Arathorn said:
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.
I just quote Arathorn's statement, since he expressed very well, what on the one hand really frightenes me about the conservatism of some players, and on the other hand give a good reason why *NOT* to implement a RTS/TBS/whatever system - though I'd still like the CTP-type of combined arms.
1) People complain about the human would get too much advantage.
This to a certain degree may be right, but is covered by the higher levels of Civ3 already. Not, that the AI would be better but it has more bonusses (spelling?)
Why not give the human player a chance to equalize this by his superior tactical skills? It has been reported that some players even beat SID. Does that mean that Civ3 is less fun for the average player? Or less frustrating?
2) Play time
As it has been proposed, the tactical combat would be an option. An option means, you just don't have to do it by yourself. You may let the RNG manage the outcome, nobody forces you to take the tactical command.
With the argument of play time as Arathorn has put it, we will face only tiny maps in Civ4. Does this really make sense? I doubt it.
3) Development time (and needed development experience, as I may add)
To this one I have to agree completely, and that is the reason why I would prefer more concentration on the overall game as well.
It is very likely, that trying to put too much into a single game will have negative consequences for the overall outcome. So, Firaxis should stick with what they should be good in.
After all, we don't expect to have a flight simulator in it as well, do we? Or a "Silent Service" sequence... And some "Sim City"... And "Ports of call" for our trading ships.... and..
You get the picture.
Nevertheless, I would kindly ask not to be uber-conservative.
There is quite some space for the game to be enhanced, and if certain enhancements were made optional, it would be up to the player to decide whether to make use of it or not.
For instance, I partially make use of the city governor, partially not. This is an option, and it is good that it is. Nobody forces me to do all the micro-management, nobody forces me to leave everything to the (not very good) governor.
And last, I still would like the adoption of the CTP combat system
