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johnsje Voyager
Joined: 26 Oct 2004 Posts: 2
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Posted: Wed Oct 27, 2004 2:31 am Post subject: space combat |
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Hey everyone,
This is my first post here and I would like to say that I am excited about this game. It sounds like its trying to bring the best of all the good games if its kind and mold them together as well as add new things.
I did read a lot of the threads but was not able to find out much info on how the space combat works. I am assuming that it is actually turn based, the same as the rest of the game will be, or is the combat realtime ( Please No )?
Now I know that most turn based combat usually favored the first to attack ( moo1 and moo2 ), and was flawed. But I still think its the best model to follow, with only a few changes.
The way I would like to see it is that when 2 or even 3 fleets from different races face off you are able to assign commands to each ship or task force. After you have assiged all movement and what to fire and where to fire it you would hit next turn. You would then see what happens. When the turn is over you can change your tactics as needed. So basically everyone would give commands to all there ships then go. I think this would eliminate the first to attack problem, and you would have to rely more on tactics than brute force.
I guess its just my view of combat and as I don't know how it will actually work I will leave it at that until I know more. |
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Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
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Posted: Wed Oct 27, 2004 11:59 am Post subject: |
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First off: Welcome to the discussion johnsje. Intelligent discourse is always welcome.
I like your ideas. "Initiative" can be a sticky concept when battling. I absolutley hated the pre-patch MOO2 approach of human always attacking first. One of many reasons why I did not like the game.
I skimmed through some of the earlier posts as well and could not find a direct answer to your question. Zaimat is pretty good about answering, though. He should be around soon enough. _________________ i am sofa king we todd it |
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Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
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Posted: Thu Oct 28, 2004 8:06 pm Post subject: |
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How about being able to send in reinforcements during combat.
Say you send out an expeditionary force to do probing attacks, checking for weak spots. Then, when you find one, you engage the enemy fleet. The player is then able to order more ships into combat while it is still going on.
I don't mean after combat is over, or after you've either lost all of your intial ships or decide to retreat. But rather, while you're still fighting, more ships materialize from over the horizon to bolster your fleet hopefully ensuring vicotry. _________________ i am sofa king we todd it |
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johnsje Voyager
Joined: 26 Oct 2004 Posts: 2
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Posted: Thu Oct 28, 2004 9:07 pm Post subject: |
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Its an intersting idea, but I am not sure its a very workable idea. If you have a few fleets of ships in the sector and you are attacked, all the ships sould defend you, in the same situation, if you are attacking, it would be hard I think to just choose the ships that you want to attack first, then send in more. MAybe the thing to do is have a batle screen big enough where you would be able to only send a few ships in while leaving the others out of range, then when you decide where the week point is you attack with the rest.
But again much of this depends on how battle will actually take place, so I will wait to hear from the developers on this before I start making any more suggestions. |
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Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
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Posted: Fri Oct 29, 2004 2:12 am Post subject: |
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Zaimat posted about how the sectors are huge. Spanning several screens, in fact.
So maybe you could have your fleet spread out in a sector. Give one section of the fleet a move command to perform the probe. If they encounter something worth fighting over, order whatever vessels are in the immediate area into the fray.
This could be spread out over several turns. As the exploratory fleet is engaged, the secondary fleet is moving in. After so many turns, they arrive and are automatically enjoined in the combat. _________________ i am sofa king we todd it |
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Therlun Vanguard

Joined: 07 Aug 2004 Posts: 137 Location: Germany
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Posted: Fri Oct 29, 2004 3:05 pm Post subject: |
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what i also would like is a battle simulator!
space empires 4 had one, and IMO it was a very good tool.
you could create design ships and then test them in combat vs your other ships, or ships of your enemy!
(only those desings you had contact with in battle already)
enemy ships should perhaps only be made avaiable when you spied on that race and got plans for that ship (as a random spying succes you could get an overview of one ship class).
would such a simulator be technically possible?(i guess so....)
how much work do you think would it be for horizon?
Last edited by Therlun on Sat Oct 30, 2004 6:41 am; edited 2 times in total |
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Sim-Mania Vanguard

Joined: 07 Aug 2004 Posts: 92 Location: Australia
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Posted: Sat Oct 30, 2004 6:08 am Post subject: |
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| Quote: |
This could be spread out over several turns. As the exploratory fleet is engaged, the secondary fleet is moving in. After so many turns, they arrive and are automatically enjoined in the combat.
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Zaimat has said previously that an engaement could last several turns, so your scenario could be right on the money.
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you could create design ships and then test them in combat vs you other ships, or ships of your enemy!
(only those desings you had contact with in battle already)
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What a totally awesome idea, I've never herd of that being in a game before, maybe it's not to late for this simulator idea to be incorporated into Horizon, or even in a latter patch or extension maybe. |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Sat Oct 30, 2004 9:42 pm Post subject: Re: space combat |
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| johnsje wrote: |
| I did read a lot of the threads but was not able to find out much info on how the space combat works. I am assuming that it is actually turn based, the same as the rest of the game will be, or is the combat realtime ( Please No )? |
Yes combat is turn based, as in each ship gets a turn to make their 'move'. At the same time everything happens within 'real' game time. Meaning the game is not on hold while combat happens and the AI is 'thinking' and re-adjusting as it goes along while in combat.
The distinction may not be clear so I'll give an example.
Let's say the main kuntari fleet and your fleet are in battle as war rages on for many turns... and lo and behold the tantik decide to take advantage of the situation and try a sneak attack on the kuntari homeworld. The kuntari high command can order the main fleet immediately to return and help defend homeworld even while it's in the middle of combat with your forces.
It can also manage several wars or engagements at the same time (within their military capability) and re-adjust it's forces (taskforces), defenses accordingly while combat is progressing.
A lot of thought and effort is being put into the AI in Horizon and the open design is such that the possibilities are there for implementation given time. At the same time I don't want to hype it and we want to keep your expectations very realistic. It won't be perfect and it will still be quite limited due to the overall amount of work and testing required but we are trying what few try. And more than that this is one of the complex areas where we are laying the basic foundations which we hope to build further on in the future.
| sobriquet wrote: |
| Say you send out an expeditionary force to do probing attacks, checking for weak spots. Then, when you find one, you engage the enemy fleet. The player is then able to order more ships into combat while it is still going on. |
You can bring more ships, more reinforcements, you can withdraw some and send elsewhere etc. Of course it's not always easy as time is a factor in battles and you have to consider that.
re: battle simulator : No plans for it. It's a cool idea though. _________________ Horizon - Lead Designer |
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Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
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Posted: Sat Oct 30, 2004 11:20 pm Post subject: |
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| Zaimat wrote: |
| . . . but we are trying what few try. |
This statement requires two responses.
First, you go boy!! We need more innnovation in the TBS genre. There is so much room for improvement. So many areas, the AI is one of them, that could use a 21st century improvement.
The second is . . . beware MOO3 This is exactly what QSI said in the beginning. _________________ i am sofa king we todd it |
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Ravana Vanguard

Joined: 07 Aug 2004 Posts: 139 Location: United Kingdom
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Posted: Mon Nov 01, 2004 12:13 pm Post subject: |
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| Sobriquet wrote: |
| Zaimat wrote: |
| . . . but we are trying what few try. |
This statement requires two responses.
First, you go boy!! We need more innnovation in the TBS genre. There is so much room for improvement. So many areas, the AI is one of them, that could use a 21st century improvement. |
Right on brother!
| Sobriquet wrote: |
The second is . . . beware MOO3 This is exactly what QSI said in the beginning. |
Ouch! However, it is unfortunately true of many games. I don't think we'll be let down by they guys on this. If we expect a functional, efficient system in Horizon, then it might presage good things for the sequel.
What I would like to ask though Zaimat, is about the concept of initiative. Will it be possible to ambush enemy fleets/taskforces at all? I'm concerned that if I devote a combat group to screen the main fight (or act as a reserve) will I have the capacity to engage the AI's reinforcements before they get to the big fight? |
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Sobriquet Vanguard

Joined: 07 Aug 2004 Posts: 118 Location: Reno, NV
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Posted: Mon Nov 01, 2004 1:17 pm Post subject: |
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| Ravana wrote: |
| What I would like to ask though Zaimat, is about the concept of initiative. Will it be possible to ambush enemy fleets/taskforces at all? I'm concerned that if I devote a combat group to screen the main fight (or act as a reserve) will I have the capacity to engage the AI's reinforcements before they get to the big fight? |
Zaimat tells us that space is huge, one continuous expanse. Fleets can be spread out and even shoot from one screen to the next if within range. Seems to me that you should be able to do exactly as you decribe.
BTW, cheerio old boy! Haven't seen a post from you in a while. How's things 'cross the pond, eh? _________________ i am sofa king we todd it |
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Ravana Vanguard

Joined: 07 Aug 2004 Posts: 139 Location: United Kingdom
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Posted: Tue Nov 02, 2004 8:23 am Post subject: |
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Not too bad Sobriquet. Internet access has been a little...patchy of late. Hence, the awkward silences. As opposed to the awkward silences when I do post something!  |
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Sim-Mania Vanguard

Joined: 07 Aug 2004 Posts: 92 Location: Australia
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Posted: Thu Nov 25, 2004 1:14 am Post subject: |
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| I have a question about evasion in space combat. In moo3, space combat did not facilitate at all, the ability or capacity for your ships to dodge incoming missiles or energy weapons. Zaimat, you have said that the speed of ships in Horizon will actually mean something, so does that mean, ships and fleets will have a greater capacity to dodge and evade incoming missiles and energy weapons? |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Thu Nov 25, 2004 3:14 pm Post subject: |
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I think what I've said before is that speed is important because a faster fleet can maneuver or go around a slower one. It can be a strategic advantage to focus on strong propulsion technology.
For combat, smaller and faster ships do gain a defensive advantage as they are harder to target and thus able to dodge energy weapons or missiles better. Although highly advanced races can have superior targetting technology and well you get the idea
On another note Happy thanksgiving to our american friends! _________________ Horizon - Lead Designer |
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Sim-Mania Vanguard

Joined: 07 Aug 2004 Posts: 92 Location: Australia
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Posted: Sat Apr 09, 2005 7:34 am Post subject: |
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| I was wondering how well Horizon caters for subversive actions in enemy or neigbouring territory. After reading the recent description of Stargates posted in the Galaxy section, and knowing that sectors in Horizon will be huge, I was wondering if it would be possible to build a Stargate in enemy territory without them knowing about it and luanch a suprise attack. Or is the likelyhood of that just pure fantasy. |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Mon Apr 11, 2005 5:56 pm Post subject: |
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With the current design, you need to establish a foothold (have an outpost) before you can build a stargate.
Stargates are BIG projects so it would be pretty difficult to build one in enemy territory without them noticing it and trying to stop it.
Stargates are very powerful in the scheme of things, they are basically your own personal wormholes so care must be taken from a balance point of view. _________________ Horizon - Lead Designer |
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Warcaster Explorer

Joined: 08 Apr 2005 Posts: 24
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Posted: Wed Apr 13, 2005 4:43 am Post subject: |
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you say 'foothold', does this mean we will be able to set up covert bases within others territories, even if they merely provide haven for spies rather than military formation points? i'd love that, if a neighbour of mine went to war with me and all of a sudden has little bases popup all over my empire. it would be so slimy and sneeky i would have to submit defeat and smile.
warcaster |
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Zaimat Dev. Team

Joined: 08 Aug 2003 Posts: 350 Location: Canada
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Posted: Tue Apr 19, 2005 2:29 pm Post subject: |
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You will be able to setup a listening post (a base in another word) near another's border or even inside their border if you wish.
They won't like it and they may try to do something about it. You may be able to keep it hidden (covert) for a short period but not likely for long if they have ship patrols in the area. _________________ Horizon - Lead Designer |
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