Semi abstract space combat with formations For a 4X game in space. Sorry for quite an unsorted idea Also feel free to propose something different but similar. Concept: The player designs and produces battle groups (each composed of several ships), battle group is the lowest level operational unit (not indovidual ships inside the group), battle group always moves together, is disbanded together, fights together, can't be split or merged with another goroup, also it's damaged/destroyed together. The battle group is produced as a whole and can sustain partial casualties (like 0.43 of battle group is destroyed, not individual ships in the group). So, it's always tracked like "you have 140.57 battle groups in this fleet" or something like that. If you have less than 1.00 battle groups it's treated as 0 (can't fight). Battle group always fights a single enemy battle group (so it 1vs1). The outcome is "what percentage of battle group we lost and how much the enemy lost", for example "lost 0.14 battle groups, enemy lost 0.56 and the remaining 0.44 retreated". Combat is fully automated (no player's input). Example basic model: Just to make it clear what I mean, totally the simpliest solution: Each battle group has no ships, just a single number "power", when the battle groups meet each group adds d6 roll to the power and the one with the highest number is the winner. The casualties are based on the difference in the modified power score (total victory: we have no loses, enemy loses a lot; marginal victory: we have some loses, enemy has more loses; etc). During a space battle there are maximum 3 fights (3x 1vs1 combats with different groups facing each other), each side always puts their strongest group, in addition to casualties the side that sustined higher loses total is considered defeated and is forced to retreat to another space (or warp to homeworld/elsewhere if not possible). Questions: - how to improve the stuff posted above (it's an early unsorted idea)? - how exactly the combat should work (1vs1)? - how the combat on the higher level should work when many battlegroups met (for example the most trivial solution would be: fight 1vs1 randomly until one side is standing, but I hate it ) https://ift.tt/eA8V8J
For a 4X game in space. Sorry for quite an unsorted idea Also feel free to propose something different but similar. Concept: The player designs and produces battle groups (each composed of several ships), battle group is the lowest level operational unit (not indovidual ships inside the group), battle group always moves together, is disbanded together, fights together, can't be split or merged with another goroup, also it's damaged/destroyed together. The battle group is produced as a whole and can sustain partial casualties (like 0.43 of battle group is destroyed, not individual ships in the group). So, it's always tracked like "you have 140.57 battle groups in this fleet" or something like that. If you have less than 1.00 battle groups it's treated as 0 (can't fight). Battle group always fights a single enemy battle group (so it 1vs1). The outcome is "what percentage of battle group we lost and how much the enemy lost", for example "lost 0.14 battle groups, enemy lost 0.56 and the remaining 0.44 retreated". Combat is fully automated (no player's input). Example basic model: Just to make it clear what I mean, totally the simpliest solution: Each battle group has no ships, just a single number "power", when the battle groups meet each group adds d6 roll to the power and the one with the highest number is the winner. The casualties are based on the difference in the modified power score (total victory: we have no loses, enemy loses a lot; marginal victory: we have some loses, enemy has more loses; etc). During a space battle there are maximum 3 fights (3x 1vs1 combats with different groups facing each other), each side always puts their strongest group, in addition to casualties the side that sustined higher loses total is considered defeated and is forced to retreat to another space (or warp to homeworld/elsewhere if not possible). Questions: - how to improve the stuff posted above (it's an early unsorted idea)? - how exactly the combat should work (1vs1)? - how the combat on the higher level should work when many battlegroups met (for example the most trivial solution would be: fight 1vs1 randomly until one side is standing, but I hate it )
from GameDev.net http://bit.ly/2LMES1h
from GameDev.net http://bit.ly/2LMES1h
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