel could better be spent elsewhere, especially since I usually wouldn't bother playing the individual combats because it would suck up too much of my time.

If playing out the combat yourself rather than just accepting the odds Civ-style provides any advantage (in your example you suggest doing it when the odds are against you) then players will be forced to use this feature to beat the higher difficulty levels, in which one wants every advantage one can get. In other words, while you could make it technically "optional", the only way to make it actually optional from a practical perspective is to make it so that your tactical choices have no affect on the outcome (in which case what's the point). As long as good tactics during a battle can increase your odds of winning, then players will be pressured to use this feature whether they want to or not. Even in cases where you'll clearly win or lose, on high difficulty levels it might make a big difference how badly you win or lose, so you'd be pressured to manage the combat yourself in every single case, not just the close battles.

Furthermore, even if I assume you meant "battles" and not "wars" when you complained about lack of control, I still think you're wrong on that count. You don't control every aspect of you civ except the battles. You don't control what neighborhood within a city a temple gets built in, nor what percentage of the food a city produces gets put into the granary, not what any specific citizen eats for lunch on any given day. Everything in the game is an abstraction, in which you control the big picture but not the tiny details. Why should the game focus on letting you manage the details of combat, instead of, say, the more intricate details of aqueduct building or scientific research. The point is, there's no way the game can be infinitely detailed, and I think the current level of abstraction is pretty reasonable. Making combat less abstract (giving you more detailed control) while at the same time not changing the abstraction-level of other parts of the game would have the effect of shifting the focus of the game towards combat, and then it becomes just another wargame. I don't want to spend all my time managing combat: I also enjoy managing diplomacy and exploration and construction of things in cities and so on. Tactical combat would make combat take up a bigger percentage of a player's time, and therefore make all those other things take less of a players time. I, for one, don't think that's a good thing.

I'd much rather they focus any changed to combat on making things more interesting at the current "strategic" level, rather than introducing a whole new "tactical" level. For example, in Civ 3 they made the way artillery (and catapults, etc.) work much more interesting than in Civ 1/2, in which artillery were just units with high attack values. Also, adding resource tiles that may need to be defended, and being able to cut off trade by blocking certain tiles or pillaging roads, etc, made for more interesting military strategies. Further improvements along these lines, to the existing abstract, strategic combet model, would be much more welcome than a "realistic" tactical simulator that will make every battle take minutes instead of seconds.
 
rts combat would indeed slow the game down to a painful crawl. but then theres always those mega-battles that u wish u could've seen. there could be a minimum unit cap to do an rts battle, maybe.
as for a tbs starcraft: if they made it, heck yes! someone could do a civ3 mod of it or something (not very good with graphics stuff)
 
judgement said:
Furthermore, even if I assume you meant "battles" and not "wars" when you complained about lack of control, I still think you're wrong on that count. You don't control every aspect of you civ except the battles. You don't control what neighborhood within a city a temple gets built in, nor what percentage of the food a city produces gets put into the granary, not what any specific citizen eats for lunch on any given day. Everything in the game is an abstraction, in which you control the big picture but not the tiny details. Why should the game focus on letting you manage the details of combat, instead of, say, the more intricate details of aqueduct building or scientific research.

Turn off the city governor and you'll find out there's enough to tweak in your city. And I never said I want detail! I don't want to decide what my people eat for lunch, you're right on that one, but I'm also not going to decide how much ammo my troops carry how much petrol my armor gets.
What I'm trying to say is that you can "control"/influence many parts of the
game, but not warfare. The fighting as it is now comes down to a judge's call.
Furthermore, warfare is an important part of the history of civilization. There has been great leaders or countries that started out as the underdog and came out on top. The Dutch navy against the Spanish Armada, the Vietcong against the superior Americans. It may be doesn't happen much, but it has happened. In my opinion, a great leader is a genius on a strategical and tactical level. And as long the tactical level isn't implemented in Civ, it really is a light-sim along the lines of C&C, AoE, RoN etc. I want a game thats simulates civilization in every way.
I don't mind if it slows down the game, but as I said before, it should be an option. If you don't like it, don't use it and you'll never be forced to fight tactical and it doesn't slow the game down. I can handle games that lasts over 60 hours, I have enough patience.
And I don't know if it's an advantage for human players. There're enough RT and TB tactical games that are friggin' difficult. It al come's down to A.I. and if Firaxis doesn't deliver a solid tactical A.I., there are enough people here who can mod it. I play Total Annihilation with a modded A.I. and it's near impossible, so it doesn't mean tactical combat is an advantage for the player.

Just add this tactical level to the game, and if you don't like it, don't use it.
 
Would it be that much fun to play battles that you know you wil win since you have superior troops that will win?
 
The tactical aspect of fighting in Civ has always been rejected by the designers. They have cited that they don't want to make Civ "...just another wargame". I agree with their thinking. Judgement and Arathorn pretty much summed up my thinking on this.

One problem that no one has mentioned is that PBEM and online playing would be crippled by having RTS battles.

As for the North Vietnamese defeating superior Americans: the Vietcong never won any major offensive, any major battle or took any major city and held it. North Vietnam took out South Vietnam after all of the American troops had left! One American general was talking to a Vietnamese counterpart (I think it was the late 70's or early 80's) and commented, "You know, you guys never won a battle against us." The Vietnamese general answered, "Yeah, but it didn't make any difference. Did it?"
 
I think that the RTS part could be nice and fast - there won't be resource gathering. No you start with exactly what was in your Army. Then the battles will be pretty fast and fun too. And it will make armys a whole lot more important.
 
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