Tactical Map

Your other comment is totally off the mark.
Tactical battle maps do not move away from a turn based game.
As implemented in Heroes of Might and Magic III, that is totally a turn based game.
One side moves and then the other.
Nothing is real time.
In a battle, when one of your slots has the opportunity to act, you think about what you want to do and then do it when you are ready. Nothing else happens until you act.

In fact, one could have a turn based game that consisted solely of playing out various interesting tactical map battles.
A different game than Civilization or Heroes of Might and Magic III, but still a turn based game.

It wouldn't move away from a turn based structure, but it would move away from the turn based structure of the game. Battles would take place utilising turns, but presumably not the same turns in which everything else would happen. Unless, of course, you're going to have battles take place over multiple game turns, in which case warfare will be seriously protracted. But assuming that wouldn't be the case, having turns within turns would be a huge departure from the turn based structure of Civ, and the idea that all of your decisions occur within your one turn.
 
The longest turns, in calendar terms, last 6 months... now i'd certainly move around plenty of military units in huge distances between hexes during Medieval or Industrial according to their specific advancements and updat'ed, promotion'ed features.
Thus why i've been pushing the secondary tactical map "concept" that pulls contributing resources within 6 tiles of a central target tile as an "auto_expanding_with_terrain_details" battlefield where skirmishes occur. Solving 1upT, at that.
Sorry for the late bump, but it's worth mentioning even here i think.
 
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