0.4 Design Pad edit

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This page is a notepad/preliminary design document for the designers to prepare for 0.4, which deals primarily with space combat and ship design.

Contents

General Bullet Points

Weapon Types

Combat balance is organized primarily around different types of weapon delivery systems: Point Defense (PD), Short Range (SR), Long Range (LR), and Fighters.

The details of ship design, such as how many types of weapons ships may have are undecided.

Weapon Ranges

The following are tentative and preliminary values, to be used for intial engine design and content creation, and are sure to need balancing and tweaking later:

Reasons and Consequences

Ship Designs

Ship designs consist of a hull, and the parts placed in that hull's slots. Both the hull itself, and the parts placed in it may affect a ship's characteristics in-game.

Hulls

A hull is the base on which a ship is built. Engines are part of the hull and are not separately selectable, so hull definitions include engine-related properties.

Size

Parts

Slots

Justification

Linking hull sizes indirectly to roles via non-role-specific size-dependent characteristics of the hulls of a particular size is a part-way solution between fully generic hulls with no role-association, and fully specialized hulls, which are each intended for use only on a single role.

There will be several different (sized) hulls on which ships can be designed, which are distinctive in that they are better or worse in ways that affect how well they do various roles, but can be used for roles including ones they aren't particularly well-suited. Different-sized hulls are also visually distinct and will have obvious associated characteristics, which should be easy to describe, discern and understand for players, rather than fully role-independent generic hulls which have no association to particular roles. In this system, it's not as easy to see what a ship is or can do as it would be if there were easy-to-see roles inherent in the ship's form or appearance, but it's better than having no information such as might occur with fully generic hulls.

Stealth and Detection

Basics

Within Battles

On the Galaxy map

General Principles

Mechanics

Ships and other objects in a battle have two relevant meters: Stealth and Detection. Detection indicates the base detection radius of an object during a battle; this is the maximum distance away at which it can detect a minimally stealthy ship. Stealth indicates the ability of an object to avoid detection, reducing the actual range at which it can be detected by other objects. Both these values are standard meters, ranging in value from 0 to 100.

Ship parts give bonuses or penalties to these meters to influence the detection ability or stealthiness of a ship. Other objects have other sources of bonuses or penalties, from techs, buildings, or other sources.

The following assumes a system of battle map coordinates where planets are about 100 units of distance apart.

To determine if a detector can detect a target, the target's stealth is subtracted from the detector's range, and the result is compared to the distance between them. If the distance is less than 10*(detector_detection - target_stealth), then the target is seen by the detector. If the distance is larger, then the target is not seen (by that detector; another detector might see it).

If (detector_detection - target_stealth) is less than 0, ie. stealth is greater than detection ability, then the detector can never see the targer, regardless of their distance of separation.

For example, if a detector ship has a detection meter of 30, it can see target objects up to 300 battle map distance units away, depending on the target's stealth. (And unless the target has a stealth of 0, in which case the target can be see anywhere on the map). If a target object has stealth 10, the detector ship can see the target object if it is 200 battle map distance units away or less. If the target object has a stealth of 40, the detector ship can never see the target object, no matter how close or far apart they are.

The factor of 10 scaling difference between meter values and battle map distance is used because the range of meter values (0 to 100) and the battle map distance units (1000 unit system radius and 100 units between planet orbits) were decided upon independently and a scaling factor is needed to make things work reasonably.

The stealth and detection meters of an object may vary from battle turn to battle turn. In particular, whether a ship is moving, or in particular, firing its weapons, should significantly influence its stealth level. Ships that are completely stealthy when not moving or shooting may becomes easily visibile when they fire weapons, due to increase penalties to stealth from weapons ship parts on the turn (and turns immediately after) firing.

A special case also occurs if a target has a stealth of 0. In this case, no calculation about distance between target and detector is done. Rather, any object can see any target object in a battle if the target has a stealth of 0, regardless of distance between them.

Most ships will have stealth 0, at least at the start of the game. Most celestial objects in battles, such as plants or stars, will have stealth levels of 0, so can always be seen by players in a system battle.

Detection meter boosts will be given much sooner and more readily and cheaply and earlier in the game / tech tree than stealth meter boosts. This makes is difficult for ships to be too stealthy to be detected by similar-strength enemies.

Planets in Combat

Planets appear in combat and take part in battles, and interact with ships over the course of a turn on the galaxy map. There are two main purposes to planets' offensive and defensive capabilities:

However, planets should not be invulnerable to enemy space fleets, particularly if those space fleets are quite large and powerful, or are specially equipped with planet-destroying or planet-capturing equipment.

To meet these goals, planets have two meters: Orbitals and Shields.

Orbitals

Orbitals are satellites that give a planet offensive capabilties.

Orbitals are tracked with a planet orbital meter. The current orbital meter value indicates the total strength of orbitals that a planet has, and the max meter values indicates the max level of orbital strength the planet can maintain. Like other meters, the current orbital value grows towards the max value over time, with a rate dependent on factor such as the planet's construction meter. It takes some time for a planet to fully develop its orbital constellation, or to recover from losing some of its orbitals during a battle.

Planet orbitals' attacking range should be fairly short, so that defended planets of multiple empires can coexist in the same system without attacking eachother.

Shields

Planetary shields are extremely strong defensive weapons that can protect a planet for several game turns, and render it nearly invulnerable to damage during a space battle.

Shields are tracked with a planet shield meter. The current shield meter indicates the "power" or "health" of the planet's shields, and the max meter value indicates the max shield strength the planet can maintain. Shields regenerate over time, like other meters.

While a shield is in place, a planet's surface is protected from orbital bombardment by fleets of enemy ships. The planet's building and meter levels are unaffected by enemy fleets in a system while the planet's shield is functioning. However, non-fleet warfare, such as dropping ground troops or using biological or psychological/sociological attacks can penetrate a shield. These attacks can destroy a planet's defense or infrastructure even if the shield is up, necessitating having protection against them even if a planet is shielded.

Shields can be damaged by enemy fleets in their system, however a relatively large and powerful fleet is required to do this. Fleets have a shield damage rating, which is the amount of damage they do to each enemy planetary shield in their system each turn. If this rating is higher than a given shield's regeneration rate, the shield is depleted each turn, until it is disabled. If the fleet's shield damage rating is less than a shield's regeneration rate, the fleet cannot damage or full prevent regeneration of the shield.

Some ship parts or weapons may be specially designed to weaken enemy planetary shields more effectively than other weapons.

Exactly what determines a fleet's or ship's planetary shield damage rating is not yet determined. Likely it will depend primarily on the strengths of weapons on the ships. Certain weapon types (LR, SR, bombers) may be more important for shield-damaging than others (PD, interceptors). There may also be special ship parts that don't act as standard weapons during battles, but which give ships a powerful anti-shield effect.

Consumables

Consumables include ship fuel, missiles, and fighters. Keeping track of the amounts of these a ship or fleet has can promote strategically interesting decisions and reduce imbalances or other undesirable game "features" or strategies.

Fleet Supply System

Consumables are generally important for the operation of a ship or fleet, so there must be a way to replenish, or resupply, a ship that needs more.

The supply system should conform to several goals:

Mechanics

Fuel

It is undesirable to be able to fly any ship arbitrarily far across the galaxy. Limits on the distance ships can travel away from the systems their empire controls would prevent this, and some concept of ship fuel is an intuitive way to do this.

The fuel system should conform to several goals:

Mechanics

Ammo

Mechanics

I don't get the fundamental difference between the abuse implied by fuel sharing and the lack of abuse in ammo sharing situations. It seems to me that either both or neither should be considered micromanage-y. In particular, I don't understand what it meant by "since it is not as likely to need to be restricted by considerations such as what the travel range of a ship should be". Geoff, could you clarify? --Zach

Modified to clarify. Is that sufficient? Geoff the Medio 06:04, 14 January 2009 (EST)

Building Ships

Shipyards

Shipyards are buildings, or combinations of buildings, that allow ships to be built in the system where a yard is located, by the player that controls the yard. They are expensive, relatively rare, and strategically important.

Ship Upgrades / Part Refinement

Ship Roles

The concept of "ship role" may be built into the UI or AI, but not directly or explicitly into the ship design system as ship hulls or sizes that are used only for a specific role.

In particular, some indication of the role of a ship, as a summary of its design, may be generated and displayed to players and/or used by AI to determine how a ship "should" be used tactically or considered strategically.

What exactly constitutes a "role" is unclear, but may be strongly linked to weapon type or other parts used (or used primarily, or emphasized), tactics or strategies a ship is suited-for, range or supply limitations, etc.

Battle Balance Tactical Goals

The mechanics of combat should encourage and support interesting tactical outcomes. Battles should not dissolve into an amorphous tagle of ships. Rather, appropriate grouping and relative placement of ships should be a significant factor in determining victory between similar-strength forces.

Additional tactical goals may be added. The above list is not meant to be a complete list of valid tactics in-game, but rather is a list of possible tactics to encourage instead of a chaotic melee-like jumble of ships.

Battle Map Layout

Pre-Battle Deployment

Exiting Battle

Combat Objectives

Contested tactical objectives are generally achieved or resolved on the battle map. For example, invading a planet or transiting through an enemy-occupied system, from one starlane entrance to another, requires resolution on the battle map if there is an opposing fleet that would seek to prevent or interfere with these activities.

Possible combat objectvies include:

Battle Pace, Timing and Orders

The combat engine will be hybrid real-time and turn-based. Individual turns will play out in real time, but player input, through orders, will only take effect once per turn. Orders may be given at any time (paused or not) and are queued to be processed in subsequent turns. During turns, between the times when orders take effect, the player(s) have no ability to alter the outcome of game events (other than orders given before the start of the present turn). Player(s) may request a pause at any time, but pauses only occur and the ends of turns. Current thinking is that a turn should be somewhere between 3 and 5 seconds. (Example: Knights of the Old Republic)

This system is chosen over a traditional RTS system because those generally turn into a clickfest, or a contest of who can more quickly and effectively manipulate one stack of numbers against the opponent's stack of numbers (Example: Empires at War). Conversely, a TBS system can be too slow and make be unable to capture any real sense of tactics (Example: Master of Orion 2).

Battle Math

The main reason for the following battle math system was simplicity. Various more-complicated systems were considered, but anything more than two or three numbers to track ship damage is too much data to track internally for the engine, and will often be more information than players can usefully take in during a battle. Separately tracking damage to individual ship parts in particular is not practical or necessary for v0.4 or likely for v1.0.

However there should still be some effect on ship systems before the seemingly perfect condition ship explodes when the last fraction damage if could absorb is dealt. Rather, ship performance should degrade as it is damaged.

Defining various threshold-related effects would likely require writing a lot more in ship part definitions, and would means writing the code to interpret those definitions and store the information and dole it out in various situations. This is a lot of extra work for coders and part design and balancing. Instead, a simpler system is used with continuous degrading of ship performance with damage to the ship.

Meters and Damage

Ships have two meters that track damage: Health and Shield.

If a ship is attacked, the attack does some amount of damage to the ship, which is subtracted from the current shield meter. If damage exceeds the sheild meter, the difference between the shield meter and the amount of damage done to the ship is then subtracted from the ship's current health meter.

Damage to ship shields has no direct effect on the performance of the ship. Reduced shield meters are simply reduced for the remainder of the turn.

Damage to ship health reduces in-battle ship properties such as ship weapon power, stealth, speed and detection in proportion to the amount of lost health. For example, if a ship is at 50% health, its beam weapons may 50% of full damage potential per turn, it may move at 50% speed, and may have 50% reduced stealth and detection ratings, or may launch fighters or missiles at half speed. Exact details of this are to be determined, but the point is that damage should affect a ship before the actual destruction of the ship.

Ship Design and Meters

Ship health and shield maximum values are determined from a ship's design. Specifically, the hull and the ship's part can modify the ship's health and shield max meter values.

Shields generally are only increased by specific shield parts. Ships without shield parts or some other source of shields at the start of a battle have a max shield meter of 0.

Health generally is increased somewhat by a ship's hull, so all ships have a max health meter above 0 from the effects of their hull. Other parts can also increase a ship's health, and armour parts significantly increase a ship's health max meter.

Repair

Ship shield current meters are set to their max value at the start of each main game turn.

Ship health current meters may or may not increase between game turns:

Note: Whether a ship arriving at a system with a shipyard is repaired on the first turn that a player would see the ship as being located in the system is unspecified now (ie. it is undefined in this section when the "start" of a turn is). In future, ships may be required to spend a full turn in a system to be repaired: the ship would need be in the same system for two consecutive turn updates to the ship's owner.

Weapons

Damage and Launch Rate

Direct-fire ship weapons and fighter attacks have a rating in damage per battle round, or damage per shot (to be determined from implemenation). This rating is determined at the start of battle, likely by effects or other factors that are not relevent in the battle itself (beyond the rating they produce), and may be reduced by damage to the ship.

Damage rating determines how much damage the weapon does when it attacks another object in battle (such as another ship).

Other than proportional reduction in direct-fire weapon damage due to reducection in an attacking ship's health meter, a weapon's damage rating does not change during battle. Distance to target or the type of target being attacked does not change the damage rating of a weapon.

Missiles have a fixed damage rating for targets they hit. There is no need for a damage "rate" for missiles that hit only once, on one round.

Fighter attacks may be rated per hit or per round, depending on implementation preference.

Indirect-fire ship weapons have a rating in the number of missiels or fighters that can be launched from a ship each battle round. This rating is determined at the start of battle, similarly to direct-fire weapon damage, and may be reduced by damage to the ship.

Range and Targetting

A weapon can target objects in battle that are within the weapon's range, and which the player controlling the ship on which the weapon is located can detect the potential target.

All weapons have a range rating that is determined at the start of battle, like the damage rating of the weapon. However, damage to a ship does not change the range of its weapons. This simplifies the UI and AI of targetting for groups of ships with the same weapon but potentially different health levels.

Every direct-fire (beam) weapon that fires at an object that it can target hits the target. There is no chance to hit or accuracy calculation.

Missiles may be targetted at objects within range of the ship that launches the missles. Once launched, missiles will move towards their target, even if either or both the missile or target move out of the range from the ship in which missiles can be launched at the target. Unless a target can outrun (move away faster than the missile can move) or the missile is shot down, or the target is destroyed or can no-longer be detected by thie missile-launching player, the missile will eventually hit its target. If a missile's target is destroyed, the missile disappears without detonation. If a missile's target becomes invisible due to moving out of detection range, the missile moves towards the target's last known position, and then holds position at that location. Missiles may or may not be retargettable; the player may have the ability to select an already launched-missile and order it to attack another ship that is within the range of the ship that launched the missile.

Fighters may be ordered like ships, and operate independently of the ship that launched them. Any ship that the fighter's player can detect can be targetted by that player's fighters, regardless of distance between the launching ship and the target, or the between the fighters and the target. Effectively, fighters have unlimited range.

Battle User Interface

Planet Resource Distribution

The planet resource distribution system is the means by which planets exchange (some of the) resources they produce, allowing planetary specialization in one resource while the others are provided by other planets. The planet resource system uses distribution routes that are functionally very similar fleet supply route, except that they are between planets, instead of from a planet to a fleet. Planet resource distribution routes are typically shorter than fleet supply routes, but within their maximum range, the same rules determine what systems through which planet resources can be distributed as which determine systems that fleet supply can travel through.

Health, Food Distribution and Population Growth


Planet Focus

The player can assign a Primary Focus on every colonized planet, which determines the resource that the planet in question focuses on producing. The values of the Target Resource Meters are modified by Focus settings.

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