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Sabin Explorer

Joined: 07 Aug 2004 Posts: 13
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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How will you be handling Ground Combat in the game... if any at all? _________________ Where are we going?
and what's with this handbasket? |
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Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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I think that the troop movements of MOO1 were perfect in their simplicity. I imagined it as forced conscription of a local populace.
The overall system is unemcumbered by differnt types/models of units. The player merely upgrades armement and provides it to the population being forced into the miltary.
Recent games have tried (and failed) to flesh out complex ground attack systems. I say keep it simple. Although, I would like to see some sort of tactics . Kinda like a play book. The attacker picks a play and its outcome is weighted against the defenders 'called play'. Combat modifiers would be prioritzed, but a well-called 'blitz' would put the smackdown on a 'quaterback sneak'.
(If this makes no sense, sorry 'cause it makes perfect sense in my head.)  |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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[Ravana]
Interesting that you describe weapon's bays separately from attack/defence systems. Would you be able to define the difference between the two components |
The weapon bays house the actual weapons/bombs/etc. Where as the attack/defense systems part of the core are the guidance systems for the weapons or jamming defensive systems.
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[Ravana]
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| [Zaimat]All ships have the same amount of core systems (8 including engines, scanners, attack and defense systems, life support, etc) |
I take it these are the elements that will most certainly be upgraded automatically in dry dock? |
All of the core systems do. But so can certain weapon/misc systems.
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[Ravana]
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| [Zaimat]Weapons and misc bays are based on ship class size. These are still subject to change but for example a small ship has 2 weapon bays and 1 misc. |
If that is so, will ship components have size limitations? E.G. you cannot put phaser 4s in a frigate. (Shame you can't do that in SFB!) Perhaps some weapons/systems will get smaller with technological proficiency as in MoO2. |
Certain ship components will yes, things like ground troops quarters don't fit on fighters, neither do colonization modules, heavy large sized weapons etc. Miniaturization will be specific to certain components, not an all encompassing advancement.
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[Ravana]
May we expect additional "modules" for ships such as scout labs, scientific or weapons research labs etc? If so, I would imagine that some of these modules might rely upon the hull size of the parent ship too.
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There will be quite a selection of modules housed in misc bays. The list of things is still growing..
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[Ravana]
EDIT: With regards to redflag's earlier comments, will our transports have any capabilities to "distribute" colony personnel? I suppose I'm thinking in terms of boosting new colony growth through an increase in the workforce. |
There are no plans to allow *military* transports (the types the player controls) to ferry people over from one planet to another. When you colonize a planet, you have a few thousand "volunteers" who setup camp on the new planet. After that, it's all based on the "conditions" for the colony to attract new people.
This maybe due to rich resources, overpopulation on your homeworld, low or no taxes (or in fact grants to the planet), arable land and many other factors some of which you have control over.[edited] |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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| [Sobriquet] I think that the troop movements of MOO1 were perfect in their simplicity. I imagined it as forced conscription of a local populace. |
Depending on the government type (if they have totalitarian control) it's believable that they can get up to a third of the population (of age and able to fight). Transporting and maintaining even a fraction of the people off-world is another thing alltogether.. |
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Ravana Vanguard

Joined: 07 Aug 2004 Posts: 139 Location: United Kingdom
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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Thanks for the clarifications Zaimat. It would seem that I, at least, view these things in terms of past games. (Then again, don't we all?)
You were understood loud and clear Sobriquet. In essence this isn't a bad plan as I've often thought that despite having a simple ground comabt system, this should not prevent the importance of a single planet turning into a long, drawn-out battle. How often do you read this in sci-fi, only having never seen it in a strategy game?
Look at Nu-Earth in 'Rogue Trooper' - that planet was the conerstone for both groups' interests in space. Neither was willing to concede it. Initially from strategic concerns, and then out of pride (and stupidity).
I would imagine that with some application of "factored" combat, you could utilise your method to produce a convincing ground combat system. Terrain, supply, equipment, air/ground support etc. could all be allocated to the matrix and the defenders would have the advantage in comparing the "scores". Even if the assault was a success, the attackers may find they have to win against continued guerilla warfare. Blockading would really play an important part in space strategy that way. |
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Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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| [Ravana] Even if the assault was a success, the attackers may find they have to win against continued guerilla warfare. Blockading would really play an important part in space strategy that way. |
I agree with this sentiment. There are many different aspects to a good strategy game. Some tactical, some strategic. The ideas are endless. It's the proper implentation of them that so far has been sadly lacking.
I'd like to see options for, military blockades, pirates, forced labor, genocide, forced migrations, economic sanctions, political assassinations, complex espionage/sabotage operations, scorched-earth policies, robust trade, active diplomacy . . .
. . .damn, I'm ranting again. |
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Ravana Vanguard

Joined: 07 Aug 2004 Posts: 139 Location: United Kingdom
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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[Sobriquet]I'd like to see options for, military blockades, pirates, forced labor, genocide, forced migrations, economic sanctions, political assassinations, complex espionage/sabotage operations, scorched-earth policies, robust trade, active diplomacy . . .
. . .damn, I'm ranting again. |
Rant on McSobriquet...It's nice to see someone interested in the same options as me!  |
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The Griffos Explorer
Joined: 07 Aug 2004 Posts: 19 Location: Australia
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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Zaimat - just checking to see if there is anything you can feed us in the way of an update on ground combat.
Not nagging - just checking.
Can you give us any indication wether we will actually be able to see some kind of graphical display of the actual fighting.I feel this gives more of a feeling of the combat actually occuring rather than just a set of stat's telling you the results or ongoing situation.
My thoughts are that the actual graphical display is really important - being able to control what happens would be good but not essential if not available.
Cheers |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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We are trying to make the ground combat as visual as possible but keeping it more of a general's perspective.
Meaning you won't be seeing actual soldiers/tanks shooting at each other but a representation of divisions and armies. _________________ Horizon - Lead Designer |
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Ravana Vanguard

Joined: 07 Aug 2004 Posts: 139 Location: United Kingdom
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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| So more like 'Risk' than 'Squad Leader'. Sounds groovy to me, but we will have some control over deployment and combat at all? |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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I don't want to say more at this point because it's still too early. There will definately be some decision making. _________________ Horizon - Lead Designer |
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Ravana Vanguard

Joined: 07 Aug 2004 Posts: 139 Location: United Kingdom
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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| [Zaimat] There are 3 parts to ship construction (design). Weapon bays, core systems, and misc bays. |
Interesting that you describe weapon's bays separately from attack/defence systems. Would you be able to define the difference between the two components, as I take it that weapon bay does not solely mean fighter/bomber launch bays?
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| [Zaimat]All ships have the same amount of core systems (8 including engines, scanners, attack and defense systems, life support, etc) |
I take it these are the elements that will most certainly be upgraded automatically in dry dock?
| Quote: |
| [Zaimat]Weapons and misc bays are based on ship class size. These are still subject to change but for example a small ship has 2 weapon bays and 1 misc. |
If that is so, will ship components have size limitations? E.G. you cannot put phaser 4s in a frigate. (Shame you can't do that in SFB!) Perhaps some weapons/systems will get smaller with technological proficiency as in MoO2.
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| [Zaimat]All weapons, bombs, etc go into the weapon bays where as everything else (such as troops) in the misc bays. |
May we expect additional "modules" for ships such as scout labs, scientific or weapons research labs etc? If so, I would imagine that some of these modules might rely upon the hull size of the parent ship too.
EDIT: With regards to redflag's earlier comments, will our transports have any capabilities to "distribute" colony personnel? I suppose I'm thinking in terms of boosting new colony growth through an increase in the workforce. [edited] |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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There are 3 parts to ship construction (design). Weapon bays, core systems, and misc bays.
All ships have the same amount of core systems (8 including engines, scanners, attack and defense systems, life support, etc)
Weapons and misc bays are based on ship class size. These are still subject to change but for example a small ship has 2 weapon bays and 1 misc.
All weapons, bombs, etc go into the weapon bays where as everything else (such as troops) in the misc bays. Of course there are other factors, for example you need a medium or bigger size ship with a misc bay free for ground troops quarters.[edited] |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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There is basic ground combat in the game thus far. A pre-liminary version. It will be seeing some changes soon. I will speak more on it when I can.
I know some folks would like to see a major effort put into a detailed ground combat in a TBS. And we have considered even tactical ground combat implementation where you can move, position and fire with your ground troops but alas it would require too much resources so those ideas are on a list of things for a future version. _________________ Horizon - Lead Designer |
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redflag Voyager
Joined: 07 Aug 2004 Posts: 3 Location: United States
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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| why not use the ground combat concept of a verry old pc game called Stellar Crusade or even the ground combat idea of MoO3. Basically you build divisions just like you build ships( armored divisions, infantry divisions, special forces) Each different type of division would have its advantages and disadvantages.[edited] |
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The Griffos Explorer
Joined: 07 Aug 2004 Posts: 19 Location: Australia
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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If possible I would at least like to see some kind of graphic display of ground combat - didn't like it in MOO3 where it was more of a radio show - even if we can't get to tactical control it would be great if we could at least plan the tactics then watch them played out (actually seeing shots fired & troops hit etc) - maybe something similar to MOO2 but with updated graphics would be good.
Thoughts anyone? |
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Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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[The Griffos] If possible I would at least like to see some kind of graphic display of ground combat - didn't like it in MOO3 where it was more of a radio show - even if we can't get to tactical control it would be great if we could at least plan the tactics then watch them played out (actually seeing shots fired & troops hit etc) - maybe something similar to MOO2 but with updated graphics would be good.
Thoughts anyone? |
I agree. Something visual will go along way towards establishing a connection with the game. Tactics would be a great addition, however, if you're limited in what can be implemented at least give the player some minions that he/she can care about. (or at a minimum watch die horrible beam weapon induced deaths.) |
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Ravana Vanguard

Joined: 07 Aug 2004 Posts: 139 Location: United Kingdom
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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I remember the MoO2 ground combat all too well Griffos! It was cold comfort really to know that your troops were equipped with the best the empire could field. Not being able to control them was annoying, as was the inability to deploy anything other than troops; seemed a bit redundant to produce battleoids or tanks really. I can't say that I've ever seen them used in planetary defence.
With IG2 we had tanks, "artillery" and air support against mobile and static defences. With the right equipment late in the campaign, it was the only type of battle I bothered about. Fleet combat was too messy, but with individual control you could achieve objectives without losing tanks. Something the computer never managed to do.
Whilst nice, I suppose it's all moot really, as there are far more important things to finish and "get right".
We'll probably have to wait for Horizon to sell phenomenanlly well, so we can see ground combat fully realised in H2.  |
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redflag Voyager
Joined: 07 Aug 2004 Posts: 3 Location: United States
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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The combat could be abstracted like most other spaceplotation games are except it would be nice if you could have armies rather than settlers fighting for a cause. No more sending everylast person/baby from a planet you own to invade a planet you want.
Heres an idea. Only part of your planets population is elegible to form infantry(either a constant percentage of the total planet's population or whats in the age group). When you construct a land unit it deducts from the manpower that is elegible. If you want to increase the available manpower you lower the standards of your recruits.
A land unit can be like a folder. You can add/remove artillery, tanks whatever to the folder. The only thing that is constant is the land unit's manpower. For example an empty folder requires say 10 population points. The more stuff you add to the folder(tanks, Field hospital, upgrades etc) the more it costs to maintain a turn and the larger amount of transport space is required to move it from planet A to planet B. The land unit folder could have multiples of the same upgrade example 2 tank icons instead of just 1 tank icon.
You also have a Army folder. This army folder takes up some manpower to represent the HQ. Unlike the land unit folders this army folder does not take up any space. Its function is to link multiple land units together so they attack together/more efficently. There would be a limit to how much stuff you can cram into this folder.
[edited] |
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Ravana Vanguard

Joined: 07 Aug 2004 Posts: 139 Location: United Kingdom
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Posted: Sat Aug 07, 2004 10:04 pm Post subject: |
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The population control figures are similar to the units in ST:Armada - particularly in ST:A2. Planets produced a certain number of officers/recruits which could be "upgraded" by the building of additional space stations. (It essentially meant you had more troops to play with.)
As to the folder contents, it does make more sense then the non-descript transport we are all used to in similar games. However, I suppose the problem redflag is that diversifying the contents of our ground troops is only of use if we could utilise disparate units. Considering the status of Horizon at the moment, we won't be seeing any funky armies anytime soon.
Though think of the possibilities: we could plan our own dropship assault marines or tac-air responses! |
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