Captainspire wrote:If they could make the combat sequences more live than turned based it be easier, but on the same token, it's still an I go you go and who ever has the better numbers wins, It's a difficult balance.
I've thought about this a bit, and it's a pretty tough problem to solve.
There's a few different ways to handle initiative in combat. The current method is simple and scales well, although it lacks some strategic depth. Moving to a system where each individual ship is assigned its own initiative value would work fine for small battles, but becomes ridiculously unwieldly the larger the battles become.
Trying to move to a pseudo-real time system as seen in many BioWare RPGs would lead to the same problem surrounding scalability, not factoring in the issue that some players enjoy taking their time and analyzing their choices before deciding on a course of action.
About the only reasonable change I can think of is moving to a 'block' initiative system, where ships are grouped in their movement order by their hull class/some assigned value, and move based upon that. For example, all destroyers would go first, followed by cruisers, then battlecruisers, etc. etc. Ship systems could be implemented that enable larger ships to move up in the order at the cost of firepower (otherwise big ships can be designed to serve as init-hogging glass cannons). You'd be able to move all your ships in a particular class at once, helping overcome battle scaling issues. Defenders would still get the first move, although it'd be a much smaller advantage that it currently is since only their smallest ships would benefit from that; if they had no destroyers for example, they'd end up forfeiting that move.
Another possibility would be to break movement and shooting into two separate phases - everyone moves their ships first (attacker here gains the first move, giving the defending player the advantage by allowing them to counter those moves), then both sides fire.