A Ground Invasion System is a complicated, micro-management heavy, total over-haul that forces players to focus on ground invasions and make tactical and strategic decisions specific to each unit's movements, attacks, etc.
I don't want this. I don't think anybody wants this. Wiz certainly doesn't want this.
A Ground Invasion Simulation is (to the player) simple, completely free of micro-management, requires absolutely zero attention or focus, and happens as long as the player hasn't paused the game.
We already have this.
All I want (and many other people, I think) is a more interesting Ground Invasion Simulation.
If you think that's dumb, and a bad attribution of development resources, hear me out:
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Ship to ship combat is also a simulation, and not a system. Players currently have the same control over ship to ship combat as they do over ground to ground combat. You can hit abort or you can watch. That's it.
They both run unit specific math in the background.
The only difference is that one of them is pretty, and the other is ugly as sin.
All the recent threads have asked for (in the simplest form expressible) a prettier, more-interesting-to-look-at ground-to-ground combat.
I honestly don't think that's a wild demand. It certainly isn't the sort of thing Wiz has openly expressed contempt for.
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And here's the reason why ground-to-ground combat should be pretty: aesthetics makes or breaks games. If people can't feel immersed, many players simply can't have fun.
Stellaris could just be on a spreadsheet, but it wouldn't be too much fun. Thankfully, it's got beautiful star-ships, lens flares everywhere, a gorgeous galactic back-drop, and lovely planetary and stellar palettes.
The only aspect that doesn't feel real right now is ground-to-ground combat and, in general, land armies. They just seem like 1s and 0s during combat and occupation.
I can't be the only one who creates Xeno-morph armies or Gene Warrior armies and is upset that all I get to look at is an un-representative green circle within an un-aesthetic UI.
I don't want this. I don't think anybody wants this. Wiz certainly doesn't want this.
A Ground Invasion Simulation is (to the player) simple, completely free of micro-management, requires absolutely zero attention or focus, and happens as long as the player hasn't paused the game.
We already have this.
All I want (and many other people, I think) is a more interesting Ground Invasion Simulation.
If you think that's dumb, and a bad attribution of development resources, hear me out:
---
Ship to ship combat is also a simulation, and not a system. Players currently have the same control over ship to ship combat as they do over ground to ground combat. You can hit abort or you can watch. That's it.
They both run unit specific math in the background.
The only difference is that one of them is pretty, and the other is ugly as sin.
All the recent threads have asked for (in the simplest form expressible) a prettier, more-interesting-to-look-at ground-to-ground combat.
I honestly don't think that's a wild demand. It certainly isn't the sort of thing Wiz has openly expressed contempt for.
---
And here's the reason why ground-to-ground combat should be pretty: aesthetics makes or breaks games. If people can't feel immersed, many players simply can't have fun.
Stellaris could just be on a spreadsheet, but it wouldn't be too much fun. Thankfully, it's got beautiful star-ships, lens flares everywhere, a gorgeous galactic back-drop, and lovely planetary and stellar palettes.
The only aspect that doesn't feel real right now is ground-to-ground combat and, in general, land armies. They just seem like 1s and 0s during combat and occupation.
I can't be the only one who creates Xeno-morph armies or Gene Warrior armies and is upset that all I get to look at is an un-representative green circle within an un-aesthetic UI.
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