Thanks for the detailed reply. In terms of maintenance... I don't know, I could eat these words, but I don't know that it would be a huge deal more for us as developers. If this thing takes off, I mean. If it's bringing in so many extra players that it can pay for itself, then that's where I mean the maintenance would not be an issue. It's if we got caught in the middle where it sort of took off, but now we have a split playerbase that has tons of demands, that we'd really be up a creek. And that's never happened before. *cough*
Incidentally, the combat was originally side view, really relaxed in most senses, and really thoughtful, etc. Unfortunately, it was thoughtful in the "pondorous" sense, not in the "mentally engaging" sense. It really didn't work, in the end.
One idea that I have been toying with in the back of my mind is actually being able to build up a roster of mercenary contractors. Basically these would work like the dispatch missions in FFT. You'd have to sink resources into them, etc, but you could dispatch them into combat so that you didn't have to go. That would be one potential form of auto-resolve that is actually more of a game-like thing, rather than just being an interface option. I was thinking about these for non-combat purposes originally, but I think I've found a much better way of handling that without involving the middle layer of contractors (instead costing you sim-time but not real-time). But for combat... I don't know, it could be interesting.
While we are talking about this, let's just step back a minute. Cyborg: If I could wave a magic wand and make some combat that worked exactly the way you wanted, what would that be like? Would it be abstracted away, like Paradox titles? Would it be something more hands-off except for occasional tweaks, like with AI War? Or something else? One thing that I could add to the combat would be an auto-aim option like we had in Valley, where you basically didn't have to worry about targeting. But you would need to worry about switching guns, and moving to appropriate locations. And possibly ability triggering, I don't know. That sort of thing then undermines the people who do like the more action-oriented stuff, because it seems like a cheat to them, but right now I'm really not trying to nail down anything specific, I'm just kind of mulling pro's and con's of every approach I can think of.
I and a number of people think that the current kind of combat is really fun. I think that it is likely to sell the game to a substantial portion of people. However, I think that it is also likely to highly alienate a certain group of more thoughtful players like yourself, and gosh darn it there's no reason that folks like you shouldn't be able to enjoy the solar map parts without the combat getting in the way. The solar map is sturdy enough for that, I feel. But there has to be some form of representation of your involvement in combat, or else a lot of this just doesn't make sense. So that's where we are. I have the one form of auto-resolve that I started working on but then had to set aside a few days ago to work on other things. But it's early enough in to that that I'm certainly open to alternative approaches.
Gotta run for the night, but will check back in the morning. Cheers all!