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ForesterSOF Vanguard

Joined: 13 Mar 2005 Posts: 34 Location: Borg occupied Terra
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Posted: Wed Mar 22, 2006 12:00 pm Post subject: |
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Along with the ship idea if find that games with multiple unit types (land, air, sea) along with the other common ones is what draws me.
For space you could have regular space ships (can only go sub-light speed), Hyper spaceships (go faster then light but time is not altered) and then let your SciFi mind wander for other types.
This could be tied to ship size and technology.
So instead of 4 types you could have 6 or more types. _________________ You have two choices in life; Explore and Learn, or Vegetate |
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Warcaster Explorer

Joined: 08 Apr 2005 Posts: 22
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Posted: Wed Mar 22, 2006 2:07 pm Post subject: |
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| Zaimat wrote: |
We had originally 4 size ship classes designed.
After reading your feedback/comments we made fighters as their own seperate class. Thus there are now 4 ship size classes that you will be able to design + fighters.
Fighter sized ships were made into a special (fighters bay) that can be outfit onto a carrier. Each fighters bay will be able to carry a complement of 5 fighters.
Each fighter is an individual ship, the number of fighters on a carrier form a squadron and are controlled by the carrier. |
so if a carrier is ordered to attack cruiser A then the fighters will be launched and will attack A also? or can they be directly controlled by the player? (as they are a 5th ship class)
sounds like your motoring now though. i'm liking what i'm reading
warcaster |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Thu Mar 23, 2006 1:57 pm Post subject: |
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For space you could have regular space ships (can only go sub-light speed), Hyper spaceships (go faster then light but time is not altered) and then let your SciFi mind wander for other types.
I originally wanted to make a sub-light and 'hyperspace' but it seemed to be too complex from a gameplay view and introduced a lot of balance issues. Maybe in a future version if I can figure out a simple yet meaninful way to implement it.
so if a carrier is ordered to attack cruiser A then the fighters will be launched and will attack A also? or can they be directly controlled by the player? (as they are a 5th ship class)
Atm, the carrier controls their launch and orders them into attack or defend carrier modes. The AI takes care of the specifics for target selection for the fighters etc. This is simpler for gameplay. But I am looking into adding a manual target selection option. As long as it can be done with 1-2 clicks, trying to keep things as simple as possible. _________________ Horizon - Lead Designer |
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Warcaster Explorer

Joined: 08 Apr 2005 Posts: 22
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Posted: Thu Mar 23, 2006 3:44 pm Post subject: |
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| Zaimat wrote: |
| Atm, the carrier controls their launch and orders them into attack or defend carrier modes. The AI takes care of the specifics for target selection for the fighters etc. This is simpler for gameplay. But I am looking into adding a manual target selection option. As long as it can be done with 1-2 clicks, trying to keep things as simple as possible. |
that sounds great, although having direct control over fighters sounds like a nice idea it always ends up being more of a burden. i much prefer the idea that you've detailed, with the carrier (and hence AI) directing them as if they were a weapon system. its a much better idea. as for the manual target selection, maybe something as simple as:
select carrier A and order it to attack enemy B, the carrier then launches its fighters (in the manor stated above) and attack enemy B instead of any alternative that the AI may have chosen.
That way you really are treating the fighters as a weapons system of the carrier rather than getting into the complicated stuff.
something to chew on if nothing else
Warcaster |
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ForesterSOF Vanguard

Joined: 13 Mar 2005 Posts: 34 Location: Borg occupied Terra
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Posted: Thu Mar 23, 2006 5:09 pm Post subject: |
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For now you may have to use engine size and capability to help distinguish ships. _________________ You have two choices in life; Explore and Learn, or Vegetate |
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Jambi Vanguard

Joined: 07 Aug 2004 Posts: 25 Location: United States
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Posted: Thu Mar 23, 2006 5:17 pm Post subject: |
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| Zaimat wrote: |
| Atm, the carrier controls their launch and orders them into attack or defend carrier modes. The AI takes care of the specifics for target selection for the fighters etc. This is simpler for gameplay. But I am looking into adding a manual target selection option. As long as it can be done with 1-2 clicks, trying to keep things as simple as possible. |
If this happens, will fighters be controlled individually or by groups? I suppose it depends on just how many fighters will be involved in combat. If there will be enough fighters to be controlled by groups then how about this for a suggestion: Have a tab available on the combat screen that says "fighers." When that tab is selected a little horizontal list pops up with fighter icons listing fighter groups (groups can be determined by launch order, fighter group 1 is the first group launched,ect) by order of closest group. Player can select group or groups, then target as desired. A hot key could also be assigned to cycle through closest fighter groups.
If fighters are going to be independent ships then never mind.  |
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Breniir Explorer
Joined: 17 Jun 2005 Posts: 14 Location: Portland, Oregon
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Posted: Fri Mar 24, 2006 11:58 pm Post subject: |
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I like the description that Zaimat gives , it seems strategic, without making it a micromanagement nightmare. StarFleet Command (when it wasn't crashing) did something similar with that one aquatic race that used fighters, but I really liked how Nexus: The Jupiter Incident did it.
Nexus did a good job of controlling fighters, while still providing time to manage the capital ships in your squadron. Each ship carried a limited number of craft, which you could give various orders to depending on the type of craft. Fighters hunted enemy fighters and took out missiles, corvettes were good at taking out subsystems on capital ships, and troop pods could board other ships. The troops were pretty useless except in the single player campaign, but they were capable of destroying subsystems. You could start a fight with fighters guarding your ships, then move to strike a weakened foe (providing you knocked out their AA weapons), or sacrifice your corvettes (bombers, really) to take out the shields on a battleship or something. They had to be refueled and died easily, but could sometimes win a fight for ya.
I hope it's by squadron, Homeworld2 made that change over the original, and it made coordinating fighter groups so much easier. Star Wars: Empire at War is similar. Except for the hero fighter classes, which were a pain to fight but fun to use.
Finally, (yeah its getting long, I know) MoO3's massive fighter swarms got to be rather annoying, especially in the later game where your fighters would auto-attack a planet and leave your ships to defend against the missiles and fighters of your foe. Plus, you never saw much of what the fighters looked like, aside from the drive trails and a small grey dot moving around. |
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Warcaster Explorer

Joined: 08 Apr 2005 Posts: 22
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Posted: Sat Mar 25, 2006 12:55 pm Post subject: |
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| Breniir wrote: |
| MoO3's massive fighter swarms got to be rather annoying, especially in the later game where your fighters would auto-attack a planet and leave your ships to defend against the missiles and fighters of your foe. Plus, you never saw much of what the fighters looked like, aside from the drive trails and a small grey dot moving around. |
have you checked the moo3 community lately?
there has been a whole host of patches that change the way fighters act. they now auto launch but fly CAP around your task forces, dogfighting enemy fighters and missiles until otherwise ordered. its much better. true about the graphics though there are some that are poking around the idea of fixing that to  |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Fri Mar 31, 2006 3:10 pm Post subject: Re: control |
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Once the carrier launches fighters, they form a squadron (a grouping) that is linked to the carrier, the carrier gives the order and you can change everytime the carrier has initiative.
As it stands atm (subject to change) you can give them simple orders (the squadron not the individual fighters) to defend or attack. If set to defend they will defend the carrier and stay close, if set to attack they will attack (the AI determines what but primary target is the carrier's target). _________________ Horizon - Lead Designer |
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Fideach Explorer
Joined: 03 Aug 2006 Posts: 12
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Posted: Thu Aug 03, 2006 11:24 pm Post subject: |
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if anyone has played Dominions, they will know what I'm talking about. with armies, you give the formation, and the orders on what and how they will attack. Now using a similar system like that perhaps with the fighters, with it preselected and set up in buttons for you to hit during battle.. could you just order them to target, or make certian type of enemy ships priority other overs in attack? And if you can target certian systems on a ship to disable them, such as engines, sensors, then be able to set those subsystems as targets on ships in general, or on a certain one, or types. Just a thought.
Also, on the hyperspace thing, a idea to implemented could be done by just adding another "layer" onto the space area of the game. for instance of ship A has the ability and the require equipment (it being an certain type of engine or device installed on the ship) that will allow it to access hyperspace, it just changes the background of space when it enters it to red or so(as per babylon 5). Allowing it to avoid non-hyperspace accessable ships, or those that can, but just aren't actively in hyperspace at the moment. And let those ships that do enter hyperspace, go faster and travel further. The downside being, is that you don't see whats in normal space in there area, so you might miss something, and the equipment required for hyperspace takes up space. That should kinda balance it out. Don't too mention it could be limited to the need of gates, or that its dangereous to travel in hyperspace in areas that in real space, that same space theres a black hole, or some other dense and powerful gravity well. As well that gravity wells could be used as "landmarks' to indicate areas to drop out, so you know where your going.
You could even implement some type of danger to fighting in hyperspace as I believed was said in one Babylon 5 esposide. |
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AerionIstari Vanguard
Joined: 16 Mar 2005 Posts: 33 Location: Columbia, SC USA
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Posted: Fri Oct 27, 2006 3:41 pm Post subject: |
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| Therlun wrote: |
i would like:
-fighters (need carriers to travel between systems)
-patrol boats (for defensive tasks [police] and fleet scouting )
-destroyers/escorts (defensive and support tasks in a fleet and trade escorts)
-cruisers (as "small" battleships, long range explorers, flagships of smaller forces, and as lone trade interrupters)
-flagships (the heavy battleships, flagships of big fleets and carriers)
the most important thing is that every class has its uses though.
in moo2 i never ever have built the smallest two sizes except for scouts in the beginning, and rarely have built the third largest size. |
I agree.
If you add any more sizes then the smaller sizes just become obsolete as larger types come available. |
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AerionIstari Vanguard
Joined: 16 Mar 2005 Posts: 33 Location: Columbia, SC USA
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Posted: Fri Oct 27, 2006 3:56 pm Post subject: |
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I'm curious about the logistics of Fighters. I think of fighters as being a very potent weapon. They are hard to hit but when hit they are completely destroyed. Their biggest weakness is that once they are destroyed, they are gone forever.
In my world, a carrier would carry a limited number of fighters and perhaps some number of replacements. (when designing a carrier, a decision would have to be made as to how much space to dedicate to hangers verses cargo for replacements. Twice as many fighters fit in cargo but they take a stategic turn to ready for combat) Launching fighters is a stategic decision in that you know when you lauch them, some percentage of them will not return to fight the next fight. And fighters don't magically regenerate for the next battle. I know it adds a bit of complexity to the game.
Same idea with missiles. Missiles pack a huge punch and are highly effective a very long ranges, but are expended when used. A fleet would pack a missile frigate to perhaps launch a wave of missiles to soften up an enemy fleet then engage with fighters to take out a key enemy ship or two. Follow this up with a fleet engagement to for the main battle.
In short, I guess, I see both as heavy firepower on demand but with a limited number of uses until resupplied. MoO3 handled these similar to this except the missles and fighters automatically resupplied after each fight.
Conceivably, carrier fleets could be designed as a powerful home defense fleets but because of logistics can't wander far from a shipyard capable planet due to the need for frequent resupply.
Based on some of your other comments, this idea might be more complex than you have in mind, but it might be food for thought. |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Wed Nov 01, 2006 3:03 pm Post subject: |
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Yes that's how it works currently. Fighters when destroyed are really gone (not replenished automatically after combat). Missiles work in a similar fashion.
As for designing the carrier each fighter bay can hold 5 fighters max (1 group). A Fighter bay uses 1 specials slot (see screen).
What's not apparent on the screenshot here is that slots are limited. Beside the fact that you can only have 8 different type of specials on one ship, it is also limited by ship size and size of components you add.
So for example: The largest carrier could technically fill all 8 special slots with fighter bays for a compliment of 40 fighters. But in actuality your carrier may only have room for 2 fighter bays and it will take most of your free space and leaving no room for any other specials you may like.
Re: Hyperspace (Fideach)
I have designed a prototype Hyperspace system for Horizon (including ship techs and all required to enter it), very similar to your ideas (or Babylon 5 style, star control, etc). I really would like to see it implemented but it's on the list of to do things (meaning probably in a sequel). The design for Horizon was originally based on a hyperspace system of travel but was modified to make it simpler (for playability as well as implementation).
I have not played Dominions, I have heard good things about it. One day I'll get a chance to try it  _________________ Horizon - Lead Designer |
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AerionIstari Vanguard
Joined: 16 Mar 2005 Posts: 33 Location: Columbia, SC USA
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Posted: Fri Nov 03, 2006 4:29 pm Post subject: |
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awesome, Zaimat!
Two questions:
1- Can cargo holds be used to carry replacement fighters?
2- Do missiles logistics work the same way? |
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RobHuntingdon Vanguard

Joined: 07 Aug 2004 Posts: 145 Location: Cincinnati, OH, USA
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Posted: Fri Nov 03, 2006 5:09 pm Post subject: |
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| AerionIstari wrote: |
awesome, Zaimat!
Two questions:
1- Can cargo holds be used to carry replacement fighters?
2- Do missiles logistics work the same way? |
Let me add #3 -- can you ship replacements out or does the ship have to "come home" for replenishment of fighters/missiles/etc??
RH _________________ Robert, the Earl of Huntingdon
Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.
Adapted from Sterling, pg. 45 |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Sun Nov 05, 2006 1:59 pm Post subject: |
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Cargo holds are still a work in progress so nothing is certain but it was designed mainly to pickup items/debri/cargo and either to use them or drop them off at a colony/world.
The current method of replenishing fighters, troops or ammunition is to visit a colony system you control (or have a treaty with). Ship repairs are also much faster.
The potential is there for things to be delivered to the ships either automatically in friendly territory or by including support (cargo) ships as part of the fleet. The first method is much simpler to manage and implement as well. Neither are currently. _________________ Horizon - Lead Designer |
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RobHuntingdon Vanguard

Joined: 07 Aug 2004 Posts: 145 Location: Cincinnati, OH, USA
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Posted: Sun Nov 05, 2006 10:36 pm Post subject: |
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| Zaimat wrote: |
Cargo holds are still a work in progress so nothing is certain but it was designed mainly to pickup items/debri/cargo and either to use them or drop them off at a colony/world.
The current method of replenishing fighters, troops or ammunition is to visit a colony system you control (or have a treaty with). Ship repairs are also much faster.
The potential is there for things to be delivered to the ships either automatically in friendly territory or by including support (cargo) ships as part of the fleet. The first method is much simpler to manage and implement as well. Neither are currently. |
I think that if realism is importante you really MUST include some sort of remote resupply. That can be automatic, manual (ships you send), whatever, but there needs to be some way to do it. It shouldn't be cheap, and ideally it should take time as well, if a carrier has resupply on the way and gets caught in combat short of fighters it should pay for it. But failing to include at least SOMETHING along those lines seems like a really bad idea to me. Then again, perhaps if there are no "deep behind enemy lines" situations where it takes you 10 to 20 turns just to get back to somewhere you can reordinance, then perhaps it's not such a big deal...
RH _________________ Robert, the Earl of Huntingdon
Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.
Adapted from Sterling, pg. 45 |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Mon Nov 06, 2006 2:26 pm Post subject: |
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Didn't mean there won't be any means to remote re-supply. It's just not in atm. And how developed it'll be is not defined at this point, at the very least ammunition will be easyer to re-supply vs. say fighters.
It's a relatively simple matter to do it in an abstract method where ships have a % chance of being re-supplied every X period (game option). The chance goes up the closer they are to friendly territory/bases and the opposite the further they are. This makes having a base nearby a strategic advantage and necessary for sustained presence.
The second method of player directed re-supply or actually having cargo ships accompany a fleet adds more complexity and management. Ideally you'll have all these options as a player. _________________ Horizon - Lead Designer |
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Therlun Vanguard

Joined: 07 Aug 2004 Posts: 137 Location: Germany
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Posted: Mon Nov 06, 2006 8:38 pm Post subject: |
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Ziamat please less teasing and more announcing the beta test...
Everything you say just sounds good... nearly too good to be true.  |
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AerionIstari Vanguard
Joined: 16 Mar 2005 Posts: 33 Location: Columbia, SC USA
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Posted: Fri Nov 10, 2006 1:57 pm Post subject: |
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| Zaimat wrote: |
...
The second method of player directed re-supply or actually having cargo ships accompany a fleet adds more complexity and management. Ideally you'll have all these options as a player. |
I vote for the second method! But, having said that, I'd like for carriers and missiles to be powerful enough worth the extra hassle. Of course, not to the extent that they would be unbalanced.
Worth considering is expendable point-defense weaponry verses non-expendable weaponry with point defense missiles and chaff being examples of expendable defenses verses lasers and ECM being examples of non-expendable.
Then there is the ECCM verses ECM designs.
Also scout ships with long range sensors and how that may factor in with targeting computers and ECM and ECCM.
But hearing Zaimat talk is getting me excited about this game, for sure!!! |
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