Well, currently ground combat is fire & forget, unlike space combat which is very micro heavy.
Even in C#, it is largely fire & forget, because while you will spend more time designing your units and formations, the only real concern you have to worry about is ensuring supplies & replacement are delivered to the planet. You select front and rear formations, ground-support fighters (if any) and then let the game proceed. With the proposed change, a player would have to monitor ground combat, making it more like space combat in the amount of player attention it requires.
Having said that, I can totally understand that for some players, the ground combat is a tasteless side salad whereas the space combat is the fat t-bone slathered in gravy and spraying thousand islands sauce over the salad will not improve the dining experience for them.
I am with you...
the main point I see, the new Ground Combat chances are really big and a lot of work to do.. so all the work would be wasted if the Ground Combat itself would stay as it is atm - with "click and forget"...
all the good ideas and work that went into the new system should result in a new way to PLAY the Ground Combat - make it more complex (and so micro heavier than atm) like the Space Combat...
It could be better to have less 'realism', but smoother game play. Although Aurora should have a lot of variety and choice, it should not have micromanagement where that detracts from game play.
Well, Space Combat has 5sec turns .. ground combat 6h turns even in C# if I am not wrong.. so I see no problem.. Aurora is played by players who are getting "distracted" from the game every time a tiny conflict in space occurs with sometimes 100s of 5s turns... shouldn't be so much a problem to get a few 6h turns in between... it COULD be a problem when your testgames shows that you need 3-6 month of 6h turns to conquer a planet and the player has to micro 500x per planet but as long as it is not too much I am in favor...
also ground combat is something that is
much more rare (even with the new systems than space combat - and can be avoided by the player in let's say nearly every time if he wants (just bombard an alien planet to kingdom come/don't defend/ignore attacks at your own planets at all
only the defending spoilers are a "fight you have to do" maybe but even than the player can ignore ruins etc... so...
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With all the time, work and thinking which went into the new ground combat it is much more "fleshed out" as in VB6 - which results in the point that it also deserves much more "love" from the player... it shouldn't be too micro right but should be more micro than atm...
also as I said, ground combat is something the player can avoid nearly completely if he wishes... space combat he can not...