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September 20th, 2000, 08:30 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Ground Combat Expansion
Expansion ideal for current ground combat (maybe major patch or SE V? too late for gold I suppose)
As I mentioned in an earlier discussion thread, I enjoyed the ground combat aspects of Star General b/c I always felt that taking over a planet should have a little more strategy involved. The following is an ideal which might accomplish this while minimizing the amount of additional programming required.
- Use the current space combat grid/module for ground combat
- Terrain/background could be automatically generated based on type of planet (nothing fancy, just valid/invalid squares for terrain blocking, slower movement, etc.)
- Attacking player would choose what transports in fleet would deposit their troops/platforms to planet (similar to cargo transfer screen)
- Combat would proceed similar to space combat with ranges/to hits/moves all similar to space combat (this would open up a whole new set of components for troop propulsion, etc.) This would also allow longer range weapons to act as artillery, fast moving units as armor, etc.
- Of course the ground combat could become much more complicated with components to allow space bombardment from orbiting capital ships/fighters every XX turns (ala IG2), etc.
- This entire "combat subroutine" could be an alternative to the current one (so in the end game they could be quickly resolved) or their could be an option for "strategic resolution" similar to space combat
I think overall the expansion of ground combat would add a whole new dimension of strategy that IG2 tried to accomplish and MOO2 never did right. Using the existing space combat system and unit design/component data setup the amount of additional program would be minimized. In the meantime, what other games have people seen that implement a good space combat/ground combat tactical combination?
Thanks,
Tampa_Gamer
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September 20th, 2000, 10:40 PM
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Sergeant
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Re: Ground Combat Expansion
I've been thinking of the same thing. Someone over at the SE4 Center forums mentioned that the space combat engine in SE4 is apparently capable of accepting plugins or external programs, so it MAY be possible to do exactly what you are saying. Can any beta testers support this conclusion?
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September 20th, 2000, 11:42 PM
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Private
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Re: Ground Combat Expansion
Very good idea.
I can even imagine that on-planet facilities are placed automatically by the computer on this board while generating the map. These facilities could be victims of attacks, bombardements, fallout or whatever.
The only problem I see is that troops are very cheap and you can built a lot of them at the cost of virtually nothing.
This could hinder and bog down effective ground combat. Remember that in space combat you cannot have so many ships because of maintenance costs.
A solution could be to give units (and thus troopers) maintenance costs too.
The amount of squares of a planet should depend on its size.
klaus
Ps: I liked star general too (not the space system but the ground system). Also good is IMO the Fadings Suns system.
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September 21st, 2000, 04:33 AM
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Sergeant
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Re: Ground Combat Expansion
I keep forgetting about Emperor of the Fading Suns, it's been so long since I've played. I agree, it had a pretty good system as well, although I never managed to successfully invade a planet (never strong enough to build enough troops).
I like the idea of adding facilities to the planet map. This way you could drop some fast, hard-hitting troops on a planet, have them destroy all the mining facilities and the resupply depot and pull back. You could cripple a planet's industry without having to use those smart bombs ( I never liked those things).
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September 21st, 2000, 04:37 PM
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Corporal
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Re: Ground Combat Expansion
I agree that ground combat should be improved. I know this is a "space" game but I feel that the ground combat should be as good as the space combat. However, I can see the problem with this. A space combat can end with no clear victor. How do you end a combat on a planet with both sides still standing? Would ground combat take place as it does now, during the middle of space combat? Are troops automatically "reloaded" on their ships? What if there are no ships left to load on? etc???
[This message has been edited by General Hawkwing (edited 21 September 2000).]
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September 21st, 2000, 10:13 PM
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Sergeant
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Re: Ground Combat Expansion
Ground combat would take place as soon as troops are landed. For any ground battles that aren't resolved, the planet becomes contested. The planet can't produce anything like during a riot. The units of both sides remain on the planet, and as soon as
1) more troops are landed
2) a player with troops on the planet begins his or her turn
ground combat commences again. Also, militia units spawn at the beginning of the planet's owner's turn.
Um, did I leave anything out? I feel like I did but I can't think of what...
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September 22nd, 2000, 12:36 AM
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Second Lieutenant
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Re: Ground Combat Expansion
I still play Emperor of the Fading Suns on a regular basis in PBEM, but the tactical aspects of ground combat are not that great in it either. The two stacks just go at it without any imput until a decision is reached, much like this model. The difference is that the entire planet is not conquered in one turn, like here. It can take quite a while to conquer a planet, particuarily when playing against a human opponet.
The suggestion of using the existing model of warfare is a good one. It isn't perfect, but it could work. The only problem would be that it would only be for single player, not multi.
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