Impaler wrote:
Basicaly what I am saying is that ship and ground units can be ranked on the same scales of movment and power but we create a large gap between them so that the nature of the fights move at the right pace.
That would be alright, no harm there.
Impaler wrote:
I am also a bit confused on your turn time limiting formulas. As far as I am able to determine you think that the player should have a limited amount of time to issue comands to their ships/units. Once that time has expired all the orders get calculated simultanously. (Possibly with the resultant actions being conducted like that of Combat Mission, this is a nice idea but would take more time to program).
When the player issues orders, there should be an optional time limit, set in options, you could have no time limit. When all players press a button 'done', then all orders for all players ships are played out in real time, at the same time. If the time runs out, an alarm should go off, or just click 'done' for them (the later is less friendly).
Impaler wrote:
But you also seem to indicate that the number of such combat turns that would be played in this mannor is limited by the total time of all the turns. At the end of this set time limit the players retrun to normal glactic managment. And after that galactic managment period is over the combat would be reloaded and played for another equal period of real time.
Let's say that combat=all space combats + all ground combats, within a turn. I imagined that combat could last Xmins per turn, that is a set amount of time per turn, maybe 5mins each turn, maybe 2mins each turn, something to be decided.
Also, it would be empire management, play combats at the end of the turn. Within space combat, there are so many turns, depending on how long real time is meant to last. Each turn, all players issue orders. Then when done, all orders are executed in real time. This real time is tracked, so that when Xmins (undecided) pass, players issue orders again, in the next turn, and so on. The real time could last for 30secs after each combat turn (when players issue orders). The total real time space combat time and total ground combat time would be totaled and tracked. If it reaches 5mins (or whatever), then combat continues into the next empire turn.
Impaler wrote:
But we have a problem here, if the period of real time in each turn is flexible then the total turns played in each combat would be variable unless the total real time of the combat was desided by a multiplier on the turn time.
The period of real time (when orders are played out) would be a set amount each combat turn, ie 30sec.
It would be like this:
[empire turn 43]
===========
[combat turn 1]
Give orders: maybe time limit.
Play out orders (real time):30sec
[end combat turn 1]
[combat turn 2]
Give orders: maybe time limit.
Play out orders (real time):30sec
[end combat turn 2]
[combat turn 3]
Give orders: maybe time limit.
Play out orders (real time):30sec
[end combat turn 3]
[combat turn 4]
Give orders: maybe time limit.
Play out orders (real time):30sec
[end combat turn 4]
<total real time=2mins, continue into next turn>
Ground combat time would also be put into this total real time to determine when to continue either space combat or ground combat over into the next turn. (Both would continue, but the most recent would be played before returning to the other, eg. ground combat would be continued and played before getting back into playing space combat)
Impaler wrote:
This is what I would propose. At game set up the players can select some options for how quickly they want space combat to play out. They can select "tight" "moderate", "loose" "none" time restrictions. At the begining of each issue orders phase the computer counts the number of units involved on each side and sets a time limit based on the number of the greatest individual players fleet. A small task force might get only 30 seconds, a large fleet several minutes. All players see what the selected time limit is and they give orders as that time ticks away. Once the timer finshes then the game claculates all the outcomes simultaniously and displays the results to the player in what ever mannor we deside.
I imagine such an idea for combat turns, ie time to give orders, is a good idea, as you propose it, but after each outcome is calculated and diplayed, via real time (ie ships moving and attacking), if ships are still there after 30sec of real time, then players would give orders again. If all real time met the set amount of real time alound per empire turn, then combat would continue over into the next turn.
Impaler wrote:
As stuff gets destroyed the latter turns of the combat may be shorter then the earlier onces, mopping up is easier after all. Or if forces can enter the combat as I proposed in the partial ETA idea the turns can grow in length. In any event each turn is custom sized the the clash of ships involved.
It would be cool to have ships come in mid battle. I imagine that during a players turn, a message saying 'reinforcements have arrived' would appear and the player could issue orders for these new ships as well as his old ones. During rela time, other players would see these ships come in from the side of the screen and play out their orders.
The time to give orders in later turns would get less, this could be dependant on X amount of ships. The real time part would stay the same, ie 30secs of your orders played out.
Impaler wrote:
The total number of turns played in each combat should be INDEPENDENT of the length of real time that is alocated to each combat turn. All of my ideas have thus far been based on this assumption, I belive your operating on an assumption that the REAL TIME in a combat is constant and number of turns is DEPENDENT on that. (please clarifie if this is incorrect)
The real time (play out orders) is constant, a set amout, say 30sec. It is idependent of how long the player takes to issue orders. The calculations to decide whether space combat or ground comat should halt and continue on into the next turn, only takes into account real time, ie combat turns (issue orders) X 30secs. Ground combat is unkown, if ground combat uses a similar system, it would take into account the rela time, but if it was turn based, it may take into account all ground combat time. In the end, space combat real time and ground combat real time, as a total, would determine if space combat or ground combat is continued.
Impaler wrote:
I strongly favor the independent point of view as it will enshure a continuity of game universe time and make shure combat is finished in an apropriate and resonable number of turns no matter the size of the fleet. When 2 large fleets fight they should logicaly be able to fight for as many turns as smaller groups of ships. Also the outcome of such combats can not be keept in limbo for the potentialy infinite durrations of time that dependent turn counts would entail. Independent numbers of turns will ofcorse nessesitate that combat turns grow in length as the game progresses, this is unavoidable and apropriate in my view, it is the nature of all things in a 4X game to grow as the game progresses.
This may be true, how turns may always take longer, but in my system, if you have many massive armies of ships, then space combat would be spread over more turns, with the same amount of real time in each turn.
Assumming that total real time space combat per turn is 5mins and there is no ground combat during these turns:
5 ships vs 5 ships may last 2 empire turns, in the first turn it would be 5mins real time and in the second it may be 2mins real time (finishes before the next turn).
20 ships vs 20 ships may last 7 empire turns, in the first turn to the sixth turn, it would be 5mins real time and in the seventh it may be 3mins real time (finishes before the next turn).
So in my system, at most there would be 5mins real time combat per turn and on the last turn, it would be less than 5mins real time. This happens because combat time is spread out over more turns.