RTS Battle Mechanics and Ships

Let's brain storm together!

By now some of you have probably realize just how much power you have in the beta process. That this isn't some late stage marketing excercise. We (you guys and us) are helping make a game together.

So let's talk about battle mechanics in space.  How do we make them more fun? What do we have to work with that will be intuitive from a strategic point of view and enjoyable to make use of?

Let's start with ships (in no order):

ASSUMPTION #1: Swarming is bad, combined arms is good.

In my opinion, we need more ships in the game. I also think that the FLEET should be the key building block of your strategy. That is, the player who utilizes "combined arms" with their fleets should be able to do vastly better than the player who is just swarming.

ASSUMPTION #2: Fleets should work together as a single combined arms fighting force

In most RTSs I play, I select several units, hit Ctrl-# and the units are grouped. I then right-click wherever and they scatter.  If I hold down the right keys, I can get them to move as a single force.

I think in Sins, it should be the opposite. A fleet should move together as a single formation by default. I should be able to put together the right mixture of ships to counter my opponent's strategy and be able to right click on the other fleet and let them fight it out while I go work on another battle elsewhere if I want (sure, I *can* micro manage the battle but I shouldn't get much, if any, advantage to doing it IMO).

ASSUMPTION #3: The fleet mechanics should be logical and require no explaining

What I mean is that I shouldn't have to look at the manual or some strategy site to figure out how to put together a good fleet or counter to an enemy fleet. 

This means we have to work with things that are obvious on screen when it comes to ships.  So what can differentiate different ships:

  1. How fast they move.  A battleship might pack a powerful punch but move and turn very slowly for instance.
  2. Rate of fire.  Some ships might shoot lots of wimpy but constant shots. Others might shoot less often but more devastating shots.
  3. Range. Some ships might have long range shot capability while others can only shoot short-range.
  4. Accuracy. How often the ship hits its target can be based on the accuracy of the ship.

Based on thes 4 simple game mechanics, one can imagine how one could put together various kinds of ships that counter someone else's fleet.

For example, you could have a Targeting Frigate which improves the accuracy of ships in a given fleet (as long as it's relatively close).  You could have a ECM Frigate which decreases the accuracy of ships in a given fleet.  Ships that have a long range may be more depenedent on accuracy than shorter range (for obvious reasons). 

Another example, a fleet that is heavy with big slow but powerful ships might be more vulnerable to an attack by a fleet of more nimble ships and fighters.  But that fleet might be countered by putting in a few anti-fighter frigates in with the fleet.

What I'm referring to here isn't rock-paper-scissors per se since one doesn't completely counter the other. It's reduction or maginfication of effectiveness that we're talking about. 

IMO, the true tactical skill in the game is the person who relies on combined arms.  The guy who just cranks out tons of heavy frigates and tosses them at their enemy should get mowed down by the player with a more thoughtful strategy.

The key thing though is that I really think that the strategies in this game should be straight-forward and intuitive.  In one of my favorite recent games, Company of Heroes, the replayability comes from having so many strategic options. And the game only has a handful of units. 

What's your view?

 

68,162 views 239 replies
Reply #1 Top
Assumption 1: Completely agree. Game feels like swarms of scout frigates currently


IMO, the true tactical skill in the game is the person who relies on combined arms. The guy who just cranks out tons of heavy frigates and tosses them at their enemy should get mowed down by the player with a more thoughtful strategy.


Exactly!


I would like to see fleets that work together, auto using special abilities and their strong points (rate of fire/speed/etc.) automatically. You should be able to tailor your fleets to meet the enemies changes. I hope it would feel a little like the ship designing in Sots, but rather then get new parts for a ship through research, maybe get new ships or upgrades for a fleet.
Reply #2 Top
Wraith - I agree.  One doesn't design new ships, they design fleets. That's what I'm thinking anyway.
Reply #3 Top
I think part of what would make a battle really interesting in Sins would be introducing concepts such as combat fatigue and battle damage.

I must confess that I'm a little bit tired with the old hitpoint model of damage. For this game however I can see that with the potential number of ships involved in a combat, it may be difficult to implement anything more complex than that.

But with regards to capital ships at least, there seems to be an effort to make them more than simply a large unit. You've given each one experience levels and special abilities that can wind up making such a ship quite unique, so I think there's a case to be made for making them more interesting than that.

One feature that continually stands out in RTS games today is that when forces from opposing sides enter a conflict, often only one force gets out alive, unless the commander orders a retreat and his units are faster or can be reinforced.

But in actual warfare, complete anhilliation of one side or the other in a given battle is uncommon. Depending on the era and the medium, the losing side usually got at least a portion of their forces out of the battle, and often the winning side would cease pursuit up to a point in order to lick their own wounds.

The hitpoint model of damage is inadequate if we want to represent these sorts of interesting outcomes. Some system where capabilities of a ship degrade as damage is taken is a step in the right direction, but I think there's a happy medium between simplicity and interest in critical hits.

And I'm not thinking critical hits that do extra damage - if anyone's played classic battletech, there's a fine example of what I'm talking about. Each battlemech has several internal components (weapons, engines, and so on) that can be individually damaged, each with different gameplay effects on what that damage actually does to the 'mech. Weapons are simple enough - they're not used anymore, but something like a gryo hit causes a 'mech to fall down more often, or a leg actuator causes you to fall down more often and slow down.

This damage system makes battles between just two 'mechs interesting, and makes sure that no fight is a foregone conclusion. Because of the way the system works, any shot - even the smallest weapon against the largest of 'mechs - can potentially kill a mech if the dice roll just right.

I'm not saying that any shot needs to be able to potentially kill a capital ship, but I would be overjoyed to see a capital ship with half it's weapons shot off moving at half speed drop out of formation and leave the battle because it's captain feels that it is no longer combat effective. If the battle goes on long enough perhaps it can repair it's phase drive in time to leave the system - but if not, it may be mopped up with the stragglers. Certain critical hits (bridge destroyed) might even leave the ship salveagable for capture by the winning side. Like battletech, critical hits allow for uncertainty and excitement in combat, because usually 2x siege frigates lose to a battleship - but once in awhile they'll get that lucky shot in, and the battleship is in trouble.

This doesn't even mean you need to drop the hitpoint model of damage - it can simply enhance it. Hitpoints are still a good way of showing when a ship is completely destroyed.

So, critical hits is one aspect I'd like to see in RTS combat. Another I'd like to see is some sort of morale - again a bit of history vs. gaming.

Gaming force: Can fight forever. No need for food, sleep, or ammo.

Real force: Good for a few hours of combat before needing resupply.

There's not much need to model an entire supply system - that can get complicated. But just a single overall factor given to a ship in combat can drastically change the way battles are fought. If ships suffer a form of combat fatigue, then the longer a battle goes on, the less effective a ship in combat becomes. This factor can be as simple as ammo - each ship needs a certain amount of, say, antimatter to power it's weapons. Once it's on-board stores are depleted, it will take significantly longer to recharge their weapons and fire, reducing their offensive capability. Fresh reinforcements from either side can then significantly turn the tide of battle. A player might even want to let an enemy fleet exhaust itself on a planet's static defenses before committing his mobile fleet to finish off the enemy.

For example, let's say I have two carrier fleets engaging each other (they have escorts, but let's assume that carriers are the main strike force). Both are roughly equivalent in striking power, and TEC decides to attack first. He sends in both his fighters and bombers at once, and they inflict moderate damage before being driven off or destroyed by the Advent's flak frigates and fighters. In response, the Advent sends his now-depleted fighters after TEC's fleet - and waits a bit. The fighters are destroyed by TEC's remaining fighters and flak frigates, but the fresh wave of bombers that follows them meets with little resistance as they inflict severe damage on TEC's carriers. The battle isn't over - TEC has lost one carrier and another has had it's building facilities crippled, but the others are still at full manufacturing capacity and are getting ready to deploy another wave.

Two waves later, and both sides are damaged and their manufacturing capabilities are tapped (out of antimatter - fighters and bombers have to come from somewhere). TEC recovered in the other waves and hit the Advent hard, but they've picked up an Advent battlegroup coming to reinforce this sector. Time for them to leave.



Reply #4 Top
I would wholeheartedly concur with the idea of organized fleets and combined arms. For around the last couple of thousand years, combined arms (be it cavalry and infantry; or mobility and pinpoint strikes) have been the deciding factor of conflicts. Even looking back at the American revolutionary war, the adaptation of more complex tactics against a superior force is what led to the eventual outcome, not the ability to throw more lead at the problem.
The idea of being able to cobble together fleets with specific strengths and weaknesses, as well as shore these weaknesses up over time (i.e. additional research that may allow a ship better maneuverability) or develop specific fleets for different tactics (one anti planetary defense fleet, another that excels at ship to ship combat, and still another for exploration and dealing with skirmishes) seems that it would keep better with the concept of a 'R4x' game as opposed to the frigate spam of now.
I understand that this is an early beta, with the goal of compatibility and basic functionality but this seems to be an ideal time to begin to implement this sort of gameplay, where there is time to observe the effects and compensate or correct errors, rather than wait for a near release beta to decide that it is a great idea and throw it in hodge-podge.
Reply #5 Top
I agree completely with the assumptions in the OP. I wouldn't mind the design of individual ships (at all) but being a strategy gamer the fleets needing the right (not neccessarily always the same) composition and actually performing as fleets is FAR more important.
Reply #6 Top
I don't have a lot of time right now but some quick thoughts...

I firmly believe we need several more specialized ships. Such as ECM and ECCM to name a couple.

Additionally I would like to see something like a three point platform plan. For example on one end you would have a super fighter and on the other end there would be a super defender. In the middle there would be a fully balanced multipurpose ship.

Then there could be additional research/race based specialized ships that would expand the three points to five.
Reply #7 Top
excellent post

I agree on almost everything, that has been said here


two sides:
Carriers with its fighters
Long ranged ships
Tankers
Frigats

This is some form of formation id like to see.

Carriers should stay behind as they are vulnerable and are only meant to put in fighter/bomber support.

Long ranged ships, like the dreadnought, should also stay behind, and use there long ranged weapons as long as possible. But if needed they can go into the main battle, to make sure the carriers are not harmed.


Tankers like the battleship, should be hard to kill, strong shields and armor, and should be the once the enter the the main battle.

Frigats are the first to enter the main battle
Reply #8 Top
assumtion 1: ships in formation deliver more firepower than a swarm, look at it this way remember those old cowboy/zulu movies, the professional well trained army arranged in a solid line in ranks firing together wipes out the hapless savages attacking in ones and twos


assumtion 2: couple of existing games give good examples of movement formations etc,

homeworld has several formation options simple and varied

surpreme commanders move in formation option (at the speed of the slowest unit)also with different shaped formations

a support option would be good -- ie, flak ships set to support a battleship they will automatically follow and support the battleship in battle (automatically in formation around it)

another way of looking at assumtion 3 would be this story,

1: a player jumps in with big friagte fleet,

2: his opponent has a battleship supported by support ships that can restrict movement of enemy ships, and increase range of the battleship,

3: the battleship picks off the enemy ships from long range

its an extreme scenario but i think it explains assumtion 3

well thats how i see things

J









Reply #9 Top
Formations would definitely help. If anyone has played any of the Total War games, a feature similar to theres where you can select a number of ships and drag out a line formation would allow the user to make custom formations ( relatively simple ones, but potentially effective ).

Also, in the total war games when you have a group of units selected if you simply click a destination the group moves in the current formation that they are in even if it isnt one of the predefined formations.

I think that once formations are implemented, the amount of damage ships do should be increased as well. As it is now, its good that ships do low damage since most of the time they are flying around at random and probably away from the main group of ships and so they would be at risk of being picked off one by one.
Reply #10 Top
since 2000 most succesful rts or similar games, give the option of making units move in a formation/semi-formation(stay next to each other, but not exactly).

The option usually comes either via a hotkey/little icon on side and so on.

I do think the units should at least when grouped together move as one group based on the slowest unit and that should be easy to implement.
Reply #11 Top
multi, amazing graphics skills!
Reply #12 Top
I must say I agree with frogboy on this BUT,
Comassion, Your post is just wonderfull! all with the critical hits and that, PERFECT!!

and also i think the ships speed should be decreased a bit.
Reply #13 Top
I agree with the ideas for specialized ships and for combat/supply fatigue, e.g. the introduction for supply ships to resupply the frontlines. (Supply ships would also give players a bonus if they attack such ships thus cutting off the enemy's supply line.)

Futhermore, I think bombers and fighters need to return to the carriers for resupplying. (They're small units that should not be allowed to fly and fire indefinitely.)

Having specialized ships might increase micro-management, but if fleets/groups/ships can be given specific "orders" (e.g. attack type X ship, defend this ship/asset, retreat on X conditions, etc.), then all the player has to do is define the "orders" for the fleet/group/ships and let them execute the mission while you go off an tend other sectors. If the fleet/group is built correctly, then you receive word of success. If not, they're MIA.

Btw, the "orders" idea would introduce the concept of mission planning for specific fleets and groups.

Finally, I think it would also be good to allow fleets to populate same sectors without immediately engaging. This would bring the real world scenarios of sabre rattling and opens the idea of who fires the first shot.
Reply #14 Top
For assumption #2, please include an option that makes units auto-target units that they are most effective against. Ex. flak frigates shoot down bombers, then move onto frigates.
Reply #15 Top
Thank you Ch0Arrim. I believe that one day many games of every genre will use much more interesting damage models than the current model of hitpoints, and that given current processing power it's about time we harnessed the power of computers to have units and characters hurt in various interesting ways. IL-2 is a wonderful example if you want to see it done well in an air combat game.

Anyway, last night I went on about some combat features I'd like to see implemented. Today I'll address the main points in the original post.

By now some of you have probably realize just how much power you have in the beta process. That this isn't some late stage marketing excercise. We (you guys and us) are helping make a game together.



And this makes you all kinds of awesome. I don't care if your next game is 'Attack of the Pink Fluffy Kitties', I'm so in.


ASSUMPTION #1: Swarming is bad, combined arms is good.


In my opinion, we need more ships in the game. I also think that the FLEET should be the key building block of your strategy. That is, the player who utilizes "combined arms" with their fleets should be able to do vastly better than the player who is just swarming.




Agreed, to the point where in another post I've asked for the tools to customize entire fleets and queue up every ship involved in the local manufacturing facilities with just a few clicks of the mouse. Having prepared fleets in advance of a game will definitely bring a lot of characterization to a given player's combat tactics.

There's a key to making combined arms better than swarms of a single unit, however: Specialization. Each unit has a specific function and a job to do in combat, and when it comes to other jobs it tends to fall short. Some units can perform a mix of duties, but such units tend to be more expensive.

Take the dizzying array of World War II German vehicles as an example. You had halftracks, which could usually carry infantry but were sometimes mounted with various large weapons, each of which would reduce their infantry carrying capacity. You had main battle tanks (Such as the Panther), which were some of the best in the world, and could perform a variety of jobs - they were great against other tanks, and decent at taking on enemy infantry, and best of all, they were incredibly tough and survivable in the field. Then you had a mind-boggling array of Tank Destroyers (like the Nashorn), some of which were good anti-tank guns with paper-thin armor and no anti-infantry capability, and some that resembled main battle tanks without turrets (The Hetzer), and you had self-propelled guns (The STuG!), which were exceptional at dealing with enemy infantry but often lacking when it came to taking on enemy armor. Lastly, you had special units like the Wirbelwind, an anti-aircraft platform that could also do some damage to infantry, but was nearly useless against enemy armor.

The most versatile platforms, the main battle tanks, were also the most expensive to produce. The Germans were able to produce vehicles like the STuG in far greater numbers due to the fact that they were cheap to manufacture, despite being more specialized than a main battle tank.

This model of unit specialization applies to almost every era of warfare. There are very few notable exceptions where swarm tactics have proven superior, and armies have beaten others using only one type of unit. The only one I can think of now is the mongol hordes, where every warrior was basically a mounted archer who could also fight in a melee.

ASSUMPTION #2: Fleets should work together as a single combined arms fighting force


In most RTSs I play, I select several units, hit Ctrl-# and the units are grouped. I then right-click wherever and they scatter.  If I hold down the right keys, I can get them to move as a single force.


I think in Sins, it should be the opposite. A fleet should move together as a single formation by default. I should be able to put together the right mixture of ships to counter my opponent's strategy and be able to right click on the other fleet and let them fight it out while I go work on another battle elsewhere if I want (sure, I *can* micro manage the battle but I shouldn't get much, if any, advantage to doing it IMO).



You guys already have a good thing going with that sidebar that lets you control your forces. Individual fleets that are built should get their own group on that sidebar - indeed, they should be the primary groups on there. A 'Fleet' should be regarded as working like an individual combined arms unit - just as in Total War each unit is a group of men, and each Army is a group of these men. Only this time, we get to customize our fleets, so while every player has the same mix of units, their fleets may be vastly different.

Also, the more stuff that can be automated, the better. When I build a carrier, it should automatically start building it's compliment of fighters and bombers. When I customize my fleet, carriers should either have a default payload of fighters and bombers, or I can tell it exactly what I want to build (maybe I want an all-bomber carrier force for quick raids on enemy territory - warp in, strike with bombers, warp out before retaliated against). If those bombers are destroyed, the carrier should automatically rebuild the destroyed units.

Even more important (but difficult to implement) with the automation system is battle doctrine. What targets should your ships engage first? In general, if encountering a swarm of one type of unit, a combined arms fleet will have some ships able to take on the threat, some ships that are exteremely vulnerable to the threat, and some ships (perhapse those of the same type) that would more or less result in a draw. The optimal tactics for engaging a swarm of enemy ships would be to have my fleet attack their swarm by sending the ships best suited to killing them with minimal losses, and have the rest of the fleet avoid the battle. A simple example is carriers against battleships - the carriers can deploy bombers to hit the battleships, and the battleships can't do much to hit back at the bombers... but if the battleships get in range of the carriers, kiss the carriers goodbye. Carriers should almost always have a battle doctrine of keeping their distance from their enemy.

When you attack an enemy combined arms fleet, the rules change. Now you have two mixes of units with varying effectiveness going after each other. By default, each unit should attack their specialized targets if they are available - flak frigates should hit bombers and fighters, battleships should hit other capital ships and frigates, and so forth. But sometimes there's a variety of targets to be had - a bomber can be effective against just about any ship much larger than itself. So when I attack, maybe there are some tactical options for my attack, such as 'general' (focus on units you're good at killing), or specific, (Attack anti-fighter assets, attack battleships, attack support ships, attack anti-planet ships), for when you want to damage an enemy fleet's capability to respond to a type of attack. At Midway and in the Coral Sea, the main targets for both sides were the carriers, since those were recognized as the primary threat the enemy had to each other.

ASSUMPTION #3: The fleet mechanics should be logical and require no explaining


This means we have to work with things that are obvious on screen when it comes to ships.  So what can differentiate different ships:



  1. How fast they move.  A battleship might pack a powerful punch but move and turn very slowly for instance.
  2. Rate of fire.  Some ships might shoot lots of wimpy but constant shots. Others might shoot less often but more devastating shots.
  3. Range. Some ships might have long range shot capability while others can only shoot short-range.
  4. Accuracy. How often the ship hits its target can be based on the accuracy of the ship.

Based on thes 4 simple game mechanics, one can imagine how one could put together various kinds of ships that counter someone else's fleet.


For example, you could have a Targeting Frigate which improves the accuracy of ships in a given fleet (as long as it's relatively close).  You could have a ECM Frigate which decreases the accuracy of ships in a given fleet.  Ships that have a long range may be more depenedent on accuracy than shorter range (for obvious reasons). 




Speed and Range are important, as is Accuracy, but Rate of Fire currently doesn't make much of a difference unless ships have some sort of armor or shield that can stop a certain amount of incoming damage - which is a good thing.

Basically, I can fire a machinegun at a battleship (or a tank for that matter) all day long and not kill it. The armor is simply too thick for a machinegun bullet to do any damage. I need an anti-tank weapon or a cruise missile to hurt those targets. If battleships in Sins have armor, then there's a bit of specialization there - a swarm of fighters won't be able to hurt battleships because of their armor, but the battleships also won't be hurting the fighters much due to their low accuracy and low rate of fire.

A battleship in Sins should be the toughest thing with the biggest weapons in space. High armor, long range, high damage, low accuracy, low speed, and low rate of fire.

Only high-damage weapons will inflict actual damage against these monsters, such as the guns on the Kodiak frigate, bombs from the bombers, or the larger weapons on other capital ships. On the other hand, if you can't kill a battleship, you can always outrun them with anything else, and a carrier can hit them indefinitely with distant squadrons of bombers. But sometimes the enemy will force a confrontation - when his battleships arrive to attack one of your colonies, you need to take him on or lose the colony.

Compare that to, say, a cruiser - medium armor, medium range, moderate damage, moderate accuracy, fast speed, low rate of fire. A fleet of cruisers could concievably take on battleships if there are enough of them - but what the cruisers can do that the battleships cannot is chase down an fleeing enemy fleet with their superior speed. When a carrier jumps into a system full of battleships, perhaps it can run from them forever - but a cruiser will catch and kill the carrier if it tries to run.


Anyway, thanks for listening to us - you guys rock, and Sins is gonna be an awesome game.
Reply #16 Top
A most excellent post Comassion. Your writing makes me think you took classes as the CWC or at least minored in military history. Regarding your comments I believe I'm already on record as being in the same camp on all points in various threads.

The super simple equation at least for me goes like this:
Platform Specialization + Combined Arms (+/-) x Advanced Tactical Systems & Controls = Kick-ass Simulation.

Regarding the groups on the side bar, I would like to see units only on the left side and systems and planets on the right. Moreover if that is not possible then there should be a logical tab system on left side.
Reply #17 Top
again, a very interesting and great post Comassion. Although all these tactics and such (outrunning and all that) needs a much larger gravity well or maybe an extra area outside the gravwell.
Reply #18 Top
let me take the chance to point out that ships move WAY too fast. I need the ships to slow down some. while it makes tactical sense for the frigates to go blazing by the cap ship, it still makes no sense that the capital ship can come flying into battle at rediculous speeds. it makes blitzkrieging a far too effective strategy.

personally I liked the slower, more drawn out conflicts of homeworld. this wouldnt slow gameplay down (as it would simply prolong conflicts that you shouldnt be yourself tangled in anyhow) but it would certainly up the element of both strategy and tactics. it also would allow for smaller standoffs to have some strategy above focus fire.

although, to keep things moving quickly, perhaps the distance from the planet at which you enter and exit phasespace should be seperated. that way its faster to leave from a planet than it is to attack one. this would both 1) make gameplay faster and 2) actually allow retreat as an option.
and if you happen to still want to reduce retreat as an option, just increase hyperspace charge time under duress (or not under duress, if you wish)
Reply #19 Top
I'm all for slowing down the game play - especially the combat aspect as I have said before.

I want to fully enjoy the battles visually and tactically thus seeing the fruits of my labor regarding fleet construction, ship placement offensive and defensive maneuvers as well as have ample time to play nurse made to my fledging and veteran capital ships.
Reply #20 Top
Basically, I can fire a machinegun at a battleship (or a tank for that matter) all day long and not kill it. The armor is simply too thick for a machinegun bullet to do any damage. I need an anti-tank weapon or a cruise missile


agreed, however it seems that this is not the case in sins. A swarm of scouts can take down a battleship quite easily. Bombers should be capable of knocking out a battle very well (compare to a torpedo boat irl)


ASSUMPTION #3: The fleet mechanics should be logical and require no explaining

1: How fast they move. A battleship might pack a powerful punch but move and turn very slowly for instance.


Disagreed. In space, it is more likely that a bigger ship has a larger engine (oand thus thrust) for it's mass. More thrust:mass means more speed, thus a bigger ship would go faster. In water this doesn't count, as a bigger ship also has more drag, but that's where a vacuum comes in handy. Even then, There is no such thing as "maximum speed" in space (CONTRARY TO THE GAME, even though I distinctly remember the devs saying there would only be max acceleration, not max speed)


[quote]when I attack, maybe there are some tactical options for my attack, such as 'general' (focus on units you're good at killing), or specific, (Attack anti-fighter assets, attack battleships, attack support ships, attack anti-planet ships), for when you want to damage an enemy fleet's capability to respond to a type of attack. At Midway and in the Coral Sea, the main targets for both sides were the carriers, since those were recognized as the primary threat the enemy had to each other.[/quote

Yes, at midway there was a commander overseeing everything though. (You)
I'd much rather see units taking down whatever they're good at, unless specifically ordered by me. I don't really want a setting to what a fleet should take down.

There are very few notable exceptions where swarm tactics have proven superior, and armies have beaten others using only one type of unit. The only one I can think of now is the mongol hordes, where every warrior was basically a mounted archer who could also fight in a melee.


It's not like swarm 'tactics' are actually chosen from a list of options. Swarming is what you do when you've got no other options (example, No tactical squad training for troops, No time to prepare, Idiot for a commander)

ASSUMPTION #1: Swarming is bad, combined arms is good.

AMEN!

I don't really fear the swarm though, I'm more afraid of the juggernaught syndrom. (aka, mammoth syndrom) Where a player builds a hand full of über ships, levels them up, and has a fleet which is neigh undamageable. If the opponent can't create a high enough density of fire to deal enough damage to bring down a ship, such a fleet can hammer away at the enemy. (unlike the swarm, which spills over with no regard for losses)

@Spartan, dunno about comassion, but I'm minoring in 'military doctrine and logistics' at the moment, very interesting. (Me = future Civil engineer)

also, Multi I'd thought your skills above that the triplex acies...
of course, in space, your maniples don't need to open up to allow passage, show the triplex acies is a decent formation. Then again, IRL you can still hit your allies...

Would you like to know more?
Reply #21 Top
I can fire a machinegun at a battleship (or a tank for that matter) all day long and not kill it.

difference is that you aren't using machine guns in space.
In space, it is more likely that a bigger ship has a larger engine (oand thus thrust) for it's mass. More thrust:mass means more speed, thus a bigger ship would go faster.

dissagreed () bigger engine = bigger mass = bigger bigger engine = bigger bigger mass unto infinity.
the result is that the ship has an upper limit for its turn speed, and its usually lower for bigger ships.
(CONTRARY TO THE GAME, even though I distinctly remember the devs saying there would only be max acceleration, not max speed)

there is (I think) its just hard to tell.
Reply #22 Top
Basically, I can fire a machinegun at a battleship (or a tank for that matter) all day long and not kill it. The armor is simply too thick for a machinegun bullet to do any damage. I need an anti-tank weapon or a cruise missile to hurt those targets. If battleships in Sins have armor, then there's a bit of specialization there - a swarm of fighters won't be able to hurt battleships because of their armor, but the battleships also won't be hurting the fighters much due to their low accuracy and low rate of fire.


This is one instance where I would have to disagree. Obviously, us not being a space faring civilization, we have no realistic comparison. However, I would have to think that the laser weapons located on even the smallest fighters are capable of destroying the thickest armor. The laser weapons in the 30th century or whatever, should effectively vaporize any material; it is just a matter of time.

The only thing that helps is more armor with a bigger ship that will at least delay the inevitable hole in the ship that will eventually form once the energy shields are drained and the 1000ft reinforced durlithium armor (remember ships can be BIG in a near frictionless vaccume filled space!!!) or whatever is eventually cut through. In this regard, the traditional hit point model used in most RTSs may actually be more accurate for describing "realistic" space battles if one makes the assumption that all energy weapons can eventually cut through any substance. Sure, on a capital ship, you have more powerful versions of the laser, that can vaporize matter faster, represented by the higher damage they do. However, the laser on a tiny fighter should, IMO, given enough time, be able to cut the largest capital ship in two.

The key factor is time. It would take a long time to cut through a heavy battleship because there is 1000 feet of matter in the way and very heavy shielding powered by 14 plasma reactors or whatever. On a fighter though, there may only be 1 foot of armor and a shield powered by a diet coke can-sized fusion reactor.

For this reason, I think the current hit point system is fine. Now, damage effects?? That would be cool!! I think it is a very unrealistic how a tank with one hit point could be just as effective as a tank at full strength. This is even more unrealistic with human soldiers. When soldiers take even one hit, there fighting effectiveness is drastically reduced. Games like Doom wouldn't be too fun though if one shot practically killed you as is realistic....
Reply #23 Top
The key factor is time. It would take a long time to cut through a heavy battleship because there is 1000 feet of matter in the way and very heavy shielding powered by 14 plasma reactors or whatever. On a fighter though, there may only be 1 foot of armor and a shield powered by a diet coke can-sized fusion reactor.


no space ship is going to have 1000 feet of armor too expensive and too massive

the main difference between a fighter and a battleship laser is that the fighter's area of effect will be smaller than the battleships

so the fighter will be able to poke holes in the battleship's armor which the battleship will auto. heal

but the battleship laser will hit the enter fighter assuming the gun can move fast enough to hit the fighter

in this game fighters are only effective against fighters and bombers

bombers are only effective against ships so i would assume that the bombers are using the cruise missiles

while fighters are using lasers

(in starfleet battles they say that a squad of fighters(12) or a squad of p-fighters(6) can tear a dn to pieces in secounds and that is also how long said squad will live in said fight)





Reply #24 Top
you could have a Targeting Frigate which improves the accuracy of ships in a given fleet (as long as it's relatively close). You could have a ECM Frigate which decreases the accuracy of ships in a given fleet. Ships that have a long range may be more depenedent on accuracy than shorter range (for obvious reasons).


there is already a platform for this it is called a scout. at the moment there is use for the scout



In my opinion, we need more ships in the game. I also think that the FLEET should be the key building block of your strategy. That is, the player who utilizes "combined arms" with their fleets should be able to do vastly better than the player who is just swarming.


fleet formation was covered in another thread but i agree that you should be able to tell the game what kind of ships and number of each kind that you want in the fleet.

furthermore you should also be able to say that you want this type and number of ships to escort that ship there and right now you can except that the escort wont actually defend the escorted ship. and yes i know the devs know about this problem becouse i am the one that told them about it

and further if this is allowed to happen like this then players will need to be notified when a fleet is complete. not meaning that you can't send out a fleet that isn't completed.

so this is what i am saying you get order a fleet of 1 carrier, 2 cruisers, 3 dreadnoughts, and 40 flak frigates

1 you will need to tell the fleet where to form and
2 the game needs to tell you when the fleet is actually formed
3 and as was said in another feed on this subject if a fleet loses some of it's ships and you are in a grav well that has the right ship yards said ship yard will auto build ships for reinforcement


i made these two different feeds becouse they cover different subjects



Reply #25 Top
excellent post

I agree on almost everything, that has been said here


two sides:
Carriers with its fighters
Long ranged ships
Tankers
Frigats

This is some form of formation id like to see.

Carriers should stay behind as they are vulnerable and are only meant to put in fighter/bomber support.

Long ranged ships, like the dreadnought, should also stay behind, and use there long ranged weapons as long as possible. But if needed they can go into the main battle, to make sure the carriers are not harmed.


Tankers like the battleship, should be hard to kill, strong shields and armor, and should be the once the enter the the main battle.

Frigats are the first to enter the main battle


Makes sense but to point out the obvious 3D movement in space the pattern should be more like the layers of an onion rather than a 2D slice. Even a Naval carrier/battle group has a 3D element with planes in the air and submarine(s) below the surface.