Reach for the Stars fleet engagement - combat system with great potential

Reach for the Stars is one of the less successful 4X game released two years ago. It has a very linear research tree that focus on planet improvement and ship / ship systems only. There is no non-military victory conditions. There are four types of buildings on 5 tiers to be researched and built on each planet: population, research, production, and infantry trainning, so there are not much options to go for while building colonial improvements. Focus of the game is to get as much production out of each planet, and use those productions to build as many research centers, and research / build the most powerful ships in the greatest number possible to beat the AI. All these lead to the unique feature of Reach for the Stars: fleet strategic engagement

It goes like this: any ships in orbit of a planet (unlike GalCiv, where all the ships in orbit around different planets in a system are displayed together) can be organized into fleets. Each fleet has a total attack / defense value attached to itself. In combat, the player can adjust the distance of engagement, fleet position / formation to gain advantages. The system is very limited, because the player and the AI each keep guessing on which of the 4 possible formations the other will use. Certain formations have defense bonus, some with offensive bonus and designed to be the counter of another. Once the setting for the current fleet turn is set (range, formation, etc), the two fleets engage and all ships fire on the other fleet's formation with a hail of lasers / particle / torpedo / missiles. It has been awhile since I played the game, but each of the above mentioned weapon system has their strength and weakness. Laser is good for mid range attack, with damage reduced

However if the system is improved to be a hybrid of GalCiv / RFtS, where the fleet commander (player) can direct all fires from the fleet on a specific zone of the enemy fleet formation in real time each turn (once the settings are defined, the fleet attack at each other for several rounds real time), such as directing all fires of the Battleships onto a quadrants of the enemy fleet, decimating their support vessles and small combat ships in one or two vollies then deal with their main vessles the next. In Reach for the Stars, the above is not implemented. IF GalCiv 2 implements that feature, it would really distinguish itself from the rest of 4X crowd and maybe draw buyers who are typically from the Homeworld / Freespace base. Myself is loyal Freespace 1 and 2 fan. I didn't get Master of Orions 2 because the extensive micromanagment it has (it felt like work!), I didn't play Civ 1, I played SMAC but not entirely satisfied with the combat system and the lack of Space combat because of the flexibility it offers.

Anybody else had experiences with the Reach for the Stars combat system? Do you think with improvements on more user control, a more flexible formation system (or user defined), and real time combat within each round once the orders are defined and issued, would that make a 4X game more appealing?
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Reply #1 Top
yeah, Star Wars:Rebellion, although a bad game, had a great fleet system. Not exactly 4x, but close enough to galciv to compare them gameplay wise. You could organize your ships into fleets, and when you engaged an enemy fleet, the game would go into tactical combat, with you giving orders on your ships to move/go in formation/fire on enemy ships, along with launching fighters, who you could also give orders too. Graphics were horrid, but combat was still fun. Another thing that game had that this one needs is bombarding planets with ships. If i have a fleet in orbit of an enemy planet, why cant i blow stuff on the planet up (i.e. plantery defense systems)??


edit: that is my biggest complaint with galciv is the combat, and the game would be much better with tactical fleet combat or something similar.
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Reply #2 Top
yeah i was thinking about how that star wars game and galciv is sort of the same except in that game there is no way to win. If you do something the AI won't recruit the person you need to win this always happend to me gameply in that game was all about the AI getting the person you needed to win so instead i controled the whole galaxy (first time playing) game was easy but made me mad how they had it rigged.

But being able to move in from 2d to 3d wit hthe camera was fun to watch the battles.
Reply #3 Top
"If i have a fleet in orbit of an enemy planet, why cant i blow stuff on the planet up (i.e. plantery defense systems)?"

That is true, orbital bombardment has to be one of the highlights of space invasion. Reach for the Stars has it that as soon as the planetary defense are eliminated, the invasion fleet can then orbital bombard the colony just for the sake of doing it. The severity of the bombardment would be determined on how many ships are equipped with bombardment missiles (and what level are they). The animation shows a fleet of warships orbiting the planet, and multiple shockwaves ripple through the planet surface.

GalCiv has interesting options as well, because I've heard about Mass Drivers, Core Detonation (sounds abit extreme to use on PQ20+ planets). I would choose the option to gas the population.


~SDC~