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What do you think of Turn-Based games with Simultaneous Turn Resolution?

Started by Hypnotr0n Sep 2, 2025 at 11:13 PM 4 replies 2.4k views
Original Post
Hypnotr0n
Hypnotr0n

Back in 1994 or so, VGA Planets 3.0 was the first turn-based game I ever played that had simultaneous movement and combat resolution for all players' turns. It was always fun to watch the combat results when you received the turn RST (results) in email from the Host machine.

30 years later and most turn-based games still prefer to use alternating movement + combat resolution.

Do any of you have thoughts on alternating rounds vs simultaneous resolution?

I was just watching at a Let's Play for “Phantom Brigade” on YouTube which is a mech themed game, but the game-play seemed too slow and clunky to me. I believe the problem from my perspective is that the combat between any two units took MULTIPLE turns to resolve. In VGA Planets 3.0, if two opposing ships engaged each other, ONE of those ships was going to get destroyed in that turn (and on some occasion, both could be destroyed.) In fact, if there were many ships on both sides that were all engaging each other at the same point in space, then in the end, only one player's ship(s) would survive or avoid being captured. Combat was very much a zero-sum game… like capturing a piece in Chess. But like Chess, typically you knew which ships would win and which would lose.

For instance, if the Birdmen (aka Romulans) sent 3 Dark Wings to fight an Evil Empire's Gorbie (aka DeathStar) then 2 of those Dark Wings were going to get destroyed, but the third Dark Wing would finally defeat what would be at that point, a heavily damaged Gorbie… unless the player made a miscalculation and didn't put enough torpedoes inside that final Darkwing!

Simultaneous movement and combat resolution just seems more fair to me also.

What do you folks think?

Regards,

-Mike (WWG)

https://www.scificommand.com

P.S. I highly recommend any game designers out there to check out VGA Planets 3.0 if you haven't already. I think the original author, Tim Wisseman, sold it and it's now called VGA Planets Nu.

https://vgaplanets.org/index.php/Where_To_Play

It is a brilliant game really, but Wisseman seemed to lose faith in it's design simplicity (or maybe not fully understand why his own creation was so amazing and beloved) because his attempt at a 4.0 was (in my opinion) a misguided attempt to introduce even more of depth by adding all kinds of complexity to the game which made it impossible to fully grok.

VGAP 3.0 was very much like an asymmetric Chess (but against up to 10 opponents in a single game!). Not too hard to grok, but very difficult to master.

P.S.S. I started some preliminary design on a simultaneous turn based game of my own involving the following 5 factions:

The Spirits

The Ghouls

The Technologists

The Metaphysicists

The Jackasses (yes really!)

I haven't posted anything about the design yet because it's really super early stages, but I'm going for a streamlined 4X+1 eXperience. Im also still working on my “Sci-Fi Command” space simulation and the Keystone Game Blocks framework that supports it.

None
frob
frob

Hypnotr0n said:
Do any of you have thoughts on alternating rounds vs simultaneous resolution?

Hypnotr0n said:
Simultaneous movement and combat resolution just seems more fair to me also.

They both impact the way a game feels and is perceived by players, and they have different layers of fairness.

Another element you didn't really mention is travel time for shots between ships. Turn-based play often keeps it instant, all shots fired are also full hits and the other player takes their turn, but in more active simulations both sides can launch weapons, have their own different numbers of shots in transit, and then eventually take damage that destroys them. A near-simultaneous mutual destruction can happen if the fatal shots have already been fired when a ship is destroyed.

There are also the mirroring of real-life tactical advantages of shooting first to consider. While it can feel more fair to have both get equal opportunities, in the real world sometimes shooting first makes all the difference; a good opening salvo can be the only shots fired.

As for your factions, they don't really mean anything to me. That's more storytelling and less game mechanics / gameplay design. Asymmetric power levels, however, are a design consideration. They are more difficult to balance and I wouldn't recommend it for beginners. I tend to prefer a style of “perfect imbalance” where everything has foils and counters yet everything is ultimately balanced, versus asymmetry like 1v4, but there are stylistic choices and benefits toward each. Both options require a tremendous amount of balancing and tuning, and usually players discover more options that designers and QA don't find during development so players get a few rounds of balancing patches they tend to not like.

Hypnotr0n
Hypnotr0n

Yes. Tim Wisseman did an amazing job balancing VGAP3 with so many asymmetric factions… except for the Privateers (Star Trek's Orion Pirates.) which were somehat overpowered even though they had no powerful combat ships of their own.

They had two major advantages. Their Blockade Runners could travel twice as far per turn with a given engine tech level than any other faction and they had a “rob” attack that would typically be used to rob the opposing ship of fuel which would always occur after movement but before combat. Ships without fuel could not fight and would be subsequently towed away and stolen as prizes and tleventually become part of the Privateer fleet.

But all of the races were fun to play and had their own strategies for how to play them against each particular race.

Lost Colonies of Man - the Colonials from Battlestar Galactica (can replenish fighters in space )

The Robot Imperium - Cylons

The Federation -had the cheaper costs for engines and torps and I think burned less fuel. Had the only ship that could detect cloaked ships)

The Fascists - Klingons (some cloakable ships plus 2x hand to hand combat advantage and I think could have high taxes on colonies without them getting so upset that they riot )

The Birdmen - the Romulans (some cloakable ships but also two really good heavy combat ships)

The Lizard Empire - the Gorn (I think they had 2x mining bonus)

The Cyborgs - the Borg (powerful ships and could assimilate natives on a planet thus requiring fewer colonists to grow their population on those planets

The Crystals - the Tholians (could establish a web that would drain your fuel, could colonize hot worlds as well as worlds with Amorphous natives without penalty)

The Evil Empire - The Empire from Star Wars (had a “dark sense” special ability which would tell them where the Rebels homeworld was if within 200 light years)

The Rebels - The Rebellion from Star Wars

None
LorenzoGatti
LorenzoGatti

frob said:

Asymmetric power levels, however, are a design consideration. They are more difficult to balance and I wouldn't recommend it for beginners. I tend to prefer a style of “perfect imbalance” where everything has foils and counters yet everything is ultimately balanced, versus asymmetry like 1v4, but there are stylistic choices and benefits toward each. Both options require a tremendous amount of balancing and tuning, and usually players discover more options that designers and QA don't find during development so players get a few rounds of balancing patches they tend to not like.

It might be wise to put generic negative feedback mechanisms in place to restrain dominant strategies in general, turning the burden of nerfing them in a satisfactory way into a fun strategic discovery for the player.

For example, if the cost to build a spaceship of a certain type is increased steeply for every similar ship already in service fleets will be forced to be diverse, and if mass production is easy, faster and possibly cheaper many types of “foils and counters” will be more common when needed.

Omae Wa Mou Shindeiru
a light breeze
a light breeze

My preference is simultaneous turns, but immediate actions without waiting for a separate resolution phase. I am impatient. I dislike long periods of time during which I am unable to act, which includes both opponent turns and separate resolution phases. IIRC the later entries of the Age of Wonders series implement simultaneous turns with immediate actions.

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