Frogboy Frogboy

RTS Battle Mechanics and Ships

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?

 

68,168 views 239 replies
Reply #226 Top
But I have read on a different thread that they arnt going to inculde sub systems and every thing that comes along with this, so My sugestion is people are saying they dont want to micro manage , well lets scale it up then, if u group a fleet , then surely it would be possible to command a number of ships to target enemy ships power systems rite? and disable them , I mean obviosuly this needs alot more thought , however If this is included as a fleet option maybe, this game would gain a great deal more depth . Other wise its just like every other tactical rts game, all be it a very nice looking space rts with alot of good points.
Reply #227 Top
I assume if you're aiming for the ships power systems, you will destroy the ship first
But I have read on a different thread that they arnt going to inculde sub systems and every thing that comes along with this

really, I dont remember them saying anything conclusive.
Reply #228 Top

I assume if you're aiming for the ships power systems, you will destroy the ship first
But I have read on a different thread that they arnt going to inculde sub systems and every thing that comes along with this

really, I dont remember them saying anything conclusive.


Sub systems have been discussed before, and its been said, there were no plans for it.

Im 100% sure someone asked the question, and Blair answered. And he said no, long ago.

Though, i support the idea. I dont think we are gonna see it.
Reply #229 Top
Sub systems really is a fantastic Idea, I don't know if it would work in a game like this ... heck maybe only for capitol ships? I think they'd consider it too micro-intensive and it could lag out the engine.

I'm still huge fan of positional damage though - If I'm at the rear of your ship, blasting lasers into your engines it should do more damage than if I was shooting your front hull.
Reply #230 Top
Wow! I just (re(skimmed))read this whole thing. I don't recommend it. A lot of good, a lot more bad. Well.....Fuck it, here I go.

With everything pertaining to the beta 2 as is without further wish list bonus features, let's start with ships (in specific order):

ASSUMPTION #1: Swarming is bad, combined arms is good.
Yes, this should be a high priority, but 100 Cobalts should take out a 45 strong combined armed fleet. But not 45 capitals. So yes equal sized fleet, combined should win.

ASSUMPTION #2: Fleets should work together as a single combined arms fighting force
---"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)."---

Yes, but the separate roles of your fleet should not be mushed together. Proper positioning should help fleets work together better, if for no other reason as all ships can fire the same direction. But if all ships just mush to gain firing positions VIP/S(hips) will be uncovered. Sure I can have frigs escort my VIS's but they are just near not defending. To does this now does require A LOT of micro-managing, I'm hoping to be able to do this more efficiently.

The last part of #2 is making me consider not wanting this game (too late?/hope i'm wrong). "transition between the roles of emperor and fleet commander " reduced to epic construction and redeployment simulator.

Positioning needs to be a premium at the cost of fleet maintenance/time to wait so all ships move. Attacking from the front and rear of an enemy fleet SHOULD (and seems to) give me an advantage. Right now I have to micro, I'm hoping I can give basic formations/maneuvers/whatever so that order X number of Y ships of Z fleet to flank the enemy fleet and attack from the side. Hopefully the AI can do the same. Which bring me to...

ASSUMPTION #3: The fleet mechanics should be logical and require no explaining
So what can differentiate different ships:

1. How fast they move.
2. Rate of fire.
3. Range.
4. Accuracy. How often the ship hits its target can be based on the accuracy of the ship.

I want to start with #4. Thus far in sins accuracy seems like it shouldn't matter as ships don't move and fights are slugfests. At (seemingly point blank) accuracy shouldn't matter, so only when ships flee and maybe first seconds of engagement.

Which brings me to #3. Range should not be a cut off but a range in which degrees of accuracy are tied to distance. A max range/cutoff should only be employed at huge ranges (diff. by ship) whereas the accuracy is too low to be efficient. Caps LRMs and other like specific role VIS's should have longer ranges them cruisers and cobalts.

2. Rate of fire, in essense creates the ability for swarming, i.e. 1 cap ship kills 1 frig per second, but together enough frigs will kill a cap with sustained losses. Also creates need for manuevering.

1. Ship movement acceleration needs to some how apply more importantly to the battles.
Right now, it is worthwhile to manually maneuver 5 cobalts in a circle around a Cap so that the main weapon fire is distribuited more evenly throughout my ships. With no micro I would lose a ship as the Cap would hit one continuously.

Put all four mechanic together would seem to create an interesting ever evolving battle. Why are Sins battles currently so static. Also, I now see the desire to make micro less advantageous. If battle movement was automated and doctrine/maneuvers for situations were programmable (templates of some kind), less micro would be needed to accomplish my goals, i.e. even damage dispersal so ships are not needlessly lost.

As I said before, everything I speak of is currently possible to do (albeit with A LOT of micro-ing) in this game. Let's try to improve the current system with regards to what is in the system and not with more added on complexity.
Or, don't listen to me.
Reply #231 Top
Sub systems would only be an option if you had up to twenty ships per fleet. Otherwise it's just something that there is no time to use.
Reply #232 Top
Would be intresting if we could custom make are formations.

why couldn't i find this post when i needed to. My post is
https://forums.sinsofasolarempire.com/?aid=155665#1248250
you guys stated prolly most of what i said.. but i have a few other ideas not stated.


i think... lol so many posts.
Reply #233 Top
Did anybody know Kohan2?
It´s a fantasy- RTS. If you want to build a troop you first select a commander or a hero. Then you chose your main line and you flank-troops. That can be any soldier or mounted troop. finally you can add up to 2 support-units. That can be healer or summoner or other magic user. When you have completed you selection you can save the setting and produce all of them as one unit. In combat you control them as one unit as well.

In a scifi- setting the commander would be a capital ship. The main line and the flank troops are the frigates. And the supportslots are for interdictors, repairships, damagedealers or other ships with special abilitys.
Reply #234 Top
No, that would kill fleet customizability.
Reply #235 Top
I am not sure that people talking about sub systems are on the same page as me, I am not talking about custom options, I am talking about a targeting system which atacks a specific point on a ship, and as I said above I really dont see a problem with giving a fleet the option of targeting a power system (which along with other systems could be as standard on every ship)thus making a relatively standard thing to implement across all types of ships and fleets. I mean you could even venture as far to say that you could have an atack screen andhave different points were you could target and have a percentage aatck on different systems, so say 30% of wepons target a specific system and 40% target the power systems etc??

Is this what every ones saying is impossible, and just to state I dont understand what the problem with doing some thing like this with a fleet.

And If this is out of the scope for this game then, atleast you could have fleet controls which alow one fleet to target specific ships in another, like orders saying concentrate fire on capital ships,, etc..... what u guys think?
Reply #236 Top

I am not sure that people talking about sub systems are on the same page as me, I am not talking about custom options, I am talking about a targeting system which atacks a specific point on a ship, and as I said above I really dont see a problem with giving a fleet the option of targeting a power system (which along with other systems could be as standard on every ship)thus making a relatively standard thing to implement across all types of ships and fleets. I mean you could even venture as far to say that you could have an atack screen andhave different points were you could target and have a percentage aatck on different systems, so say 30% of wepons target a specific system and 40% target the power systems etc??

Is this what every ones saying is impossible, and just to state I dont understand what the problem with doing some thing like this with a fleet.

And If this is out of the scope for this game then, atleast you could have fleet controls which alow one fleet to target specific ships in another, like orders saying concentrate fire on capital ships,, etc..... what u guys think?


i for one thing think that fleet controls is a good idea, basically managing at a higher level. at plays into the thing with target priorities I suggested in this thread. it should be too extreme, meaning concentrate fire on cap ship shouldn't mean all fire from all ships, but that significantly more fire is concentrated there. also, I still dont get the point why I would have to select a specific ship to attack an enemy, if I don't care. what interests me is "get this ship destroyed" and maybe "don't get destroyed while doing it", who exactly does it is irrelevant in most of the cases, you don't try to save every puny frigate in a huge engagement, you can't, but that doesn't mean that tactics are not important, just the approach to it.
Reply #237 Top
Yeah, this has been brought up several times before and there won't be sub-systems in Sins.


no they said there is no moduals somewhere on one of the posts one of the mods said it. yay found it
Reply #238 Top
And modules are usually subsystems...
Reply #239 Top
yep